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Strategy/Territorial acquisition game

Published
4 min read
Strategy/Territorial acquisition game

The Pattern of Territorial Acquisition

Before designing our own game, it's crucial to understand the foundational pattern of the Territorial Acquisition genre, exemplified by games like Risk! and advanced wargames like Battle for Moscow.

Core Principles of the Genre

  1. Start Small, Finish Big (The Goal): Every player begins with minimal assets (a small number of units) in a limited starting area (a few territories). The primary objective is expansion, ultimately culminating in the complete elimination of opponents or the control of a key victory condition (e.g., world domination).

  2. The Engine of Growth: Control of territory is directly linked to the ability to grow stronger. In Risk!, controlling contiguous continents yields bonus armies. This creates a positive feedback loop where success (acquiring land) fuels further success (larger armies).

  3. Conflict Resolution (The Risk): Acquisition must involve risk. Conflict is typically resolved using a probabilistic mechanism (dice rolls, card flips) that introduces variance and excitement. Crucially, the outcome must involve attrition; both sides lose units, ensuring expansion is costly, even when successful.

Applying Lessons to our game

Our design for our game, Realms of the Hex-Lords, intentionally mirrors these principles:

  • Engine of Growth: Territory directly generates Aether (A), which is the sole resource for recruitment and upgrades.

  • Conflict & Attrition: We use the max 3 vs. max 2 dice roll system, ensuring losses on both sides to make attacks a calculated risk.

1. Core Design Focus: The Strategic Trinity

The initial design goal was to translate the sweeping territorial conflict of Risk! Into a tighter, hex-based fantasy economy. The success hinged entirely on the three-action loop (Expand, Upgrade, Attack). This forced strategic commitment.

  • Expand: This is the cheapest path to resource growth. It demands Aether investment in recruitment (2A per L), which is essential because claiming an adjacent neutral hex (1A) requires the originating hex to have at least 2L (one unit moves to claim, one must remain). This constraint makes Recruit and Claim intrinsically linked strategic decisions.

  • Upgrade: The most expensive action (up to 5A), providing a powerful, permanent economic or military advantage. This required players to forgo immediate gains.

  • Attack: Priced low (1A fee) but high-risk. This single-action commitment meant combat had to be decisive.

2. Playtesting with Pen and Paper

The decision to use only pen and paper, without physical tokens, proved highly insightful.

The Paper Constraint

To track the game state, we used:

  • Control: The team’s symbol (a circle and a square) was written large on each hex.

  • Units: Tally marks on each grid represented the Hex-Lord units (L) on the paper.

  • Resources: A dedicated tally area in the margin tracked Aether A.

This method immediately highlighted the difficulty of tracking units during large movements and combat. When several units were lost, erasing and redrawing the tallies confirmed that physical tokens are necessary for quick, smooth unit management in the final game. However, the core mechanic was stress-tested perfectly.

Territorial acquisition game prototype

Key Playtest Findings

  1. The Economy Pacing is Solid: The 1A per hex income was slow enough to prevent explosions of power but fast enough that players could afford a Recruit + Claim combo 3A almost every turn. The Resource Hex upgrade 4A was a high-value investment that dominated mid-game strategy once players had a stable economy.

  2. Conflict Resolution is Fast: The dice rule: Attacker rolls max 3, Defender rolls max 2, ties go to the Defender. Keeping combat quick and slightly favored the defender, which is essential for giving the Upgrade (Fortify) option real value. We found the single 1A Mobilize Fee was crucial as it prevented players from spamming cheap, nuisance attacks across the board.

  3. The Stronghold is High-Stakes: With unit numbers low in the early game (3 starting units), placing the Stronghold defensively proved essential. One player's aggressive, central placement led to their quick, dramatic elimination, confirming the game rewards calculated expansion.

3. Conclusion & Next Steps

The paper prototype successfully validated the core strategic choices and the balanced costs of the economy. The simple constraint of using tally marks instead of tokens clearly identified the area for improvement: component usability.

Next Steps for Design:

  1. Finalize Token Counts: Based on unit tally stress-tests, 40L units per player seems adequate for a full-scale game.

  2. Dashboard Design: Create a dedicated player dashboard for tracking Aether, eliminating margin tallies.

  3. Visual Upgrade Markers: Design simple, distinct markers for the Fortress and Resource Hex upgrades.

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