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Game Design Friday: Turfy

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Connected the easy educate playground, it's down or be killed. Do or die. Win, or go plunk for inside. On the blacktop during recess, rival cliques contend for control of the jungle gym. So coordinate yourselves, and fix for the combat of your 9-class-old lives.

Players

3 to 5

Materials

  • 3 six-sided die for each instrumentalist
  • 1 "Attack" and 1 "Enter" card for each player
  • The Hobo camp Gym board (or a fax)
  • A pen and report (to keep track of the rounds and do basic pure mathematics)

Setting up

Each player should ingest both an "Attack" and a "Inscribe" card in their hands. At the start of the game, each player has matchless die, placed ahead of him and outside of the presently unoccupied jungle gym.

How to Play:

The object of the game is to have control of the jungle gym when recess ends, which occurs at the termination of the tenth round of play. Players vie for control of the territory by rolling their dice. In regularize to bolster their armies, players can refrain from offensive during any round to recruit their fellow classmates into the full crusade.

Round Structure

Though no player has control of the jungle gymnasium at the start of the first round, the structure of play is the same Eastern Samoa any other. Players must first decide whether to attack (roll cube in an assay to take control of the jungle gym) surgery recruit (pass happening assaultive that retir purchase order to acquire an additive die).

Each player makes the decision by placing the befitting card from their deal face down happening the hold over. Once completely players have done so, the cards are discovered. All actions are said to take place simultaneously.

Offensive

Systematic to seize the hobo camp gym, players must attack the grade-schooler currently in control of the territory. If nary player currently controls the jungle gymnasium – as is the case with the first round – then complete attacking players battle each other for manipulate.

In order to attack, a player rolls all cube in his possession (representing his gang of adolescent soldiers). The player's attack magnate is the sum of all his rolled dice. In the case of the primary bulbous, the player with the highest attack superpowe takes control of the jungle gym. In the upshot of a tie for highest set on office, tying players mustiness re-roll.

When assaultive the jungle gym, to each one player's attack power is compared to that of the player in control of the territory. Here, ties between attacking and defending players reckoning as losses for attacking players. Whatsoever losing player must discard nonpareil of his die (unless helium only has one pass left). Players tying for highest attack big businessman must re-scroll to determine a victor.

Recruiting

Aside acting the recruit card, a instrumentalist chooses to hang back from the combat, and as an alternative coerce his peers into joining the work party. Any time a player recruits, he adds nonpareil die to his U. S. Army that round, with a maximum of three dice allowed.

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In an effort to FALSE out their opponents, players with triad dice tail end unruffled play the recruit card rather than attacking, but no other kids will join their intimidatingly large gangs.

Defensive the Jungle Gym

The player in control of the jungle gym does not attack or recruit. Rather, He defends the jungle gym from attackers. Whenever one or more players attack, the defending role player rolls his cube to mold defense power.

Because of the strategic advantage offered by the jungle gym, the defending thespian receives a +2 defense power bonus, added to the sum of his dice. If the total defense power is greater than or adequate the attack power of an offensive actor, the defending player retains mastery of the jungle gym.

If one or more assaultive players' blast powers exceed the defense power of the defensive player, the attacking player with the highest power takes over the jungle gym. The defending player essential and so discard one of his dice (unless he only has one die left).

If no-one attacks the defending player during a round, He automatically recruits a go bad rightful because he's that awful.

Closing of Game

At the end of x rounds, the player near in control of the jungle gym is declared the winner, and his gang explicit the toughest in every last of fourth grade.

Designing Turfy

Concept
Turfy is an attempt at making an endearingly simple game about gang warfare. I wanted to take a melodic theme robust and finally weighed down away its own controversy, and distill it to a single element. In Turfy, that became the notion of territories, or one territory particularly. Systematic to outdistance the gamey from the standard tropes of work party fiction, I coif it in elementary school: a brutal and vicious environment in her own right.

Design
For fear of incurring the anger of a certain large non-member publisher, I leave not enjoin that my game is in whatsoever fashio ripping off a particularly known war-based strategy title. I will say, however, that the concept of territorial engagement was one I hoped to emulate and pay homage to.

Rather than having players fight over multiple territories over the course of the game, I preferred to undergo them battle over the same position again and again and again, in typical "king of the hill" style. Inspiration besides comes from the flash game Dicewars, which also uses dice to comprise army units arsenic they move crossways the fiel. Atomic number 3 with all but of my low-set-impact games, the design process was agile-flowing and fluid, relying heavily on the fabrication to determine the direction of the rules.

Resultant
It's non a deep game. Only as always, I trust it's a fun one for players.

https://www.escapistmagazine.com/game-design-friday-turfy/

Source: https://www.escapistmagazine.com/game-design-friday-turfy/