Mostly the entire concept and idea is done and kinda polished, but im not gonna turn this into a real thing so i'd rather post it here than have it rot in one of my idea folders
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TITLE - "THE WAR TO END THEM ALL (board game edition)"
You know war? Like, that one board game? yeah, its that, but with my spin on it
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BASICS -
5 players max
Red, Yellow, Green, Blue and Pink,
The wolrd map is divided in 5 continents, North america, South america, Africa, Europe and Asia (Sorry oceania your gonna have to share a seat with asia in this one)
They are all divided in countries, they all have roughly the same ammount of countries, so the usa, canada and mexico are gonna have to be split into a million pieces and asia is gonna have to have some gigantic countries to compensate but it's for game balance so i dont care
Put a small colored disc the same collor as yours in your territory to mark it as yours
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Wonce there is only 1 player remaining that player is declared as the winner everyone else are sore losers
Play on a round table (preferably)
Player turns start clockwise (left to right)
Player to start the game is the player which brought the game to the table(so i start every game of course)
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Every player starts by choosing a continent and then a country in that continent,
(just know, when i say "territory" or "land" i just mean a country and not anything else)
This is so you cant chose a spot right next to a guy and immediatly start killing each other,
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After that, each player gets 6 funding tickets
(Funding tickets are small little yellow discs, like checkers pieces with a symbol on top, the symbol resembles those old movie tickets, the ticket is a little curved inwards to give it some better looks, theres one ticket only and its also colored yellow)
Im gonna explaine these in a bit
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And each player also gets 3 consumable cards, which i'll explaine a while later, we have to get through a lot of stuff still
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FUNDING TICKETS:
Funding tickets are the base of the game
You can spend funding tickets to buy the things you fight with (soldiers, air units, water units, special cards, etc...) or to buy other things
You get more funding tickets every turn after your first one
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Funding ticket prices:
1 Soldier unit = 1 ticket
1 Water unit = 2 ticket
1 Air unit = 2 tickets
*Soldiers are army men
Waters are battle ships
Airs are fighter jets*
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UNITS (and other things that are also important) -
There's a bunch of the little figures,
like 20 soldier figures for each color, so like, 100 total,
And 20 water figures for each color, 20 air figures for each color, yadda yadda*
They have circular bases so they dont fall over or anything
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The ATK and HP of each unit is displayed on the bottom of the circular base as as a number next to a heart for HP, and a number next to a sword for ATK
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Every territory not owned by a player is neutral
You can dominate it by sending any unit over to it
(water units can only stay on countries with shores so they cant dominate landlocked countries, important to note)
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ALSO important to note: you can have as many units in 1 single territory as you want, it's fine, so if you want every single one of your units in 1 single country, the choice is yours
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The more countries you have the more tickets you get per turn:
1 to 8 = 3 funding tickets
9 to 16 = 4 funding tickets
17+ = 5 funding tickets
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When you have no units over a territory that's yours, remember to put a little disc the same color as the one you chose over it, the disc is a little bigger than a funding ticket but has no symbol, just to mark what's a players territory and whats neutral,
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Just know that empty captured territory is the same as a neutral territory but just with your color over it so any attack can capture it with 0 casualties, speaking of casualties
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COMBAT -
Soldier (1HP / 1ATK) can only attack countries they have borders with, so you cant have a soldier jump over a neutral space to attack the enemy behind,
You need the borders to be connected directly to attack
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Water (2HP / 0 to 3 ATK) can carry up to 3 soldier units and attack whatever place has a shore
Water units can attack other water units to destroy the soldiers inside
Water units can be destroyed if the attack deals enough damage to kill all the soldiers and also hit the ship
Or if the ship is hit while empty
Water units cant defend themselves if left alone with no soldiers on board
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Air (2HP / 2ATK) act like soldiers but are worth the same as 2 soldiers
Air units can attack double the range of what the soldiers can, basically, they can jump over 1 country to attack the one behind it
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When 2 players try to dominate territory from each other it works like this:
The attacker has to deal enough damage to destroy every unit defending the territory,
Then, the enemy units in the territory are killed (back to the pickup pile) depending on the damage
But, the defenders deal just as much damage to you as you did to them
