DreadBall Design Notes – Stats & Player Roles

Damn my intricate design!

I’ve come back to add this to the start so please excuse the dishevelled look. Explaining one thing without mentioning another is really fiddly because things are all rather interlinked. Or perhaps I’ve just been sitting on this for so long, not talking about it, and now I can I’m like a kid in a sweet shop – I don’t know where to begin.

Well I have to begin somewhere, and stats seemed like the place. Then, when I’d written the bit explaining those rules I really wanted to talk about them, but it didn’t make any sense without roles, so I added that bit too. As ever, I’m trying to explain some of the why as well as the what because I think that makes the whole thing easier to understand.

Bear with me, this won’t be short.

 

Stats 

Every game needs some game values, or stats, to define the pieces. DreadBall only uses a few stats, mainly because I wanted to keep things simple enough to memorise. I much prefer games where you can focus on the game itself and not on looking things up.

One of the other things that makes DB’s stats easy to remember is the fact that they are race specific. Each race has its own values, and they are the same for every member of that race*. This means that when you start out playing one-off games, all the model in your team have the same stat line, which makes things easy to remember.

So what stats do we have? Well to start with there is Move. This is how fast you scoot about the board. Move is defined as a simple number (4 or 5, for example). All the models in the DreadBall box have a Move of 5 (Trontek 29ers and Greenmoon Smackers). The two teams that are listed in the rules, but which are not included as models (Midguard Delvers and Skittersneak Stealers), have a Move stat of 4 and 6 respectively.

The other 3 core Stats are Strength, Speed and Skill. Nothing like alliteration to give a game designer a warm, fuzzy glow. These 3 stats are each defined as X+, so 3+, 4+, 5+, for example. This tells you exactly what you need to do to succeed, ie roll 3+, 4+ or 5+. These values are never modified in game*, which also helps make them easy to recall.

Strength is primarily used for hitting people.

Speed is used for Dodging attacks and Evading round people.

Skill is for Throwing, Catching or picking up the ball.

And we’re done.

Well, we are for “real” stats. The other values on the team roster are Armour (which is related to the role a player has rather than his race), Starting Team (how many of that player type you get in a starting team), Cost (how much another one of those players costs to hire in a league) and Notes (empty in a starting roster except for a single word in one player type).

“OK”, you say, “I can see it’s simple, but how can that be fun? Isn’t it boring and simplistic when every player is the same?”

Funny you should mention that. No, it’s not simplistic at all.

In common with many of my designs, what I’ve gone for is a few simple rules that interact in complex ways. Although each rule is easily memorable, they are layered in such a way as to give considerable variety and texture in play. I’ll explain what I mean in a minute, but first I need to tell you about Player Roles.

 

Player Roles

Every Player is trained in one of 3 roles: Guard, Jack or Striker.

The role defines a number of things and is central to the way the game works. A Player can never change their role.

Roles define what type of armour a Player has. All Strikers of any race wear Striker armour, all Guards wear Guard armour, etc.

Roles also define which Actions a player may take and whether they get a bonus for doing so.

Guards hit people and cannot pick up the ball.

Jacks do a bit of everything, but not as well as either of the specialists.

Strikers do the clever stuff with the ball and cannot hit people.

As you can see, the roles are archetypes of the big thumpy guy, the nimble agile one, with Jacks in the middle as the Jack of All Trades – able to turn their hand to anything (which is surprisingly useful). The layered rules approach allows me to again have very easily understandable rules (roles) when they need to be explained, but for them to be far more subtle in their variations when all the other factors are considered.

 

Put it Together and Stir

So each part of the stats and roles is simple enough. Added together you get something more interesting. A Veer-myn Striker, for example, wears the same armour as a human Striker and gets the same bonuses to rolls. However, he starts all his rolls from a different place because his stats are 4+, 3+, 5+ instead of 4+, 4+, 4+. This makes him distinctly better at ducking and weaving in and out of opposing players, and better at getting out of the way of attacks, but worse at actually making the Strike when he gets there. Couple this with the fact that Veer-myn teams are largely made up of Strikers (and humans only get 3 in a starting team) and this is what starts to give them their character. Veer-myn are great at making opportunities, but average to poor at adding the finishing touches. As was mentioned at the initial DreadBall playtest day, and many times since, Veer-myn teams are not for Coaches with nervous dispositions or delicate heart conditions.

