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| Original Game |
Mechanics - Before: The mechanics at the end of class would be grid movement, turn based, and dice rolling
Play 1 - In class: After the brainstorm session in class, my partner and I played the game ourselves. We noticed quickly that the game would be fairly short, and decided to make the game be decided by a first-to-three point system. Even with this system in effect, the games went by quickly, each one taking about 2-3 minutes, the longest one being probably 5 minutes. There were some nerve-wracking moments, such as when we were moving back and forth after continuously rolling low moves, or the time where I thought I had taken the game by getting directly next to the other piece only to roll a zero and enter XCOM flashbacks, but the simplicity of the game simply didn't leave much of an impression.
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| Missing at point blank range, XCOM style |
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| The new and improved rules, not sure if they're readable |
Play 3 - Class Again: This time, the game was significantly more engaging. Having 3 different units to move around meant we had a lot more options for strategy. Should I send the sniper and try to get a high roll to take this unit out from a distance? Or should I send the scout and try a rush? we only got to play one game, but even that was helpful, as we decided the ranges were all to long, and so reduced the scouts range to 2 and the Knights range to 4
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| game played after the rule change, knight is the soldier, thief is the scout, and archer is the sniper |
Mechanics - After: after the changes I decided I could finally add strategy to the list of mechanics