Example:
I have 5 soldiers (5HP 5ATK) and i attack a territory with 3 soldiers (3HP 3ATK), the units in the territory are destroyed (deal enough damage), and i also take 3 damage from their defense, meaning i lose 3 soldiers
So in conclusion i have 2 units in the new territory
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Another example:
I have 1 air unit (2HP 2ATK) and i attack a territory with 3 soldiers (3HP 3 ATK), my air unit dies and 2 of their soldiers die aswell,
But 1 remains alive
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Also a (bunch of) little situation(s) that i need to explaine real quick,
More examples:
I have 1 air unit (2HP 2ATK) and i attack a territory with 1 soldier (1HP 1 ATK), my enemy can only deal 1 damage instead of the necessary 2,
The soldier dies, of course, and my air unit doesent die,and capture the territory just fine, this is because it has 2 HP, so 1 damage isnt enough to kill it
This is because tracking the damage of each unit and making a mechanic out of it would be both annoying and a nightmare to keep track of
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BUT (example again),
If i have a water unit carrying 3 soldiers (2HP + 3 HP 3ATK) and i attack a territory with an air unit (2HP 2 ATK) the air unit dies and 2 of my soldiers die,
So now i have a water unit with 1 soldier on top (2HP 1ATK) and the territory for myself,
Now, if, lets say, an air unit attacked again
And i took 2 damage
The soldier would die and the ship would take 1 damage, and the air unit would also take one damage,
My ship and the air unit would both be fine, since they didnt take full damage but the soldier is now dead and my ship is empty
Basically you need to deal full damage to kill things, and soldiers are the weakest of the bunch so clump them together so they can defend themselves
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And anotha one:
If you attack a territory with the same ammount of units in it, like, you attack with 3 soldiers a territory that also has 3 soldiers, all of them die, and the land is still owned by the player who owned the defending units
So dont make stalemates, they lead to nowhere
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And anotha notha one:
Order of who takes damage first,
Like, if you have an air unit with a soldier on the same place, the soldier takes damage first,
Order from 1st to last:
Upgraded soldiers > regular soldiers > Tanks > Water > Air
(I'll get to what upgraded soldiers and tanks and whatever are when we talk about upgrade cards)
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This whole combat thing is simple when you get it but its annoying to explaine
Anyways,
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TURNS AND HOW THEY WORK AND ALL THAT -
Turns are your time frame to do things
Basically, while its your turn, you can do many things, who would have guessed?
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Some of them end it immediatly and some of them you can do multiple of before choosing to end your turn,
Moving units around your territories does not end your turn and you can do it to however many territories as you want
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You can move them the same way you attack, soldiers move 1 country at a time, air moves 1 or 2, water can go to any other water one,
you get it
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Youre allowed to split the units of one territory to multiple others,
focus a bunch of units to a single territory,
Push most of your units to the borders,
Etc...
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You can also attack multiple territories in one turn the same way, just beware of not stretching yourself thin and attacking a hundred diferent territories in one turn and losing horribly,
Attacks immediatly happen after your turn ends
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But, your turns on the other hand can end immediatly if you, uh
do things that immediatly end your turn? Sorry i dont really have good examples for this
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But thats boring, lets talk about the cool part of this game
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THE WHOLE CARD THING I DIDNT EXPLAINE YET BUT KEEP HINTING TOWARDS LIKE IM TRYING TO GASLIGHT YOU -
They exist to avoid this game turning into "war but with a shiny coat of paint"
And also help making combat and strategising more engaging and unpredictable
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Basically, there are 2 card piles on the board,
Upgrade cards
And
Consumable cards
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UPGRADE CARDS -
They are the main way to win, you can draw 1 Upgrade card every time its your turn,
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If you want it, spend however many tickets the card says you need to pay to buy it, and buy it
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Upgrades apply immediatly after you buy them unless the card specifically says there is a delay
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After any upgrade card is bought do a simple shuffle of all the cards,
By simple i mean cut the bottom half to the top, cut them and mix both halfs, simple shit so this game doesent turn into a DnD campaign taking 30 minutes for each player to pass their turn
BUT,
If you didnt like the upgrade card you can only put it back on top of the pile and let it go away, and you cant shuffle the deck so the next player will get the same card that you didnt buy
The only way to change what card you got is to wait for your next turn, in which, if no one bought that card and it's still on top, you get the one under it, and either buy it or put it back and pass on
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Basically, If you:
Like it:
Buy it, shuffle.