In practice, because each of these rigid and simple rules is layered across the grain of the other, and because of the way the dice rolling works**, these minor differences are enough to have big impacts on the pitch and give character to the different players. Strikers may all share the same armour and bonuses, but each race of Striker is different. Same goes for Guards and Jacks.

 

*  In a league a player can get a single point bonus to a stat and so may end up with different values.

** Yeah, yeah, I’m getting to it…

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 8 Comments

DreadBall Design Notes – A Glossary of Terms

What I’d like to do here is talk a bit about the game mechanics, how they work and why they work as they do. Rather than go on about everything all at once I’ll break this down into more manageable chunks and aim to post one chunk a day. That way you won’t get indigestion 🙂

I could start with a description of the board or why movement works as it does, but I think it might be simplest if we start with a few game terms. That way I don’t have to keep stopping in mid ramble to explain what I’m talking about. At least, no more than usual.

Like everything else, DreadBall has its own terminology. The terms are listed alphabetically as that will make it more useful as an ongoing resource, and as I expect that to be part of their use I will come back and add to this as I think of more that needs to be explained.

Words in Italics are defined in the list.

Action: A Rush comprises a number of Actions. Each Action allows a single Player to perform a discrete task such as Slam an opponent or Throw the ball.

Coach: the real world human playing the board game.

Doubling: when the total number of successes in a roll is equal to twice the Target Number or more. Often triggers an additional effect.

Free Action: an Action that does not cost a Team Action Token or a Special Move Card. usually earned by Doubling a Target Number.

Guard: a type of Player. Guards are heavily armoured are are the most survivable. Their job is to make a hole in the opponent’s line and to protect their own Strikers. They cannot pick up the ball.

Jack: a type of PlayerJacks can try their hands at anything.

Player: one of the imaginary individuals that make up a DreadBall team, represented by a model in the game. Players come in 3 types: StrikersJacks and Guards.

Rush: a turn. Within a Rush a Coach is able to make a number of Actions. The game lasts for 14 Rushes, 7 for each Coach.

Skill: a Stat. How good at throwing, catching and general ball handling skills a Player is.

Slam: A type of Action in which a Player tries to knock an opponent down.

Special Move Card: a type of DreadBall card. Each one defines a specific type of Action(s) that a specific type of Player(s) can perform by spending the card instead of a Team Action Token.

Speed: a Stat. How agile and dodgy a Player is.

Stat: short for statistic. This is one of the game values that defines a Player. There are 3 main stats: Strength, Speed and Skill.

Strength: a Stat. How strong and fighty a Player is.

Strike: the name for scoring in DreadBall. Used similarly to the term in bowling.

Strike Hex: one of the target hexes that you must hit in order to score.

Strike Zone: the area of the pitch in which you must be standing in order to make a legal Strike. In higher tech arenas the Strike Hex is often a holographic target and will only appear when a Player is in a position to legally score.

Striker: a type of Player. Strikers are lightly armoured and are the best at handling the ball. Their job is to make Strikes. They cannot Slam opponents.

Success: a result on a single dice that equals or exceeds the Stat against which the roll is being made.

Target Number: the number of Successes required in a dice roll to perform the Action.

Team Action Token: one of the 5 tokens that a Coach gets each Rush to activate his Players with.

Threat Hex: the three hexes immediately in front and adjacent to a Player. Opposing Players standing in a Threat Hex are penalised for some dice rolls.

Throw: a type of Action in which a Player attempts to launch the ball either to a teammate, at a Strike Hex in order to score a Strike, or at an opponent in order to injure them.

Posted in Uncategorized | 9 Comments

DreadBall Info

 

Just so you know, I’m going to try and keep up with the questions and such as people ask them. I’m not at my desk all the time, but I’ll be sifting through posts a few times a day so if I don’t get back immediately, don’t worry. I’ll not be long.

However, I can’t be everywhere at once. So, what I’ll do is focus on Quirkworthy, the Kickstarter comments and BoardGameGeek.

