Iron Designer Challenges

Fortress

List of Game Pieces:

  • 4 dice
  • 12 buildings
  • 30 resource cards
  • 20 action cards
  • 2 wonders buildings
  • 30 fighter pieces
  • 3 game boards
  • 2 blinder walls

Rules, Setup, and System Dynamics:

*each rule is as stated unless otherwise noted by a research skill, cultural perk, or encounter condition that occurs in the game.

Starting the Game

  • Each player picks a culture (players may chose the same culture). This will be your culture for the remainder of the game, and will be revealed to both players.
  • Each player will take a blacksmith and a Library card. These will remain behind barrier.
  • Set up the board and barrier, as shown in the diagram (see notebook). This barrier will remain up for the remainder of the game.
  • Each player begins with 1 house, 1 fortress, and 5 units. Place your house and fortress somewhere behind your city walls. (these cannot be moved). Distribute your units into red zones.
  • Designate your resource gates. These are the blue rectangles on your wall. Decide which will be gold, which will be stone, which will be wood, and which will be food. This will remain the same for the remainder of the game.

Winning the Game

Option 1: Build a wonder.

Building the wonder.

  • Follow the build requirements of your culture.
  • After your wonder is complete, you must remove your barrier and reveal your fortress. The opposing player may choose to surrender at this time.
  • Keep your wonder intact for (5) turns in order to win.

Destroying an enemy wonder.

  • Get units to land on the wonder space (or near, depending on research), and keep them alive for 1 turn in order to destroy the wonder.
  • Surviving units in the city can then be redirected to attack other buildings.

Option 2: Destroy the enemy.

  • Have units land on the fortress space (or near, depending on research).
  • Units must remain alive for three turns in order to win the game.

 

Game Play

Both players:

  • Draw an encounter card. This card will be true for both players for the remainder of the turn.
  • Collect your resources.
    • A player can draw one resource card from each path unless it is being barricaded. If a barricade is set, do not draw that resource card.
    • Player must draw resources “evenly” (if they have 3 resources, draw one of each. If they get 6 resources, they must draw one of each, and then two more different resources)

Individual player:

  • In the city, per turn:
    1. Player may upgrade, repair, or build 1 building per turn.
    2. Player may recruit up to 5 units per turn, and immediately place them into a red zone.
    3. Players may spend one research point per turn.
  • In the battlefield, per turn:
    1. Player rolls the die. Player can move 1-3 spaces
      • Roll a 1 or 4 – move one space.
      • Roll a 2 or 5 – move two spaces.
      • Roll a 3 or 6 – move three spaces.
    2. Units move in groups. You may use spaces to move different groups. (i.e. 3 spaces, may move one group 2 spaces and one group 1 space.)
    3. You may break groups apart, but breaking apart counts as a movement space, and the new group (even if it is a sole unit) must be counted as a separate group for movement.
    4. Player may only have one battle sequence per turn.

Scenarios

Passing the barrier:

If one of your units passes the opposing team’s barrier, their barrier must be taken down until your units inside the barrier are killed. After the units are gone, the barrier may be placed back up.

Basic battle rules:

  • Players are given up to two dice each, but only as many as the number of units they have.
  • Rolling a tie results in a reroll.
  • Compare each die. The player with the lower roll loses a unit.
  • Repeat process until one team is nonexistent
  • Winning player draws an extra resource card of their picking.

Landing on a space with player’s army:

  • Follow regular battle rules.

Landing on a resource path space:

  • Follow regular battle rules.
  • Player will battle the units in both of the neighboring towers.
  • If successful, losing player will not receive that resource until the units are all killed.

Landing on a wall space:

  • Follow regular battle rules
  • The level of the wall also acts as a unit for the opposing team member.
  • If the wall “units” are destroyed, they lose those levels.
  • If the wall is destroyed, place a destroyed token on that wall. It is now accessible for any units to enter the city until the opposing player repairs the wall.

Landing on Buildings:

  • Can only destroy/attack one building per unit.
  • For wonders and fortresses, see “winning the game.”
  • For houses, destroy on landing. Enemy player must reduce units until at their new maximum.
  • For libraries and blacksmiths: enemy player gets to choose one research to reset for each turn a unit exists on that space. Can only reset powers in level order (start with level 3, move up.)

Process:

Our group came into two main issues: Rule understanding and time conflict – although we are unsure if the two necessarily don’t go hand in hand. Our game was a long game to play, but this may be mostly because players spent the first half our trying to comprehend the rules that were involved. The turns, themselves, are relatively short, and full understanding of the game would have made it easy to play. The first playtest group we were missing some elements of our game, which made things difficult to understand. For the alpha game, we had all of our group members read over the rules that we had written to see what we could change to make gameplay more fluid. Our team had little problem understanding gameplay (we did write them, however) but other teams spent a long time understanding rules.

Skill Elements:

  • Formulating your army
  • How you choose to build your city.
  • Research progression.

Chance Elements:

  • Encounter cards. A card played at the beginning of the turn, determining resource output for that round.
  • Dice combat. Players roll dice to see how their soldiers are fighting.

Dilemma:

There are many elements that are included as the dilemma in our game. The main dilemma is that the player must choose whether to be an offensive or defensive player. Players have many options: they can choose to upgrade units, to leave walls week or beef them up, they can opt to research all offensive traits and leave their town helpless, or they can make their town a stronghold and hope that they can fend off against their enemy. There are many options for them to choose, but in general the player’s dilemma is deciding whether they want to be offensive or defensive.

 

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