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Designer Comments

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en français

The concept of Battlefields of Olympus was inspired by movies like 300, Gladiator, and ancient Greco-Roman mythology, and focuses on different facets of military battle.

Some words on the design of Battlefields of Olympus.

"Battlefields of Olympus is a non-collectable card game for 2 players with options 3 and 4 player rules. The game was designed to be relatively simple to pick up and play for beginners, and at the same time, also have some strategic elements to keep more advanced gamers intrigued.

We wanted to come up with an alternative to dice so we devised a rock-paper-scissors battle mechanic to replace a Risk/D&D style dice rolling mechanic you often see in games. Warrior cards have symbols at the top that are used to determine which card “beats” which other card. Instead of dice randomness, players get to choose which card to play and discard during the game. Instead of calculating attack and defense bonuses, the cards have a few straightforward symbols to match. And the matching of symbols on the Warrior cards during the head-to-head battle phase is just a fun process all by itself.

But that’s not all of course; there are also “Actions”. Actions have an effect on Warrior cards and the game in general. With these Actions, players can strategically alter the normal course of game play at opportune moments. There are 8 Action types and each one is very different, but also tightly coupled to the game mechanic, giving players numerous options over the course of a typical game. For instance, the Scout Action forces your opponent to reveal his Warrior cards until they are used or discarded. If the Scout Action is used outside of battle to force a player to reveal his Warrior cards, it could make that player discard his hand instead of drawing a precious Action card during his turn. If the Scout is used during battle, only the Rally Action would allow the effected player to discard his revealed hand and draw a fresh batch of Warrior cards.

As for other strategic elements, there is a limit on the number of Warrior cards in a player’s hand --4 to be precise. Once a battle is over, players only receive a single replacement Warrior card. The rest are replenished through the process of drawing land trophy cards and the Ares card. If the players reach their hand limit, the rest must go into a reserve pile (to be drawn at the end of a battle). This forces players to consider how badly they want to win, or how important it is to win a particular battle. If it costs too many men (Warrior cards), and you don’t have reserves, you will be at a disadvantage until you re-enforce your Warrior cards. Also, there are 6 Ares cards in the deck. When Ares is drawn, he instigates a battle whether the players want one or not. But once all 6 Ares cards have been drawn, the game is over. This changes the dynamics of game play as players realize how close they are to the end of a game.

And last but not least, there are the land trophy cards. These are what all the fuss is about. They have a value and the player that wins the most land trophy cards through battle, wins the game. In addition, there is a color symbol on the cards. 3 land trophy cards with the same color symbols give players an addition face up Warrior card (Mercenary) that can be swapped with a Warrior card in the player’s hand. With the Mercenary, players have another chance to match during a battle."

Peter Grant
Designer of Battlefields of Olympus
 

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Last Updated: Saturday October 10, 2009