What you could do for me is simply point people here if you see them posting questions elsewhere without replies. I’d rather they got proper answers, but the internet is a big place and it’s just not practical otherwise.

Many thanks.

Posted in DreadBall - The Futuristic Sports Game | 3 Comments

DreadBall and the Elephant in the Room

The elephant in the room* is a colourful and evocative phrase that I rather like, but one which is rarely appropriate. Here, for once, I am happy to say that it is.

The elephant is, of course, Blood Bowl.

It was obvious from the outset that whatever DreadBall was or was not, it would be compared to GW’s Blood Bowl. Whether this was going to be favourable or not depended on the individual, but compared it would certainly be. This is exactly what is happening now, and so I would like to take a few moments to discuss the similarities and differences from my point of view as designer, and explain my decisions and talk a bit about where the concept for DB came from.

Firstly, let me say that DreadBall is very deliberately, NOT a Blood Bowl clone. I cannot stress that strongly enough.

 

Design Brief

Regular readers of my ramblings will know that I always start a design by writing a brief for myself. This helps crystallise the key points to bring out in a design, and gives you a reference point to return to if things need adding or trimming later to keep you on track.

The first point on my brief was that DB should not be like BB.

Now it’s unusual (and possibly bad form) to start with a negative, but I’ll tell you why this was critical, and why it’s really pushed us into a major set of positives. There are 4 main reasons:

1) Blood Bowl is a great game. I might even say it’s a classic. Certainly it has been around for 25 years and has a vast amount of nostalgic good feeling attached to it for many, many gamers. You cannot compete with nostalgia, so attempting to do a better version of BB (ie fantasy American football) was inevitably doomed to failure. Setting out to produce a failure is stupid, and as a I try not to be stupid** I wanted to avoid this.

2) Copying things is boring. Making stuff up is fun. Fun wins.

3) I have some pride. Or perhaps it’s arrogance, or ego or whatever. Whatever you want to call it, I like to think that I am quite good at this game design lark, and so I don’t need to copy someone else as a crutch for my inability. I can design something that is good in its own right as well as containing some unusual and inventive bits.

4) People deserve better. As a gamer, what would I want? Same again or something new and cool? What I think I really want is something that I didn’t know I wanted till I played it. If you see what I mean. A fun surprise. And in design terms that means sticking your neck out and trying something a little different.

So there are a lot of reasons not to try copying something as well known and as popular as Blood Bowl. Of course, the brief had lots of other things in too, and I’ll talk about that another time. For now, let’s get back to the elephant.

Similarities

There are some similarities between the two.

To start with, they are both board games that use dice and miniatures. They are also both about fictional sports (one fantasy, and one SF) that use balls. In other words they fall into a similar category. That doesn’t make them the same thing though. If it did then you could equally say that Snap was the same as Bridge because they are both card games, and that would clearly be silly.

There are a few detail similarities – reality modelling ones. For example, you can throw the ball in both games. It’s true that it’s harder to throw a ball a long way than a short one in both games too, but that’s just reality for you and would be odd any other way.

Both games have league rules (like real sports) and players can get better with experience (just like real people do).

In both game  you lose control of your Rush (turn) if you drop the ball. Again, this is generally what happens if you lose the ball in a real sport – the other guys get the initiative, which is what a game turn is effectively representing in almost any game.

What I’m trying to say here is simply that the things that are most similar are all a function of modelling a similar reality. It is harder to throw a ball accurately if the target is further away. People learn new skills with experience. And so on. That is therefore true in both games, but it doesn’t make the games the same.

Differences

I’ll just mention a few key ones here.

Mechanically they are totally different. See the thread here for more discussion of rule details in DB.

How you activate models and how much you can do with them in a turn is very different. A DreadBall turn is called a Rush. In a Rush a Coach gets 5 Team Action Tokens. These can be spent as he wishes, each one activating a single model of the 6 players on the pitch. There are a number of different actions to choose from, and different players have access to different ones and do some of the same ones differently. With this flexibility a single model may act up to two times with Action Tokens (and more if he wins Free Actions or plays cards) in a single turn. It is the choice of the Coach. Obviously with 5 Actions and 6 players, some of them will have to miss out. Who will that be? Decisions, decisions.

