Monday, May 5, 2008

More on the turn sequence......

Well as of today the countdown clock has expired to apply to be a Founding Mentor and all that it includes. However you can still be a Mentor once the game is released. No release date has been set but I would imagine it would coincide with one of the Summer conventions so as to maximize the exposure to gamers. Game Designer, Tim Ellington shed some more light on the rules last Friday, see below:

"The turn sequence is always an interesting part of any game. Different games have different styles. Some are very rigid in structure, and some are more free-flowing. In Fight Klub, we want to keep the “rules” part simple while making the game as strategically deep as possible.

An old game design axiom is “it’s like chess… easy to learn, a lifetime to master.” Chess has relatively few rules. Each piece can do a limited number of movements, and you get one “action” per turn. With the exception of castling, there’s not a lot of “special rules” you have to know. Fight Klub isn’t exactly like chess, but the goal is the same. Make it easy to learn, but strategic to play and challenging to master.

In order to make the basic game “movements” as easy to understand as possible, we have created a turn sequence that tries to minimize confusion and timing issues that can plague some games.

There are three Phases in a turn. Setup, Fight and Cooldown. Eash phase has a few actions that can be taken, and it’s set up in the following steps.

The Setup Phase is easy as 1-2-3.

Do this once – First Setup action.
Do this twice – Play one Condition OR one Gear OR one Instant – Setup OR take one Setup action.
Do this three times – Flip a Fight card from the Fight stack.

Now you’re ready to fight :-)

Each of your three Fight cards constitutes a fight. The Fight Phase follows these steps:

1st Fight:
Enhance – Play one Effect OR one Instant-Enhance or take one Enhance action.
Fight – Skirmish resolutions and/or Fight card gametext.
Score – Play one Instant-Score OR take one Score action AND Score any winning Fight cards.

2nd Fight:
Enhance – Play one Effect OR one Instant-Enhance or take one Enhance action.
Fight – Skirmish resolutions and/or Fight card gametext.
Score – Play one Instant-Score OR take one Score action AND Score any winning Fight cards.

3rd Fight:
Enhance – Play one Effect OR one Instant-Enhance or take one Enhance action.
Fight – Skirmish resolutions and/or Fight card gametext.
Score – Play one Instant-Score OR take one Score action AND Score any winning Fight cards.

The Cooldown Phase contains end-of-the turn mechanics as follows:

Play one Instant-Cooldown OR take one Cooldown action.
Discard to Hold number, THEN Draw to Hand number.
Exchange The Drop.

Keep in mind, the player with The Drop determines which player takes their actions first in each phase of the turn. They also determine the order in which the Fight cards are resolved.

By having an easy-to-understand structure for the turns, we want the learning curve for Fight Klub to be quick and easy, so you can spend more time playing and learning the deeper strategies involved.

Tim"

Thanks Tim, and we look forward to more details forthcoming each and every Friday as the launch date gets closer.

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