Mob Rules Update

For the last couple of nights I've been crossing and meandering between two projects.

Number 1: Finishing off "The Great Bard", my game chef entry which seems to have drawn a bit of interest (Thanks for the review Steve).

Number 2: Getting the goblin mob combat rules to sit right in my head.

I've revised and refined the concept a bit.

We now follow a standard pattern for all different types of actions, whether combative, mystical or otherwise.

It works off a few simple notions.

a) Goblin characters are surrounded by mobs of lackeys, the mob can be any size as long as you've got the money to keep paying them. Lackeys are expendible and work like a combination of special abilities and hit points...once you lose a particular lackey, you lose access to the ability provided by that lackey and your mob size gets smaller.
b) When a goblin engages a task or enters conflict with another mob, they select a team from their mob. This team size is based on the leadership of the goblin, it may be higher if the goblin character leads them into battle, or it may cause morale loss if the goblin character sends his lackeys in to fight while he hides in the mob.
c) All team members get a single active action each turn, but they may defend themselves as many times as necessary.

With this in mind, the 3-minute turn sequence basically works as follows...

Minute 1:
  • Choose your active team
  • Draw an active hand of cards (1 plus the size of the active team)
  • Allocate a single card to each member of the active team

Minute 2:
  • Player with the larger active team goes first, they choose a member of their team to act, this goblin is the assailant.
  • Acting goblin targets a member of the opposing active team or a random member of the mob. The target of the action is the victim.
  • Play a random card on the assailant and the victim. Each player may choose to expose and use their allocated card if it is higher. Higher card adds 1 to their attack (or defence if the higher card is gained by the victim).
  • Compare scores, if assailant is higher, an effect is applied to the victim.
  • Move to next goblin's action (alternate turns between players).
Minute 3:
  • Chance of goblin recovery after the round has ended.
  • Any other end of turn effects manifest.
  • Begin new round.

It seems quick and simple at this stage, but will probably see further refinement as special abilities are devised.

Comments

Popular posts from this blog

A Guide to Geomorphs (Part 7)