Compare this to Blood Bowl where each model acts once a turn. There is no tension or options. You always get to act with everyone (barring turnovers). In Blood Bowl there is a certainty that a given model can only move so far so you can plan exactly. In DreadBall it’s much harder to be sure because there are many more possibilities and you have to guess what your opponent is going to try to do, as well as whether he will succeed or not.

Scoring is very different. In Blood Bowl the pitch is like a Rugby pitch or American (or “real”) Football pitch with a single area at either end where you can score and nothing in the middle. This gives little tactical “texture” to the bulk of the playing surface, and I wanted to change that. Pinching an idea from pinball, I’ve given DreadBall multiple areas on each side of the pitch in which you can score, and they have different values (between 1 and 4) depending on how much risk you want to take. This lends texture and variability to the main body of the pitch and offers a Coach a number of options for scoring in most Rushes. Just so you know, scoring in DB is called a Strike (like bowling), hence the areas in which you can do it are called Strike Zones, the target is the Strike Hex, and the player type that is best at doing this is called a Striker.

Overall, DreadBall plays faster and smoother with no “resets” after Strikes. When someone scores in Blood Bowl play stops and all the models are reset on their own side. This allows for a certain amount of planning and positioning and a number of standard plays and set ups have grown up. In DreadBall I’ve gone for a very different model. DreadBall games don’t stop when a Strike is scored. Instead, the ball is immediately relaunched onto the pitch across the centre line. The Strike ends that Coach’s Rush, and so it is now the opposing player’s go, but none of the players are reset. This has a few interesting effects. Firstly it makes the game faster. Moving all the models and then deciding how to redeploy them inevitably takes a minute or two. Mostly this is thinking time for the players, so how long depends on the individuals, but it takes more than zero time. So, here DB saves some time.

Having no resets also introduces a new tactical problem to solve. If you run all of your players down the other end of the pitch to swamp the defence and score, as soon as you have done so the ball is behind you and the opposing player has a free run to your Strike Zones. This means that you have to think ahead to where the ball will go if you are successful as well as what might happen if you mess up. This tends to wrong foot new players the first time it happens because it is so different, but it very quickly makes for a smoother and faster game.

DreadBall deals with slower teams better. It is possibly a detail most people don’t care about, but I always felt that slower teams lost out in many BB leagues. Dwarfs, for example, can’t score as many  times as others ‘cos they’re just too slow. They can often close down the other team too, so overall scores are often low when they are involved. However, when scoring totals get used for tie breakers in league placement they inevitably lose out to fast teams like Wood Elves or Skaven. DreadBall uses a differential scoring system so it is the difference between the scores that dictates winning and losing. This means that even if one of the DB teams was as slow as BB Dwarfs (which none of them are) they would still be in with an equal chance in a league setting because winning by 1 is winning by 1 whether this is 13 points to you and 12 to your opponent or only 1 ever. What is tracked in game, and what matters at the end, is the difference.

Incidentally, in DreadBall there is a landslide instant victory if you ever get 7 more than your opponent at any point, and a Sudden Death tiebreak if the game gets to the end of normal play in a draw. There is always a result.

There’s a lot more, but you get the idea.

 

Will the Elephant Please Leave Now?

I understand why people make the comparison, and it is an excellent shorthand to say that DB is like BB if all you mean is that they are both fictional sports board games. Beyond that, however, they are completely different games.

DreadBall is not intended to make people abandon Blood Bowl. It is an alternative that many BB fans will also like, and hopefully will play as well, relishing each for their unique tactical challenges.

The DreadBall Kickstarter shows you some more photos of what’s in the box.

 

* In case you aren’t familiar with the term, it’s explained here.

** I try.

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory, Metagame musings | 114 Comments

Back Again

A combination of wandering about Europe for a week and getting loads of gaming work done has kept me from posting for a bit, but I’ve cleared my desk now and will be rather more active over the coming days.

Big news is obviously the official unveiling of DreadBall on the Kickstarter. That’s quite exciting. Got come stuff to post on that.