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Didnt like it:
Put it back, wait for next turn, get the one under, and on and on
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Also important rule:
If you buy an upgrade you have to show it to everyone else and place it face up on your side of the table so you and everyone else can track what you have, and not have to memorise every card and their effects like a binding of isaac playthrough
But if you just put it back you can stay silent about what it is
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CARD DESIGN -
The back side of the cards have a blurred military armory / garage as the background with the word "UPGRADE" witten in uppercase horizontaly and that one hardcore military font every piece of media from the 2000s used, there is some dropshadow on the letters to add depth
the letters are rust orange with a rugged metal coloration and texturing,
The outline of the cards are a darker shade of rust orange like a rusted tuna can,
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The front of the cards have the same outline, the background is a darker silver color, can be just a tuna can's upside but slightly darker
Looking at them vertically,
On the very top is the name of the upgrade (something like "AUTO-CANNONS" or "BIGGER RIFLES", something that), the text is in a more readable font (like capslock arial or something) but has a lighter silver coloring, to contrast the darker metal background and also a black outline, and dropshadows
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Under it is a big image picture covering roughly 1/3 of the card, the image displays whatever the card is upgrading (battle ships, soldiers, etc...) the image is just a picture of that thing, hyper realistic and all, if you want some personality on it maybe have literal pictures of the stuff, or put yourself on costumes and make silly jokes with the context of the card,
like the bigger rifles for example, have yourself in a generic vietnam era uniform with a gigantic fucking rifle in your hands,
you know, to make it funnier and less serious, but if you dont feel like doing all that for a game you can just use google images i guess
The outline of the image is black,
There is drop shadow on the image
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On the middle to bottom of the card is where the text stays, the text is white, it explaines the upgrade, upsides, drawbacks, mechanics, etc... the text is in a more readable font, with dropshadows aswell
On the bottom right is where the price tag is, it's a little military dogtag with the price written on the same font as the backside text with the symbol of the funding tickets to it's side,
The number looks like it was pressed into place like someone took a hammer and smashed the dogtag's metal to show the number,
The symbol of the funding tickets is to it's side, the funding tickets differentiate depending on price, like, 1 only has one funding ticket on the symbol, 2 has 2 tickets one on top of eachother, 3 has 3, 4 has 4, you get it, the symbol has no dropshadow so it looks like it's a sticker on the dogtag and not layered on top
But the dogtag itself has a dropshadow with the background,
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I like dropshadows!
Do you like dropshadows?
I hope you like dropshadows.
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CARDS I CAME UP WITH (but you can make some of your own):
"Lower Standards"
The picture shows a soldier holding a clipboard with a confused face, the clipboard has a super buff guy drawn on it while there is a skinny grandpa in the background in uniform smiling at him
"All soldier units now permanently cost only half a funding ticket (2 soldiers = 1 ticket) But, all soldiers now only have half their health (2 soldiers = 1 HP)"
Price = 2 funding tickets
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"NCNS "No-Crew-Necessary-Systems" "
The picture is a drone picture showing a battle ship with a bunch of people on top, all the people are darkened out and have red X's on top of them
"All water units can now automatically defend themselves from threats with no crew necessary! Dealing 2 damage to any attacker, But! 1 or 2 soldiers on top will not increase it's damage, only tank hits for the ship, only 3 soldiers on board will deal that extra 1 damage" (The base damage is now 2 instead of 0, simple but explaining it the silly way is cooler)
Price = 3 funding tickets
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"Tank Crews"
The picture shows a soldier looking scared besides a tank that doesent even fit the frame
"You can now convert soldiers into tanks! 3 soldiers standing in one territory can be converted into 1 tank for the price of 2 funding tickets, the tank has the same statistics as the 3 soldiers (3HP 3ATK) but cannot be split or killed in parts like regular soldier, to kill a tank an attacker / defender will have to deal the full 3HP at wonce before it dies! Tanks can be carried by water units for maximum destruction!"
