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Easy tabletop mini game
#1
Hey everyone,
I really love painting minis, and I love building terrain. Here is the problem. I really want to play a tabletop strategy game. However I do not have the time or patience to deal with a huge amount of complicated rules. Does anyone know of a simple watered down game? I have worked toward making my own but I find myself getting too complicated. A generic game that can use any miniature the player wants would be nice. Anyone have any ideas?
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#2
Here's something I've been working on.  It's intrinsically a missile-combat type game, so if you're look for a melee game contact me because I got that too!

Simple game engine:

For every playing piece assign 21 points among 3 attributes; Range, Movement,
and Hit Points.  Points can be distributed as player chooses, but the total
of all three attributes must equal 21.

Range is the maximum distance a piece can attack.  Movement is the maximum
distance a piece can move per turn.  Hit Points is the number of hits a
piece can take before being removed from game.

Players take turns moving pieces and attacking other player's pieces.  Once
a piece has its HP reduced to 0, it is removed from game.

Game is played on tabletop using rulers (etc) to measure movement, or it
can be played on a hexmat or piece of hex paper.  Might also work on squares.
Play until a player has no more pieces, or devise other victory conditions.

Combat is simple; players can attack once per turn at any point of their
piece's movement.  Hits are automatic if feasible.  Example:  Player A has
a piece with Movement 6 and range 5.  Player A moves 3 units (inches, hexes,
whatever) and is now 4 units away from Player B (within range) and declares
attack on Player B.  Player B subtracts 1 from his piece's HP.  Player A
finishes turn by moving 3 more units.

Variations:

As Arena Shooter:  Give each player one piece.  Play as usual until a piece
is reduced to 0 HP.  That player then removes piece from play and is allowed
to redistribute attribute points as desired.  Player then returns piece to
play at common (or personal) regeneration point on table (devise your own
rule here) and play continues.  Devise victory conditions.  This variation
works well with terrain like walls or other line-of-sight-blocking terrain.
Intended for 3 or more players as a gladitorial free-for-all type scenario.

As War Game:  Each player has multiple pieces.  Players take turns using
any or all of their pieces each turn.  Play as usual until pieces are
reduced to 0 HP and remove them from table NOT to return.  Play until
objective is met or other victory condition appropriate to theme.  This
variation works well when attributes are appropriate for piece themes.
Examples:  Cannon might have a lot of Range, but little movement or HP.
Cavalry might have a lot of Movement but little range.  An infantry
platoon might have moderate Movement and Range, and a lot of HP.  This
is flexible enough to accomodate any type of war game unit.  Also allows
for terrain use and various scenarios; devise your own details.
Intended for 2 players fighting head-to-head on a battlefield scenario.

Notes:

The total number of attribute points used can be adjusted for specific game
conditions, most notably size of playing area.  As written (21 points),
this game works best for a playing area between 20x20 to 40x40 distance
units (hexes, inches, whatever you're using).  If played on a larger or
smaller playing area, increase or reduce total points accordingly.

Total number of points can also be adjusted to fit theme (fluff) of game,
but it is NOT recommended to limit specific attributes.  The game works
due to the balance of these attributes; any advantage in one area is
offset by the disadvantage of another area.

If playing with complex terrain (not just LOS blocking), devise rules for
movement expenditure in different terrains and LOS rules for same.  It
is important to keep these rules simple so as not to throw off the balance
of the game overall.  KISS rule in effect!  Deriving complex rules goes
against the design concept; we're trying to play a simple, fast-moving,
fun game here - this ain't Advanced Squad Leader!

Any theme can be applied to this game.  Pieces can be wizards having a
magic battle, or cowboys with guns shooting it out, cops and robbers, or
typical wargame units.  Apply your fluff to fit and devise any extra
rules as required by theme.

There are no dice or combat mechanics involved at this point.  Should you
require more complexity in this area, it can be done but it makes the
game longer, so keep it simple or contact me for further ideas on the
subject.  I've thought about this thoroughly and can point you in the
right direction to keep the game balanced.

