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StarCraft II: The Board Game

Forum Index > SC2 General
Post a Reply
Calixtus
Profile Joined January 2019
Singapore4 Posts
September 29 2022 19:56 GMT
#1
Hi, I came up with an idea for a StarCraft II board game, but it is incomplete, because I lack the knowledge required to make the game as thematic as possible. I am hopefully looking for people who can help me with the design, preferably including everything from the Story Missions. Here are the rules:

https://docs.google.com/document/d/1ttODLvuYcZ9YQf37rBb1EooCVPSDiLC6-UqchgY3VUE/edit

Feel free to add me on Discord if you want, so we can discuss better! Calixtus#9953.
Djabanete
Profile Blog Joined May 2008
United States2786 Posts
September 29 2022 22:29 GMT
#2
You’re doing great! Keep at it. It will take a lot more work, but create subgoals and take it one step at a time. “Now I need stat blocks for the Zerg buildings,” etc.

A StarCraft Board Game for BW already exists and is loads of fun, btw. You might be interested in checking it out.

I like your Tactics cards a lot.
May the BeSt man win.
Beelzebub1
Profile Joined May 2015
1004 Posts
September 30 2022 00:21 GMT
#3
Seems like a cool idea, I would love to play a SC version of Axis and Allies which to me feels like risk perfected.

I'd love to see a prototype of the board in the future :D
AirbladeOrange
Profile Blog Joined June 2010
United States2573 Posts
September 30 2022 01:35 GMT
#4
I love this! You could make a copy and set the restrictions to anyone with a link can comment.
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2022-09-30 10:26:01
September 30 2022 10:06 GMT
#5
I so many times think to this kind of game, so let me give you an advice : use a system by speed action instead of system where each player has to wait his turn and move/attack with all his units. It avoid the risk of defeating his opponent into a single turn. As Heroes of Might and Magic 3, you can define speed movement caracteristics as the value to define which unit is playing
shindiginit
Profile Joined November 2021
21 Posts
September 30 2022 14:06 GMT
#6
Nerf creep vision, so that you notice units on the ground but not completely (i.e. a sensor tower which only detects ground units) and you do not notice air units.

Viper's can no longer grab massive units (Carriers, Thors, Tempest I think are not massive so they would be left alone).

Queen cost 150 minerals +25 gas.



Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
September 30 2022 16:02 GMT
#7
On September 30 2022 23:06 shindiginit wrote:
Nerf creep vision, so that you notice units on the ground but not completely (i.e. a sensor tower which only detects ground units) and you do not notice air units.

Viper's can no longer grab massive units (Carriers, Thors, Tempest I think are not massive so they would be left alone).

Queen cost 150 minerals +25 gas.





Wrong thread yo.
(although it's also an awful balance change).
KNUCKLEHEAD
Profile Joined December 2019
United States18 Posts
September 30 2022 16:10 GMT
#8
I believe there's a Starcraft themed Risk game if ya need some more inspiration
Vision_
Profile Joined September 2018
861 Posts
October 09 2022 12:08 GMT
#9
I m pretty sure the objective would be better if you replace by "Destroy Ennemy Commander"
Calixtus
Profile Joined January 2019
Singapore4 Posts
November 27 2022 19:28 GMT
#10
Wow, I am amazed by the response! Anyone interested in helping me with it? I have progressed somewhat with the game, it makes more sense now how combat happens.
rwala
Profile Joined December 2019
297 Posts
November 29 2022 03:33 GMT
#11
Nice idea and great progress! I'm not sure what purpose the cardplay mechanism serves. Consider whether you really need it. More generally, by far the biggest issue with first-time designs is that they become an unwieldy mish-mash of the designer's favorite game mechanisms, so if it's not essential and enjoyable, absolutely cut it. I'm curious how you're going to handle fog of war/scouting, if at all.
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