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#5: The Mechanics

Warhammer-Figurines, Pen&Paper Dice do fine for prototyping

In this post I will go a little deeper into the mechanics of Radica and try to outline what the actual gameplay might look like.

Goal: Reach the Forgotten City

Mechanics in order of priority:

- Micromanage your pressure
- Scavenge for loot
- Fight off the Lost during the Night
- Manipulate the board to reach the Forgotten City first

In the beginning I also had a Network-building-mechanics, kind of like in Settler of Catan, where you could build streets and outposts - but I decided to cut this mechanic for now.

I chose these mechanics because 1: I enjoyed these mechanics in other games and 2: They fit the narrative. I wanted to simulate by way of mechanics what the daily life of a Radical might look like - always worrying about pressure, always worrying about the night and the possibility of an attack, always searching for some tech that will give you the upper hand, if just for a short amount of time.

The overall goal, to reach the Forgotten City, I chose deliberately on the other hand. I played a lot of Scythe and even though I totally like the game, I was not happy with the many possibilities to win and with the overall Victory-Point-System. I wanted one goal that was easily explained and I wanted to make the progress of each player towards that goal as transparent as possible.

Another thing I chose quite deliberately was the many opportunities to fight the Lost or other players and I also wanted to reward successful fighters with the ability to become Veterans. The reason is that I want players to interact with each other regularly, either by fighting or by helping each other.

The help-mechanic is something I still have to define more. What I want is to give players an incentive to work together for a short period of time because it benefits them both. And then later they instantly become enemies again, because there can only be one victor.





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