Fantasy Control

Area Control Board Game

Project Overview

Fantasy control is an area control board game meant for small or large groups to be able to play full games in 10-30 minutes

The goal of the game is to leave as many markers on the board as possible while being sure to travel to the multiplier square. Choice moments of combat can make or break your game. After ten rounds you count up your pieces and trips to the multiplier hex and multiply them together. The player with the counter does not always win. Subtle strategy between class choice, movement, and combat will determine the outcome especially as the number of players increases.

Roles: Game Design, PROJECT LEAD / PLATFORM: TABLE TOP / TEAM SIZE: 4 / Duration: 5-10 HOURS

CLASSES AND GAME RULES

Fantasy control has three character classes that all bring different mechanics and strategic advantages to the table. The three main characteristics of each class are include: movement per turn, counters dropped per turn, control multiplier, enter multiplier, and player battle win option.

NINJA CLASS

Movement Per Turn: 3
Counters Per Turn: +1 (only on the final space landed)
Player Battle Win: +3 multiplier OR -3 multipliers from defeated opponent
Control Multiplier: +1
Enter Space Multiplier: +2

HunTER CLASS

Movement Per Turn: 2
Counters Per Turn: 2 in a single space you pass through or land on
Player Battle Win: +3 multiplier OR -3 multipliers from defeated opponent
Control Multiplier: +2
Enter Space Multiplier: +2

MAGE CLASS

Movement Per Turn: Once on the board, the Mage can move once anywhere instantly.
Counters Per Turn: +1
Player Battle Win: +3 multiplier OR -3 multipliers from defeated opponent
Control Multiplier: +1
Enter Space Multiplier: +2

RuLES AND MECHANICS

  • 10 total turns with the turn counter starting at turn #1
  • Once a space has counters dropped on it the space it maintains that counter number until the end of the game. For example, if a Mage enters a space it would add one counter. If a hunter enters that same space the hunter would only change it to their color vs. adding 2 counters to the space.
  • When entering the multiplier space if there is a player present they get kicked to somewhere on the board by player entering the center multiplier. If moved to a space with opponent counters they would take over that space with their color. If moved to a space with no counters they would add 1 counter. They can NOT be moved to a space that is occupied by any other player. There are never player vs. player battle in the center.
  • If a player maintains control of the center through an entire turn that would earn their control multiplier.
  • If a player enters a player controlled space they battle by rolling a D20. Highest number wins. Winner has the option to add +3 multiplier or subtract -3 from their opponent. They take control of the space and counters if present. Loser is moved a space of the winners choice that is NOT occupied by another player. If no counters are present a single counter is added to the blank space no matter player class.

WIN CONDITION

  • 10 Turns have been completed.
  • Score is determined by player counters X player multiplier

Adaptations

  • As players increase there is an option to increase player spaces to help balance the game.
  • With more spaces turn count can be increased as desired.

TEAM BUILDING

TEAM BUILDING EXERCISE TURNS INTO A GREAT LITTLE GAME

As co-founder for one of my former tech companies I shared in the role of creating culture building activities. Although our weekly happy hour was a great time not everyone on the team enjoyed Counter Strike or Rocket League, nor did they often have a machine that would run them well. I created a team building exercise where we split our team of 15 or so in to teams of 4-5 people and tasked them with created a board game that would be something the entire team could play together. At the time we built the game out on Tabletopia so we would all be able to play remotely as the team was located all over the world.

I provided a simple design brief. It had to be friendly from two players to upwards of 15 players. It also needed to be able to play a complete game in 30 minutes or less with the goal of being able to play two game per our weekly happy hour.

At the time I was playing a lot of Kings of Tokyo with my kiddos and I really liked the idea of controlling Tokyo and getting something for that each and every turn. Other inspirations came from D&D and Catan in some ways. We essentially came up with a quick movement type game that is Fantasy Control. I have since taken on further development with my kids and solo to hone the balance of the classes.

DIGITAL VERSION

One of the goals for Fantasy Control is to create a digital version that can be played by large groups in an office or larger group situation. Using Core and/or Unreal Engine I hope to create and share Fantasy Control with many in the future.