More of a thought than something to add directly into playtesting right now is the potential to expand Everstorm into a four-player game. This could be in a 2v2 version where players team up, or in a free-for-all design where players are all competing at the same time.
Obviously this will take some extra balancing – and the need for more people to help me playtest – but it’s a very interesting concept that a friend and ex-colleague Mark F. suggested to me earlier today. One thing I want to make sure of is that no one is left waiting too long to play, as I personally loathe it when I have to wait ages to take my turn and, when it does come, it’s over in no time because I’ve been all but obliterated in everyone else’s turns!
4-Player Game Modes
- Team vs. Team (2v2):
- Setup:
- Split players into two teams of two.
- Each team has one Nexus, shared by both players.
- Players can control either one or two heroes each, depending on the preferred complexity and number of heroes available.
- Lanes can be assigned to individual players or managed jointly by the team.
- Gameplay Adjustments:
- Coordination: Teams must coordinate strategies and movements. Communication is key to deciding where to allocate resources and when to launch attacks.
- Shared Resources: Gold and experience points earned by either player are pooled and can be used by both players on the team.
- Turn Order: Players on the same team take their turns sequentially. For example, Team 1 Player A, Team 1 Player B, Team 2 Player A, Team 2 Player B.
- Setup:
- Free-for-All (FFA):
- Setup:
- Each player controls their own Nexus, hero, and set of minions.
- The board is expanded or divided into four quadrants, each with its own base.
- Gameplay Adjustments:
- Expanded Board: Use two boards side-by-side to create a larger playing area. Each player starts in a different corner.
- Neutral Objectives: Add additional neutral objectives or buffs in the center and other strategic locations to encourage interaction.
- Turn Order: Determine a fixed turn order for all four players, rotating around the board.
- Setup:
Practical Adjustments
- Board Configuration:
- For 2v2, use one board but adjust the layout to accommodate two bases per side. Alternatively, combine the boards side-by-side or end-to-end.
- For FFA, combine two boards to create a larger playing area, ensuring each player has a distinct starting corner.
- Additional Components:
- Nexuses: Add additional Nexus pieces so each player/team has their own.
- Hero and Minion Tokens: Ensure there are enough hero and minion tokens for all players. You may need to differentiate these with colors or markers to avoid confusion.
- Item Store and Event Deck: Combine item and event decks from both copies to ensure there are enough resources for all players.
- Balanced Gameplay:
- Resources: Adjust the amount of gold and experience points available to ensure balanced progression for all players.
- Difficulty: Test the difficulty of controlling multiple heroes and minions per player. Simplify rules if necessary to ensure smooth gameplay.
Conclusion
By adapting the board layout and rules, we could potentially create an engaging 4-player version of Everstorm. Once I get this far, I’ll start playtesting the new configurations to try to ensure balance and enjoyment for all players.
Detailed Considerations for 4-Player Mode
- Board Layout:
- 2v2 Team Mode:
- Consider a symmetrical layout to ensure fairness. Each team could have two bases, one on either side of the board.
- Use visual markers (colored borders, distinct terrain features) to clearly define lanes and base areas.
- Free-for-All Mode:
- Design a board with a central area that encourages interaction and strategic plays.
- Each player starts in a corner with pathways leading to the center and to adjacent players.
- 2v2 Team Mode:
- Turn Structure:
- Team Mode:
- Teams take turns simultaneously to minimize downtime. For example, Team 1 (both players) moves and attacks, then Team 2 (both players) moves and attacks.
- Free-for-All Mode:
- Each player takes a complete turn before the next player begins. Use a fixed turn order (Player 1, Player 2, Player 3, Player 4).
- Team Mode:
- Resource Management:
- Shared Resources: In team mode, teammates share resources like gold and experience points, fostering cooperation and strategic planning.
- Individual Resources: In FFA mode, each player manages their own resources.
- Hero Balance:
- Adjust hero abilities and stats to ensure balance in team and FFA settings. Some abilities might be more powerful in a team context and need tweaking.
- Minion and Tower Adjustments:
- Increase the number of minions and towers to match the expanded board size and player count.
- Ensure towers are spaced appropriately to prevent any one lane from being too easy or too difficult to traverse.
Example Setup for 2v2 Team Mode
Board Layout:
- Each lane has two towers, one for each team.
- Teams coordinate attacks and defenses across all three lanes.
Turn Structure:
- Team 1 (Players A and B):
- Spawn Phase
- Resource Phase
- Purchase Phase
- Special Event Phase
- Movement Phase
- Combat Phase
- Tower Phase
- End Phase
- Team 2 (Players C and D):
- Same phases as Team 1
Example Setup for Free-for-All Mode
Board Layout:
- Each player has their own base in a corner.
- Lanes and pathways connect each base to the center and to adjacent players.
- Buff areas or neutral objectives are placed in the center to encourage interaction.
Turn Structure:
- Player 1:
- Spawn Phase
- Resource Phase
- Purchase Phase
- Special Event Phase
- Movement Phase
- Combat Phase
- Tower Phase
- End Phase
- Player 2:
- Same phases as Player 1
- Player 3:
- Same phases as Player 1
- Player 4:
- Same phases as Player 1
Adjustments for Playtesting
- Prototype and Test:
- Create a rough prototype of the expanded board and test it with 4 players.
- Pay attention to balance issues, especially how resources are distributed and how quickly players can progress.
- Feedback and Iteration:
- Gather feedback from players about the pace of the game, the balance of power between lanes, and the clarity of the rules.
- Make iterative adjustments to the board layout, rules, and unit stats based on playtesting feedback.
- Simplify Where Necessary:
- If the game becomes too complex, consider simplifying certain aspects like resource management or the number of abilities heroes can use.
- Documentation:
- Keep detailed notes of each playtest session, including any issues that arise and potential solutions.
Next Steps
- Create Prototypes: Design the expanded board layout and print or draw it for playtesting.
- Playtest: Conduct several playtesting sessions with 4 players in both team and FFA modes.
- Gather Feedback: Collect detailed feedback from players to identify any balance issues or confusing rules.
- Iterate: Make necessary adjustments and continue playtesting until the game is balanced and enjoyable for all player counts.
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