Price: 3 funding tickets
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"Paratrooper Conversions"
The picture shows a jet plane parked next to bigger airship to it's side
"You can now convert air units into Paratrooper droppers for 1 extra funding ticket! Paratrooper droppers have the stats of: 2HP 0ATK, they can carry up to 3 soldiers on their back and drop them in territories they attack, if the attack is successfull the soldiers are dropped down on the captured territory"
Price = 2 funding tickets
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"Advanced training drills"
The picture shows a soldier holding one of those 1 man band instrument thingamajibs doing a pose looking concernead at a drill instructor, the instructor is cheering and clapping
"Get those lousy soldiers to train even harder for any type of situation! Soldiers now have the stats of 1HP 2ATK, soldiers now cost 2 funding tickets"
Price = 2 funding tickets
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You can make as many of these as you want, make them as silly or overpowered as you want, making more concepts would be nice, post them in the comments or something
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CONSUMABLE CARDS -
Consumable cards are diferent from upgrade ones because they can only be used wonce before vanishing back into the bottom of the pile
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Each player gets 3 consumable cards at the start of the game (as said before) and can use as many as they want in their turn
Either blow the three cards immediatly or wait for a good oportunity to use em
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To get new consumable cards you need to use/throwaway (You can throw away only 1 consumable card per turn) all of the consumable cards in your hand
AND
Throw away 2 funding tickets
By doing that you only get 2 new cards from this, not 3 like in the start, this is so you cant just cycle a billion consumable cards and insta win, If you keep cycling them youre loosing money AND firepower, so dont do that
And you can also get 1 card with 1 ticket, if, idk, you wanna gable just a little bit of extra power in your next attack
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Also, you dont show these to the other players,
if you want to you can, i dont know why you'd do that but it's not necessary, preferably, dont do that tough
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There are multiple types of consumable cards that are all used in diferent ways,
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Instant use cards, really simple, you can use them any time and they disappear after you use em
Trap cards, that are placed face down at any moment and either immediatly activate or you choose when to activate them
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You can make more types if you want to
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CARD DESIGN -
Consumable cards look a lot like upgrade cards with slight variantions,
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On the back side the card has a blurred military bunker with a bunch of stuff on the shelves as the background with the words "CONSUMABLES" written on the same font with the same ruggedness but in blue color, with dropshadows aswell
The outline of the cards is also a rusty blue
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The front has the same blue outline, the background can be the same as the upgrade card one
The front is exactly the same as the upgrade card
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But the dogtag price tag on the bottom right is replaced by what type of consumable card it is, this text is displayed in one of those little army name patches, the name patch is black with the text changing color depending on the type of the card
Trap cards have red text,
Instant use cards have blue text,
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SOME CARDS I CAME UP WITH:
[Trap card]
(Place this card face down on your side of the table at any moment)
"ITS A BOMB!"
The picture is a apple pie inside those little alluminum basketes, the pie is cut in fouths, one fourth is missing revealing a cartony TNT pack inside it, the TNT is slightly dirty with the pie filling, the camera is in a 45° angle showing the filling and the TNT coming out of it
"Choose any player on the board to be trapped, the next time they buy any unit that isnt a soldier, its gonna come with a little surprize! You can choose when to detonate the explosive, it instantly destroys the trapped unit no matter how much HP it has, and deals 3 damage to all units on the same country as where the explosion went off"
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[Trap card]
"Landmines"
The picture shows a bunch of landmines in a big open field, the land mines are black and have red buttons on top, the camera is really close to the ground and aiming almost perpendicular to the floor to show as many of the mines as possible
"Choose one of your contries to be filled with landmines, if any player attacks that country this card automatically activates dealing 2 damage to all attacking units except for air units"
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[Instant use]
"Radio Jammer"
The image shows a soldier with a 90s radio up to their ear making a confused face while messing with the nobs on the bottom
"Use this card at any time to stop all units inside a country from communicating with eachother for 1 turn, they cannot be moved and all damage they would deal is halfed, and, if any other units move to that country while they are under the effects of this card, they will attack them, no matter whose units they are, be it the enemies own or anyone elses"
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[Instant use]
"2x rations"
The picture shows a soldier eating a full blown feast smiling cartony style
"Use this card on any countries with soldiers in it, those soldiers will now, permanently, untill they die, have double the HP they used to have"
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[Instant use]
"Mercenaries"
The picture shows a bunch of people in black, swat like uniform standing besides eachother looking serious or angry, like that one thragg and viltrumites panel, they are all doing a salute
"Who needs "legal soldiers" when some joe schmoes off of the dark web are willing to do anything for a couple bucks! to use this card throw away 1 funding ticket and get 3 soldiers in any country of your's, instantly!"
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You can make as many of these as you want, and as silly and stupid as possible
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STORY -
It's an alternate reality somewhere between WW1 to WW2 where every world leader was dropped on their heads as a baby to even consider these silly upgrade proposals as strategic efforts
That's it, thats the lore
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aight, that's it, use it for something or dont, it's alright