Goblins vs Goblins Game

I've been working with my son to make up a game from scratch and started with some basic ideas using paper, drawings, and dice. This project has grown into Goblins vs Goblins the game. This section is the culmination of that effort.

The premise is that I wanted to not only get my son into creative problem solving but also make something that we can continue to play with afterwards. We also used this opportunity to use the 3D printers to create the game pieces, teach him how to paint miniatures, and develop the skills to create the play rules and write a manual.

The Conflict

For whatever reason, two clans of goblins (red and blue) are having a disagreement. All efforts to resolve this conflict peacefully have failed.

Troops

We found these goblins on Thingiverse; we printed seven of each type, fourty-two all together. All of the goblins were green, with the capes being red and blue. Of course, you will paint yours to your liking but I suggest that you have colors that are very different

All troops move either one or two hexes.

Swordsman

Attack Range 1 hex
Move one or two hex

Spearman

Attack Range 2 hex
Move one or two hex

Archer

Attack Range 3 hex
Move one or two hex

The Board

We worked with the idea of having a two player game that is different every time and we immediately decided we didn't want to have a staic game board so movable and interlocking tiles was the most appropriate. A quick search of the the Thingiverse led us to interlocking hexagon tiles of which we picked one, three, and six. There are many other designs and layouts; you can expand, reduce, or change your own games as you deem appropriate; but we started simple.

Tile Textures and Meaning

Hex tiles determine where the troops can move, cannot move, and how fast.

Grass - basic movement of one unit to cross
Stone - basic movement of one unit to cross
Sand - slow movement of two units to cross, one turn to enter the sand, one turn to exit the sand. Cannot enter and exit sand on the same turn.
Water - cannot cross

Single Hex

Triple Hex

Six Hex

Bridge

Stone Fort and Headquarters

Movement

Troops can only travel on grass, sand, or rock tiles. They cannot travel through water or step off a tile, say onto the table.
Troops can only step onto an adjacent hex through the side of the hex, not the corner.
Troops can only step up one level at a time and counts the same as a regular tile. There is a move penalty of +1 if they go up one level. In other words, the cost to move up one level is two movement points, one point to move, one point because the travel is difficult.

Dice Tower

We also felt a dice tower would help out with fairness in gameplay. We ended up using this for all games, not just this one.

Battle

A person declares which troop is attacking the enemy. The distance needs to be within the attack range of that character.
If the attacker and defender are on the same level, then there is no adjustment.
If the attacker is above the defender, then the attacker gets a +1 attack point
If the defender is above the attacker, then the defender gets a +1 defense point.

Objective

We narrowed the game play into different phases: Objectives, Setup the Board, Set up the Solidiers, Battle until one side wins.

The game can be won either by

  • eliminating the enemy forces (being the only team on the map), or
  • keeping at least one of your soliders in the enemy base for two turns.

The sequence of play is

  1. build the map
  2. place the headquarters for each team
  3. first team
    • add soldier to headquarters
    • move, shoot, move and shoot
  4. second team
    • add soldier to headquarters
    • move, shoot, move and shoot
  5. repeat step 3

Play Loop

Each soldier has two action points. The player can choose to use those points moving, standing still, shooting, or a combination,

Move

Shoot

Move Shoot

Shoot Move

Hide



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