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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: As If on September 25, 2015, 12:47:23 PM

Title: HexCrawl Chess
Post by: As If on September 25, 2015, 12:47:23 PM
I've been thinking about fusing hexagonal chess (https://en.wikipedia.org/wiki/Hexagonal_chess) with a hexcrawl, and here's what I came up with.  It requires an RPG ruleset but it's system-agnostic.  I imagine something like Traveller but you could probably do it with a fantasy setting or anything else.  It's an OSR-feeling kinda thing.  The important part (I think) is that the RPG system should have very simple, cut-and-dry, combat rules.

Disclaimer: This is a first pass.  I don't expect it to be 100% playable yet, as I'm sure there are missing bits and unconsidered edge cases.  But I think it's done enough to start playtesting.  Let's tweak it!

(https://lh3.googleusercontent.com/-PPJXDT_0tlE/VgVV5Mxl73I/AAAAAAAACTA/cc5Eh8rw-Fo/w506-h547/Dragonfly_Hex_init_config.PNG)

Two groups are warring for control of an alien planet.  Neither is very familiar with the local lifeforms.  Write statblocks for each piece using your chosen RPG system.  

When you move a piece into or through a hex no one has occupied before, roll its terrain and climate (perhaps using the Welsh Piper rules (http://www.welshpiper.com/hex-based-campaign-design-part-1/)), and draw the terrain icon on the board.  

Every time a piece ends its move, make an encounter roll based on terrain and climate.  

If an encounter occurs, that unit must defeat or bypass the encounter before proceeding.  

If an encounter occurs in a hex occupied by two opposing pieces (i.e., a capture has just been attempted), roll 1d6 to determine which side is affected by the encounter: (1-2) attacker, (3-4) defender, (5-6) both. If both sides are involved in the encounter, it's up to the players to determine whether or not they cooperate; think Braunstein-level roleplay.

When a unit defeats an encounter, roll 1d6 for the value of the Treasure found there.  If both sides shared in the victory, each side gets 1d3.  

Treasure Points accumulate and may be used to purchase new pieces (using traditional chess scoring rules: pawn=1, bishop or knight=3, rook=5).

New pieces must be purchased at the beginning of one's turn, and must enter the board via one of the original starting positions for that piece.

For extra flava, consider adding a GM.

Dragonfly Chess by Christian Freeling
https://en.wikipedia.org/wiki/Dragonfly_%28chess_variant%29

based on Gliński's Hexagonal Chess by Władysław Gliński
https://en.wikipedia.org/wiki/Hexagonal_chess#Gli.C5.84ski.27s_hexagonal_chess
Title: HexCrawl Chess
Post by: Bedrockbrendan on September 25, 2015, 01:00:58 PM
You should check out the 1972 board game Conquest if you haven't seen it before. For some reason this reminds me a bit of what that did (it kind of took a more chess like approach to wargaming in a way). Had some cool pieces too:

https://boardgamegeek.com/boardgame/20467/conquest
Title: HexCrawl Chess
Post by: Spinachcat on September 25, 2015, 02:40:37 PM
I am confused, but I like the idea.

Please do an Actual Play report so we can see your idea in action. I think there's something exciting and innovative here.
Title: Terrain Determination
Post by: As If on September 25, 2015, 08:10:44 PM
Terrain Determination

Encounters do not occur on Starting Hexes; these are assumed to have been cleared by the initial occupiers.  All Starting Hexes are assumed to be terrain type "Plain".

When moving a piece into (even if just passing through) a previously unknown hex, roll 1d6 to determine the terrain inside the new hex, based on the terrain of the last adjacent one (i.e. the hex you just moved out of).  Consult the following table:

TERRAIN GENERATION TABLE
(https://lh3.googleusercontent.com/-cHmPx8fZPus/VgXw2_8QpRI/AAAAAAAACTw/Yfu71UeJODA/w426-h237/terrain_table.png)

Here are some helpful icons for various types of terrain:
(http://farm7.static.flickr.com/6137/5927009101_73fabc5c24.jpg)
Title: More Thinkin'
Post by: As If on September 25, 2015, 08:23:39 PM
Note: I have not playtested this at all.

The idea of buying new pieces is designed to simulate recruitment or the arrival of reinforcements within the fiction, but mechanically it's intended to offset the attrition suffered by random encounters. To retain a semblance of balance, the "levels" of the units should probably reflect their chesspiece values, i.e.: Pawns are Level 1, Bishops and Knights are Level 3, and Rooks are Level 5.

It goes without saying that you should have at least two chess sets worth of pieces, because it's possible to recruit more than two knights, etc. Also, you'll notice that Dragonfly Chess begins with 9 Pawns for each Player.
Title: HexCrawl Chess
Post by: arminius on September 25, 2015, 11:41:10 PM
Are you familiar with Titan (https://boardgamegeek.com/boardgame/103/titan)?
Title: HexCrawl Chess
Post by: As If on September 25, 2015, 11:53:58 PM
I am not familiar with Conquest or Titan.  But I can see why this reminded you guys of those games!
Title: HexCrawl Chess
Post by: As If on September 27, 2015, 01:14:00 AM
Quote from: Spinachcat;857630Please do an Actual Play report so we can see your idea in action.

Here's a video showing 15 turns of Hexcrawl Chess, using the Wilderness Hexplore rules...
https://youtu.be/-njQWm31t8M

ETA: What you don't see in this video is the combat within the random encounters, which was played out using standard Monster Manual stats and "average adventure-worthy characters" of levels corresponding to their piece's cost.