I’ve settled on a set of team rules for our next playtest day, after which I was thinking of throwing them out to you guys for comment. They’ve been tricker to develop than previous teams as they’re getting increasingly subtle and thinky in their tactics. But that was always the intention.
It will be interesting to see how they interact with the very straightforward teams from the core game. I’m thinking in a year’s time, perhaps, when folk are really starting to get their teeth into the subtleties of each team and have evolved individual team tactics and styles. I’ll start this off by including a few more tactical hints in with these ones than I did with earlier teams because their real strengths aren’t necessarily obvious on paper. The real excitement is in developing your own though.
Even so, there will be some initial surprise as always with new teams, though I think things will settle down quickly enough. After all, the game only came out last November and we’ve come a long way with it since then. It’s not even a year old.
So I’m afraid that whilst I’ve been up to my ears in new stuff recently, I can’t really show you any for a few more days. Bear with me though, they’re a fun lot and I think you’ll have a blast testing them out.
Literally cannot wait. Really want to see these as soon as possible!
I’m intrigued by what you’re saying here though – while I was expecting most of these teams to be quite complex, I thought the Asterians would be quite ‘simple’, so I’ll be interested to see just what it is that makes them unique.
Most of the teams look simpler on paper than they are on the table.
All of the DB teams are fairly strongly themed though, with only a few signature features. It’s the way that these interact with each other that I find interesting.
I can certainly see that – I’m really enjoying the Robots at the moment. Deciding how many players should transform and when adds a really interesting dynamic to the game.
In terms of the game story though, I’m not entirely sure why the designer of these transforming Robots thinks its important to field Robot Jacks since the primary purpose of a jack is to be a ‘jack of all trades’ and a Robot that can swap between being a striker and a Guard seems like the definition of this… In game terms it makes sense, but I think the scientists making these things might be missing a trick π
You have to remember that many of the technological restrictions on the DB pitch are rules of the sport rather than genuine technical limitations. If you think about Formula 1 racing, the cars they build are the best they can within the restrictions, not the best the can full stop. DB is similar in that regard.
Fair enough! Probably makes more sense than some rules in real world sports…
Given some of the rules in real sports I’d say it was hard not to make more sense π