Further thoughts on hex dominion
Apr. 20th, 2012 12:42 pm* If there's a fixed deck size, it doesn't necessarily have to be a deck of cards. It could be some completely different mechanic, eg. roll five dice and have a chart for which dice can be spent for which abilities. Eg. 1-5 = short march, 6-10 = quick march, divisible by four = frontal attack, etc, etc.
* Currently there are three basic attacks, each of which can either mutually annhilate with an enemy army, or do something specific (destroy an enemy army on any friendly hex, destroy an enemy army between two friendly armies, or play a card on an opponent's turn). However, the alternate modes are a bit uninspiring: they're interesting when they come up, but they're too rarely relevant. Ideally there'd attacks a bit more like hillside charge (destroy an adjacent enemy army if you're on a mountain) which make the terrain matter. Any suggestions?
* Instead of scoring for all territory, which might be fiddly to count, how about having six scoring hexes (gold mines, monuments, cities, or something), and at the end of each turn, gain one point for each you control? And game ends at some fixed number of points.
* Currently there are three basic attacks, each of which can either mutually annhilate with an enemy army, or do something specific (destroy an enemy army on any friendly hex, destroy an enemy army between two friendly armies, or play a card on an opponent's turn). However, the alternate modes are a bit uninspiring: they're interesting when they come up, but they're too rarely relevant. Ideally there'd attacks a bit more like hillside charge (destroy an adjacent enemy army if you're on a mountain) which make the terrain matter. Any suggestions?
* Instead of scoring for all territory, which might be fiddly to count, how about having six scoring hexes (gold mines, monuments, cities, or something), and at the end of each turn, gain one point for each you control? And game ends at some fixed number of points.