Overview
Most boys
enjoy anything having to do with outer space and epic conflicts.
"Space Battle" combines these themes in the form of a strategy
game. "Space Battle" not only teaches the elements of
tactics, like chess, but also addition and subtraction. It is also
easy to come up with new scenarios that will keep this game fresh and
interesting.
Difficulty:
2nd grade and up.
Number of
players: 2.
Duration: 20-45
minutes.
Game Materials
-
At least
one set of dragon dice
-
One
poster-board
-
Two sets
of spaceship figures, one for each player
-
Two unit
overview sheets, one for each player
-
Two
damage report sheets, one for each player
-
A pen or
pencil for each player
Making the
Game
THE BOARD
I wanted to
experiment with making a hexagonal ("hex") game board.
These are used in my strategy board games, "Heroscape" and
"Settlers of Catan," so I thought I'd have a go at creating my
own. After some attempts to draw my own hex board with pencil and
ruler, but quickly gave up on that idea. I then download a hex
grid from the web, and photocopied it several times. After cutting
off the borders, I then taped several sheets onto a whole piece of dark
blue poster board. The whole thing looks like this:
I enjoyed
making this board, but it was a lot of work. If you don't want to
spend a couple of hours making a hex board, I would recommend just using
rectangular spaces. In that case, just draw a 15 X 20 rectangle,
with each square being 1" X 1". (If you want to read
about the history of hex maps, their advantages over traditional boards,
and their uses in various games, Wikipedia has an interesting
article on the subject.)
THE FIGURES
I made two
sets of figures out of red and blue construction paper. Since I'm
using a hex map, I cut each figure into a hexagonal shape also. If
you want a simple game, you might try playing with two types of units,
like fighters and battleships. I decided to include four types of
units: scouts, fighters, bombers, and destroyers. Each has its
strengths and weaknesses, and the is finding the right mixture of units
for a particular mission.
I then
labeled each unit using greek letters and numbers. For example,
the scout ships are alpha squadron (1-5), the fighters are beta
squadron, and so on. If you want to get fancy, you can also draw
appropriate images on the pieces of construction paper that each
represent one ship.
THE UNIT
OVERVIEW SHEETS
Each player
will need a sheet that summarizes the different stats for each type of
unit. For example, my overview sheets look like this:
UNIT
OVERVIEW |
|
Move |
Fire |
Shield Pts |
Scouts |
4 |
d4 |
8 |
Fighters |
3 |
d6 |
10 |
Bombers |
1 |
d10 |
12 |
Destroyers |
2 |
d8 |
25 |
For example,
scouts can move 4 spaces, attack with d4, and have 8 shield
points. (More about attacking and shield points below.)
THE DAMAGE
REPORT SHEETS
Each player
will also need a "damage report" sheet, on which the amount of
remaining shield points is listed. As the game progresses and
units take damage, their shield points are lowered. My damage
report sheets look like this:
DAMAGE
REPORT |
Scout Squadron |
Fighter
Squadron |
Bomber
Squadron |
Destroyer
Squadron |
alpha 1 - 8 |
beta 1 - 10 |
gamma 1 - 12 |
delta 1 - 25 |
alpha 2 - 8 |
beta 2 - 10 |
gamma 2 - 12 |
delta 2 - 25 |
alpha 3 - 8 |
beta 3 - 10 |
gamma 3 - 12 |
delta 3 - 25 |
alpha 4 - 8 |
beta 4 - 10 |
gamma 4 - 12 |
delta 4 - 25 |
alpha 5 - 8 |
beta 5 - 10 |
gamma 5 - 12 |
delta 5 - 25 |
Scenario
For decades,
the fleets of the Arcturan Alliance and the Vegan Empire have been
battling for supremacy in the omega quadrant. Desperate to win,
each side has assembled an armada to settle the conflict once and for
all ...
Set-Up
First you
must decide what types and how many of units will be in play and what
the victory conditions are. You can assign different types of
units, and different victory conditions, to each player, but at the
beginning it's best to start with two identical fleets, one of which
must exterminate the other.
Place the
fleets on opposite sides of the board. Players can decide where to
put each ship, but they can only use the two rows closest to their side
for the initial placement.
Each player
needs to place the unit overview and damage report carts in front of
him.
Rules
On his turn,
each player can do one or more of the following actions in the following
order: 1. ship movement - all ships can be moved by their
allotted number of spaces (scouts 5, fighters 3, and so forth); once all
movements have been carried out, the player 2. declares all attacks
- the player must announce which ship will fire upon which target
(targets must be adjacent to the attacking ships); and 3. attacks are
executed.
To carry out
an attack, the player rolls the appropriate die. For example,
let's say that a fighter (beta 3) is attacking a bomber (gamma 2).
Fighters roll d6 for their attack; if this comes up as a 4, the
defending player then deducts four shield points from the unit that is
being fired upon. Bombers start with 12 shield points, so Gamma 2
would have eight shield points left. The defending player marks
out the "12" under "Gamma 2," and writes
"8" in the space to the right. Any unit with less than 1
shield point is considered destroyed and must be removed from the board.
The game
ends when one side has no ships left.
Adjusting
the Difficulty
There are
two components to "Space Battle": strategy and math.
To alter the
strategic difficulty, you can change the number and types of
units. For example, you could start with four scouts, three
fighters, two bombers, and one destroyer. If this seems too
difficult, try just three fighters and one destroyer. If you want
more of a challenge, you might design additional units with different
stats (like battleships) or ones with special capabilities (such as
self-destruct, which destroys all adjacent ships ... including your own,
of course!). You
can also introduce other characteristics, like range, which indicates
how many spaces away a target can be from the ship, or cost (for
example, each player starts with 1,000 points and has to decide what
kind of strike force to assemble: scout ships cost 75 each, fighters
100, bombers 125, and destroyers 175). Generally, the older the
child, the more variables you can introduce.
To change
the difficulty of the math involved, you can increase or decrease the
number of shield points and the number and type of attack dice.
For example, a destroyer might have 50 shield points and have an attack
of 2d12 (when attacking, you would roll the d12 twice, adding the two
numbers).
Other
Adjustments
Rather than
having each fleet attempt to destroy the other side, you could have
variable victory conditions. For example, player 1 is trying to
smuggle an item through space controlled by player 2. Player 1
wins if he can move a ship onto the last row of player 2's side of the
board. Player 2 starts with a larger and more powerful fleet, but
has no scouts. Thus, player 1 has to evade rather than throw all
of his forces into a frontal assault.
"Space
Battle" allows for endless inventions and new scenarios. Sky,
or rather space, is the limit!
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