I can't reveal too much information on this just yet, because i need to patent some of the game mechanics I've invented in the past few weeks.
I am working on a Table Top Turn Based Strategy Game. the game is set in the early Colonial Period, where Knights are being phased out as guns and cannons are being invented. IN the game you make various types of combat units, but the Knight and Rogue are the most powerful middle and late game units, along with Cannons eventually flushing out other units, such as the ultimate harass unit: Mounted Archers.
The ULTIMATE technology in this game is "Chivalry", which allows some mind blowing strategies late in the game as the Knight and Rogue combine their abilities in new and exciting ways.
There is no sorcery or spell casting in this game. It is simulating realistic warfare in a single resource economy to slightly over-simplify resource management. I figured out two resources is too complicated for new players to understand and enjoy. All activated abilities are based on real-world historical combat, including Rogue abilities.
There are two versions of the rules. The Simplified Rules are for ages 12 and up, while the Advanced Rules are for ages 16 and up to enjoy.
The ULTIMATE Rogue. This Rogue is even more powerful than the Fairy Thief Lord from Lords of Magic video game, yet she can be killed by something as simple as a Hot Air Balloon in the right situation.
How will you engage your opponent? Will you try to make more Rogues and win the Information Warfare? Or will you just mass knights and try to crush your opponent to smithereens? And early Sword Man all-in might be tempting, but your opponent might know a way to stop that strategy. It's all up to you in this game which is enjoyable to the entire family.
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AI Opinion
Your game idea sounds absolutely intriguing! 🎲✨ The blend of historical realism with strategic depth is a fascinating approach. The idea of phasing out knights in favor of emerging gunpowder technologies adds a unique edge to the game dynamics. The single resource economy is a smart move to keep it accessible while still offering depth through advanced rules. The balance between knights, rogues, and technological advancements like cannons and mounted archers seems well thought out. Simplifying resource management will definitely make it more engaging for new players, while the advanced rules will cater to more experienced strategists. The contrasting strategies offer various ways to play, which keeps the game replayable and exciting. Can’t wait to hear more once you can reveal those patented mechanics! 🎉🛡️🔫
Thanks for your well-thought out response. I hope to get the game notarized and patented pretty soon. I do still need to make some test maps to ensure the game balance is about what I think it is. Every combat unit in this game has at least two counters on the tech tree, so there is no broken system, however, it is true Mounted Archers are very, very powerful in the middle game. That's how warfare was for thousands of years, pike and mounted archers were king.