Hello guys! First of all we want to thank you all to get us where we are. We just reach 2000+ patrons and this means that next month every patron will get a free Epic Boss, code name Tarasque. We are already working on it!
Now, let's talk about something different :)
In our free time we always enjoy to design rules and think on what could be a fun game to use our models with. It's our passion since the beginnig, and looking at how things are going it could be reality in the next years! We have several projects of this kind, and this is just one of those.
Long time ago we started to design a sort of Cooperation boardgame where the heroes team up to defeat monsters and bosses and get more powerful as they play. A sort of dungeon crawler. This is just one of the various ideas we are developing from time to time and testing with friends.
In this Dungeon Crawler, fights needs to epic, lethal and quick, so you can explore various rooms and fight multiple bosses on every game without being stuck to much time in a single battle. This also means that it needs probably more than one battle boards.
We have currently rules that can be adapted both for big tactical Exagon/square maps (much like common rpg battles), or for formations combat (like most Jrpgs and Darkest Dungeon, for example). Even if it's just in the "hobby free time" phase (lol), we are struggling a bit to go deeper in the rules if we don't choose one of the two ways to move in the battlefield.
Here a quick sketch of what we mean.
Both options lets us develop rules where positioning and cooperation is key.
Option A: heroes and monsters move on this tactical grid (it could be exagons too). Positioning and flanking enemies is the key to win. Sort of regular skirmish and RPG movement.
Option B: heroes and Monsters occupy two sides of a little board. Each side includes melee or ranged rows. Heroes skills can be used only from certain rows and position, and targets only some squares in the enemy grid. A bit like Darkest Dungeon works. Heroes can switch position between them in order to activate certain abilities, and many effects will push and pull models to other rows. Imagine a shield bash that push the Tank Monster to the back, exposing a goblin archer.
We need your help if you'd like to, so that's why we wanted to launch this Off Topic Poll:
In a hipotetic future Dungeon Crawler Artisan Guild Boardgame (not a skirmish game), where Heroes try survive harsh enviroment and dungeons, and fights tactical battles, you'd prefer the fights and boss fights to take place: