MECCG As a Board Game rules
Posted: Mon Mar 16, 2020 3:03 pm
Not sure if this is the right place for this, or if anyone else has tried to do this, but I've been trying to make a modified play version of the game that makes it more like a board game. Many people I know, including my family, tend to give a funny look if you suggest playing a card game, but a board game they are all in on.
My goal was to take the MECCG map and get a blown up copy and laminate it.
From there, I used miniatures to represent companies and place them on the map to show location.
The game itself plays exactly like MECCG, and is compatible with all cards and decks, though I focused on making it a little more simplified and eliminated some of the more complex mechanics from what I am calling the "standard" version. The advanced version would allow for anything and everything.
Looking for feedback from others, especially if anyone else has tried this, but here is basically what I did:
-Decks are pre-constructed by me: when talking a board game, it needs to be something that can be set up quickly and played easily with requiring a lot of prep work by players. While experienced players can obviously build their own decks for it, I made it so all I need to do is teach the rules and give everyone a deck.
-At this time, I am not including minions. While they can be a cool mechanic, they are overly complex, especially for a newer player
-Given the power level of the Balrog decks, I have not included the Balrog as an option at this time. Though cards in some of the decks may come from the Balrog set, there is no Balrog avatar deck currently.
-Same as the Balrog, at this time I am not including Fallen Wizards. While they are a very cool concept in the core card game, I feel again the balance of such a deck in a board game format is a little too strong. I want to focus the attention on Hero and Minion as play avatars at this time.
-All decks are designed with the same amount of Marshalling Points attainable from their resource cards. Again, as a board game, you need to have balance. If one deck only had 25 MP possible and another 35 MP possible, it could really push balance in favor of one over the other
-Rings and the One Ring are playable, but I have not made these into a constructed deck at this point. I find those decks, especially a One Ring deck, to be an all or nothing style that doesn't fit well into a board game format.
Changes to core play mechanics:
-Each player has two decks: a resource deck of 40 cards and a hazard deck of 40 cards
-Players each have two hands of cards: A resource hand and a hazard hand. Each hand is made up of 5 cards
-Discarding & Hand size: At the end of the turn, draw cards until both hands are to their maximum size. If your hand is higher than the maximum allowed, discard down to the maximum, and then you may discard an additional resource and/or hazard card in order to draw a new card.
-Drawing cards: Cards are drawn as normal when moving, with the exception of each player is allowed to draw a minimum of two card, even if no movement happened or the number on a site is lower than 2. This is designed to streamline the game further and ensure players have something they can do on their turn.
-Movement for the standard game uses only Haven movement rules. Region movement can be used in the "advanced" game.
-Corruption Checks: Slightly simplified that if you roll equal to or greater, you pass and if you roll less than the character is corrupted and discarded.
-Combat: Was left the same (at least for now)
-To win the game and call the council the MP required has been increased to 25. The rule that no more than half of your MP can come from a single source remains in effect
-Calling the council is modified to 3 conditions: You may call the council if any one of the 3 conditions is met. Note, the option is "may", but not required to. So even though you achieved 25 MP and exhausted your deck, you may not want to call the council yet to build up more MP first
a) You have achieved 25 MP and exhausted your resource deck once
b) You have achieved 25 MP and your opponent exhausted his resource deck once
c) Your opponent has achieved 25 MP, even though neither one of you has exhausted your resource deck
-Hazard deck rules: Each player hazard deck must contain a minimum of half creatures. So in a 40 card hazard deck, you must have at least 20 creatures. Cards that can be played as a creature or even still count as half. This is to ensure more combat occurs
-There is no sideboard: With the changes to separate decks and hand sizes for each deck, decks in theory will cycle much faster
-Characters eliminated now subtract from your MP total at the end of the game (this change may or may not be kept)
-Your avatar (wizard/Ring Wraith/etc) cannot be eliminated. If a card would normally eliminate your avatar, such as in combat, the character is instead discarded along with all cards attached to them. They may be played again in a subsequent turn. The one exception to this rule is through corruption. This change was made to ensure a game could be played through to conclusion, but the corruption part was left in to prevent people from just loading up their wizard/Ringwraith with everything. While I know this does eliminate one strategy to try and kill someone's avatar, I felt this was balanced by the negative points received by eliminating opponent characters.
Anyways, would love some feedback and suggestions. The goal is to make it something a bit more interactive and more conducive to bringing in new players.
My goal was to take the MECCG map and get a blown up copy and laminate it.
From there, I used miniatures to represent companies and place them on the map to show location.
The game itself plays exactly like MECCG, and is compatible with all cards and decks, though I focused on making it a little more simplified and eliminated some of the more complex mechanics from what I am calling the "standard" version. The advanced version would allow for anything and everything.
Looking for feedback from others, especially if anyone else has tried this, but here is basically what I did:
-Decks are pre-constructed by me: when talking a board game, it needs to be something that can be set up quickly and played easily with requiring a lot of prep work by players. While experienced players can obviously build their own decks for it, I made it so all I need to do is teach the rules and give everyone a deck.
-At this time, I am not including minions. While they can be a cool mechanic, they are overly complex, especially for a newer player
-Given the power level of the Balrog decks, I have not included the Balrog as an option at this time. Though cards in some of the decks may come from the Balrog set, there is no Balrog avatar deck currently.
-Same as the Balrog, at this time I am not including Fallen Wizards. While they are a very cool concept in the core card game, I feel again the balance of such a deck in a board game format is a little too strong. I want to focus the attention on Hero and Minion as play avatars at this time.
-All decks are designed with the same amount of Marshalling Points attainable from their resource cards. Again, as a board game, you need to have balance. If one deck only had 25 MP possible and another 35 MP possible, it could really push balance in favor of one over the other
-Rings and the One Ring are playable, but I have not made these into a constructed deck at this point. I find those decks, especially a One Ring deck, to be an all or nothing style that doesn't fit well into a board game format.
Changes to core play mechanics:
-Each player has two decks: a resource deck of 40 cards and a hazard deck of 40 cards
-Players each have two hands of cards: A resource hand and a hazard hand. Each hand is made up of 5 cards
-Discarding & Hand size: At the end of the turn, draw cards until both hands are to their maximum size. If your hand is higher than the maximum allowed, discard down to the maximum, and then you may discard an additional resource and/or hazard card in order to draw a new card.
-Drawing cards: Cards are drawn as normal when moving, with the exception of each player is allowed to draw a minimum of two card, even if no movement happened or the number on a site is lower than 2. This is designed to streamline the game further and ensure players have something they can do on their turn.
-Movement for the standard game uses only Haven movement rules. Region movement can be used in the "advanced" game.
-Corruption Checks: Slightly simplified that if you roll equal to or greater, you pass and if you roll less than the character is corrupted and discarded.
-Combat: Was left the same (at least for now)
-To win the game and call the council the MP required has been increased to 25. The rule that no more than half of your MP can come from a single source remains in effect
-Calling the council is modified to 3 conditions: You may call the council if any one of the 3 conditions is met. Note, the option is "may", but not required to. So even though you achieved 25 MP and exhausted your deck, you may not want to call the council yet to build up more MP first
a) You have achieved 25 MP and exhausted your resource deck once
b) You have achieved 25 MP and your opponent exhausted his resource deck once
c) Your opponent has achieved 25 MP, even though neither one of you has exhausted your resource deck
-Hazard deck rules: Each player hazard deck must contain a minimum of half creatures. So in a 40 card hazard deck, you must have at least 20 creatures. Cards that can be played as a creature or even still count as half. This is to ensure more combat occurs
-There is no sideboard: With the changes to separate decks and hand sizes for each deck, decks in theory will cycle much faster
-Characters eliminated now subtract from your MP total at the end of the game (this change may or may not be kept)
-Your avatar (wizard/Ring Wraith/etc) cannot be eliminated. If a card would normally eliminate your avatar, such as in combat, the character is instead discarded along with all cards attached to them. They may be played again in a subsequent turn. The one exception to this rule is through corruption. This change was made to ensure a game could be played through to conclusion, but the corruption part was left in to prevent people from just loading up their wizard/Ringwraith with everything. While I know this does eliminate one strategy to try and kill someone's avatar, I felt this was balanced by the negative points received by eliminating opponent characters.
Anyways, would love some feedback and suggestions. The goal is to make it something a bit more interactive and more conducive to bringing in new players.