I’ll also be going back through the site and making sure I’ve dealt with any outstanding questions or comments and generally try and have a bit of a tidy up. This site takes a lot of time to do, but makes no money, so tends to get bumped further down the list than I’d like. This is bound to be my fault, so I’m making an effort to be more consistent and post more because I enjoy our conversations. We’ll see how I do.

Posted in Random Thoughts | 12 Comments

Living FAQ: KOW Advanced Rules

Over on the Pandora FAQ lb asked if I was going to do a FAQ for the Siege rules that are part of the  Advanced Rules section I did for Kings of War.

Actually, no, I wasn’t going to. The reason is simply that it’s not my game, it’s Alessio’s, and he’s the expert. At least, that’s how I see it. I have enough trouble finding the time to keep up with the FAQs for my own stuff (as Lines will tell you).

However, it seems rude to just ignore it, so if you do have a question on the Advanced Rules then post away and I’ll see what I can do. Bear in mind that I’m not a real expert on the intricacies of the main game, so I may have to say I don’t know. I can, however, phone a friend if I get really stuck 😉

Posted in Kings of War | 13 Comments

Even Slower Boat Than Usual

Those of you who subscribe to the Foundry newsletter will know that things are changing there, with all sorts of things being reorganised. I mention this because they are the publishers of my long awaited (by me) fantasy tabletop rules: God of Battles, and I thought it only fair to tell you what I know in case you may have been waiting too. After all, I have muttered about it more than once. Possibly.

Well, I know little more than you do. A firm release date is up in the air along with whatever else is going on, and until things settle down again with Foundry I can’t be more specific. To be fair, the timing is not all their fault. The Chinese seem to have found an even slower boat than usual and I think it would have been out by now if the original plans had gone through. As it stands, copies seem to only just have docked in the UK. Nice that they’ve got past the Somali pirates and all, though still a week or more to wait before it could arrive at the warehouse.

The Foundry Fantasy website doesn’t seem to have been taking pre-orders, though Amazon do. Confusingly, while the Foundry fantasy website simply says coming soon, Amazon UK says the release is the first of August and Amazon US says September.

I’m hoping it will finally be out in a week or two because I really want a proper copy myself. I also want to talk about it in detail, and see what everyone else thinks. Been sitting on this for well over a year now and it’s burning a hole in my brain…

Posted in God of Battles | 20 Comments

I Know Kung Fu

Well no, I don’t really, but I seem to have learned to speak French as quickly as Neo. At least, it may appear thus.

I’ve got an article in the next issue of Ravage magazine and their dashing Editor has kindly translated it into his native tongue for me. This is much better than if he’d left the task to me as it might actually make sense, though it has the intriguing side-effect of now being unintelligible to the author. 

Will it be in the English edition? Can’t say because I don’t know, but I hope it will. 

And will it cause droves of enthused French gamers to flock to this site? Perhaps, so I shall have to borrow next door’s goldfish to stick in my ear. 

À bientôt
Posted in Uncategorized | 2 Comments

Why So Serious?

I would like to share something with you. It’s a text, though you needn’t worry – I won’t be boring you with lots. This just struck a note.

It said:

Oi, Quirkworthy pull your finger out and update that blog. I don’t care if you’re busy I need something interesting to read on the toilet! 😉

Which put me in my place (the smallest room).

Well almost everything I’ve been working on for the last few months is still under a shroud of secrecy so that’s a little tricky. However, the rumours have begun to float around the net, thanks to some blabbermouthed traders. Luckily for our plan, there was little for them to leak save a few names, and it has amused me as much as it has annoyed to see the sharks condemn the entire project already on the basis of a crumb or two of fact and a small mountain of (incorrect) supposition.

All I have to say on the topic at present is that it reminds me of an old Bob Dylan lyric:

Something is happening, but you don’t know what it is…

Posted in Uncategorized | 29 Comments

UK Game Expo

Very quickly, it looks like I might be there on sunday 27th.

I might be on the Mantic stand at some stage but will otherwise be wandering about. Just in case anyone wants to say hi 🙂

Posted in Random Thoughts | 14 Comments