Saturday, July 23, 2011

The Workshop: Princess of the Hill, Part Three!

by Randy

The creative gears are a-grindin' for the folks at Growing up Gamers! Angie and I are teaming up with our friend Julian of Cool Factor 5 on a big soon-to-be-revealed and super awesome fun project. 5-year old Katie just recruited programming talent to code her very own video game (yes, I am being serious... that girl has ambition!). Our two-year old son Jack is the only one not working on a game design, as far as I can tell... wait, scratch that... when I said that out loud he replied "No, I has a game project too! I own project" and its apparently involving a "beetle with a camera" (?). So in the midst of this, I decided to brush off Princess of the Hill and share the fun stuff I have simmering on the back burner. Since the original post, I have received a fair amount of feedback, both in comments and in drawings from my daughter. Since then, I have done a little more concept art and started working on the basic mechanics of attacking opponents.



So I have decided that there will be equipment to be used. Equipment will be findable on the board (unsure of exactly what that looks like...). Not quite so extensive as what Katie recommended, but it'll be there. First up, we have Crowns. Crowns are symbols of authority, and each princess will have one at most. Each is unique and will most likely add to an attack value, allow changing attack cards or give a draw bonus. Here are a couple examples:

The Crown of Assorted Errands: Fit for a Princess who likes to soften up opponents from afar first, this Crown allows a Princess to make a Strike attack at range.



The Crown of Irony: This Crown was into rulership before rulership was cool, as the hipster Princess wearing this will. This Crown grants a +1 bonus to Drag attacks, as the one who wears this will certainly be a drag to hang around with.



Next we have Scepters. Scepters are representative of a ruler's power, and the ones here are no different. Each Scepter is unique and will usually add to attack power and/or allow the Princess to keep her attack card instead of discarding at the end of the attack phase. Examples:

Scepterchucks, yo!: Scepterchucks... do they need further introduction? The joke may... it's a reference to 8-bit Theater. I haven't decided the exact effect of these, but I expect both keeping Strike cards played and granting +1 Strike.


Louisville Scepter: When you absolutely gotta knock a princess out of the park, the Louisville Scepter is a good, solid choice. This one will grant a +2 Push.



Additionally, there will be Scepter and Crown combinations called Regalia. WHen you have both pieces of the set, you will get a bonus. To make things simple, it will most likely just increase your draw valued by one, in addition to the individual effects of each item. These will most likely not be the only items, but we'll see.

To counteract equipment, I'm thinking that some attack cards will have a Steal effect upon the resolution of the attack: some will steal on a success, and some will steal on a failure. Just to mix it up a little.

Now on to mechanics. As stated in the original post, there will be three types of attack cards: Push, Drag and Strike. Drag beats Push; Push beats Strike; Strike beats Drag. Strike is the easiest to resolve: the player will discard cards equal to the value of the attack. Push is also pretty straightforward, both conceptually and in effect. Here is a diagram of Push:



Note the numbers; this will be where the defender ends up after a successful attack by the attacker.

Drag is a little more complex. I looked over the board and imagined what a Drag in a fight would look like. Basically, you grab the person, spin and let them careen to their fate. Here is what I see this looking like:



So that is a basic representation of combat. The examples I gave do not have other Princesses around that could be hit, nor Unicorn Poop to slip on, nor anything like a brick wall to suddenly arrest movement. We're not taking uphill/downhill into effect, either, nor are we worrying about facing (though the pieces in the examples have their front arcs marked. I'll get all that figured out in a rules mockup soon. Sound fun? I hope so!

Okay, that's it. Anyone have any ideas to share? Quirky equipment ideas? I'd love to hear 'em!

1 comment:

  1. hey randy that game sounds AWESOME oh and sorry didint show grandpa made me and mom just go home

    - jacob ganzer

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