Legends of Kalidasia


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Back in Season 2/Episode 1 of the Tabletop Battlefield, I(Jason) issued the challenge of rewriting the rules for I game I didn't really enjoy. We chose to take on Star Wars Pocket Model. Though to avoid any legal issues, I am just going to build an abstract space combat game from the ground up in my own universe.

The game has come a along way since then, including a name change. With the Alpha 3 rules just about done, I'm looking to get back to play testing.

For the review of Star Wars Pocket Model: Go Here

On Season 2 Episode 11 of the Tabletop Battlefield, we first discussed the alpha rule set of the game.

Season 3 Episode 13 Saw the discussion of the 2nd Alpha Ruleset.


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Finishing up Alpha Version 2 of the Rules
Jan 02 2009 [Link]

Over the past few months, I have been writing the second version of the rules. I recently finished then up and once I produce some stat cards I will be ready to run another test of the rules.

Unlike the first set which was an abstract space combat game, this version of the rules is more of a miniature game.

Hopefully I get to play test the rules in the next couple of weeks.


Rules Version 2 Alpha 1
Jul 08 2008 [Link]

Over the holiday weekend, I sat down a put together the alpha 1 of the second version of the rules. I added a simple movement aspect to the game as well as multiple firing arcs and damage locations. Once I get a few tokens made up, I will be able to run a full test of these rules.


Redefining Abstract
Jun 29 2008 [Link]

So here is what I have been up to with this game. I really didn't like the whole sectioned board. The game ended up being a more complex version of Star Wars Pocket Model which is not exactly the direction I wanted to go.

Instead, I am implementing a simple abstract movement system. The game will now be played on a more traditional battlefield.

Also, I am changing up the way damage is resolved. Since every weapon had its own strength value, it got annoying to do all the little math in your head for each shot fired. Each ship will now posses a fire base value and each weapon type will use a different combination of dice. As a result, regardless of the type of die being rolled, the same score on all the dice will be required to inflict damage.

Last major change is to the active armor system. I really like this system, but it needs to be changed. Instead of active armor, each ship will have an energy system which can be used to increase its fire base score, or to absorb a hit from an enemy ship.

More details to come as these things are worked out.


Still at Work
May 24 2008 [Link]

I am still at work with this game and the first version of the rules has been completed. The plan is to show them off on the next episode of the The Tabletop Battlefield(5/29/2008 - S02E11) and compare them to something Kyle came up with. We will see how that goes.


Ship Systems
Apr 12 2008 [Link]

I was thinking of a way to add diversity to this game. Instead of just having the simple approach of giving each ship a certain number of hit points. I am going to introduce various ship systems such as engines, reactors, weapons, etc....

Also, each ship will be split into three sections and when an attack is declared, a section must be targeted. Certain systems can only be found in each section. This will force players to decide where they want to attack in order to inflict the damage they want to on a ship.

As I go through this process I am planning out the attack rules, so I think I may those available in a short while.


I am probably getting ahead of myself.....
Mar 21 2008 [Link]

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There is nothing wrong with planning out the look of the ships before all the rule details have been worked out. It helps to plan out what attributes and weapons will appear in the game.

The image here the early unrefined green master for the Surakari Destroyer!


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