=-=-=-=-=-=-=

A discussion of this game and its variations, plus ideas for additional rules/ideas can be heard on my streaming radio show/podcast HERE
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#3
Thanks for the reply. Some good stuff there. I like the 21 point idea. That takes the work out of trying to come up with balanced pre set units.
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#4
(06-04-2017, 07:47 PM)locomoticopter Wrote: That takes the work out of trying to come up with balanced pre set units.

Yep, an elegant balance built into the mechanics.

Works great with minis on a table or pegs in a pegboard or whatever and a whatever. Fast to learn for kids and strategic enough to keep adults interested. Flexible enough to carry just about any theme. PLAY TODAY!
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#5
KISS rule?

Is this a new WYSIWYG / DBAD that the kids are using?
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#6
keep it simple stupid, or stupid simple, something like that anyway. I have never heard kids or young adults use it. It seems like I've only heard it from people in their 40's to early 50's. Kids / young adults have much more offensive acronyms.
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#7
(06-05-2017, 09:41 AM)SethDrallitoc Wrote: KISS rule?

Is this a new WYSIWYG / DBAD that the kids are using?

Keep
It
Simple
Stupid

This one has been around for quite a while, it originated
as a design principle noted by the U.S. Navy in 1960's.
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[+] 1 user Likes N810's post
#8
(06-04-2017, 11:56 AM)locomoticopter Wrote: Hey everyone,
I really love painting minis, and I love building terrain. Here is the problem. I really want to play a tabletop strategy game. However I do not have the time or patience to deal with a huge amount of complicated rules. Does anyone know of a simple watered down game? I have worked toward making my own but I find myself getting too complicated. A generic game that can use any miniature the player wants would be nice. Anyone have any ideas?

There may be something you like here?

https://onepagerules.com
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#9
If you wanted to add a very simple melee mechanic to this nice ranged game (which I really like Smile ), you could say that you can do two points of damage if your pieces touch during your attack.

This melee rule might also be combined with a "minimum ranged" rule, where units can't use ranged attacks either within a fixed range (say 3) or a fraction of their normal range (say a fourth). This would make melee attacks a viable alternative, without adding much complexity.
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#10
(06-14-2017, 09:04 PM)ableman33 Wrote: ...you can do two points of damage if your pieces touch during your attack.

This is an interesting idea because it adds to the attribute strategy. Any piece fast enough to touch another runs the (high) risk of getting shot before and/or after the melee attack. This could be an even trade, hit-wise, most of the time, but a player could potentially have a melee-only piece; high movement, no range. If the opposing piece is more balanced in attributes, it might not be able to get away. The counter is of course the cannon-type piece that has massive range and no movement; it can hit the melee piece multiple times before taking damage. I haven't done the math on this, but on the surface this melee rule seems viable.

(06-14-2017, 09:04 PM)ableman33 Wrote: This melee rule might also be combined with a "minimum ranged" rule, where units can't use ranged attacks either within a fixed range (say 3) or a fraction of their normal range (say a fourth).

Also very interesting. At first this seems to devalue the Range attribute, but that could be compensated for by increasing the Range by the minimum factor at no expense to the player. That is to say, if the minimum range is three and the player wants to spend 6 points on his Range attribute, his final Range would be 9 (6+3). While I do think this is moderately complex for such a simple game, I also think this balances against melee AND provides some kind of rationale that can be integrated into any particular theme. This minimum range can represent reload time, spell casting time, or whatever. Of course, this might also be scenario specific, meaning, I could see this working for the Arena Shooter type of play better than the War Game style play.

I need to think/play both these ideas out, but honestly if anyone likes these ideas just go ahead and incorporate them. I never meant for this engine to be a hyper-realistic simulation of anything, just a fun, fast game. I don't think either of these ideas takes anything away from the core design concept. So if you want some melee, try one or both of these out!
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