
Multiwinia - The board game
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- Greendingbat
- level1
- Posts: 47
- Joined: Tue Jan 29, 2008 12:56 am
- Location: The realms of Cyberdom
zanzer7 wrote:Mind if I make a digital version of this?
Some of us might not have access to friends in real life
wait...
if you made a digital version of this....
wouldn't it be MULTIWINIA


neway, yeah works great, i'd add the following rules:
Armor and Turrets can only be harmed by grenades
Armor is not slowed by slopes
(they are in the game, but not by much)
(you can still capture turrets by moving your MWGs into it's space)
Squads have 3 HP and can shoot 3 times as well as throw 1 grenade
The damage section should become it's own phase (for clarity)
the damage section should be split into laser damage, which is applied first (simultaniously)
and grenade damage, applied second (simultaniously)
(this rule is for realism, grenades take longer to go off, and there is more of a chance that they will injure things like Armor and Turrets, which can only be destroyed by grenades)
Some other cool things to add would be some more power ups, such as evilwinians
any ideas on how the AI would work for that?
Also, what did you use to make the map? I think it wouild be possible to use a Battletech map maker for this kind of think as well
http://www.geocities.com/TimesSquare/Metro/8727/
Note: risk guys work really well as MWGs and other items like gunturrets
Good job man, this game is (fairly) simple and fun!
Greendingbat wrote:wait...
if you made a digital version of this....
wouldn't it be MULTIWINIA![]()
![]()
No, it would be like the Multiwinia Board Game - The Videogame. Don't you just love going Meta

Greendingbat wrote:Armor and Turrets can only be harmed by grenades
This is already in the rules
Greendingbat wrote:Squads have 3 HP and can shoot 3 times as well as throw 1 grenade
Not going to include for the sake of keeping things simple (this could be hard to keep track) and balance
Greendingbat wrote:The damage section should become it's own phase (for clarity)
the damage section should be split into laser damage, which is applied first (simultaniously)
and grenade damage, applied second (simultaniously)
(this rule is for realism, grenades take longer to go off, and there is more of a chance that they will injure things like Armor and Turrets, which can only be destroyed by grenades)
I'll consider this. Currently Laser and grenade damage are taken separately, but in reverse order. You make a good point, but I would like those particular rules to be playtested first.
Greendingbat wrote:Some other cool things to add would be some more power ups, such as evilwinians
any ideas on how the AI would work for that?
The reason there are so few powerups currently, was because a) I wanted to test the overall gameplay first, b) I'm lazy, c) a lot of stuff, particularly stuff like evilwinians, would be nearly impossible to emulate on a board game and still keep the game simple and fun.
Since each powerup requires specific rules, I still think that just using some basic stuff is the best idea.
Greendingbat wrote:Also, what did you use to make the map? I think it wouild be possible to use a Battletech map maker for this kind of think as well
Just some a Grid image and a image editing software. Then I overlapped a texture xander made for the Darwinia-ish look.
Greendingbat wrote:Good job man, this game is (fairly) simple and fun!
Thanks
- Greendingbat
- level1
- Posts: 47
- Joined: Tue Jan 29, 2008 12:56 am
- Location: The realms of Cyberdom
- Greendingbat
- level1
- Posts: 47
- Joined: Tue Jan 29, 2008 12:56 am
- Location: The realms of Cyberdom
Just so you don't need to re-invent the wheel, there are already several hex-based editors out there
for games such as battletech, and they support graphics editing, so you can make tile sets that look like
multiwinia
for introducing into the game, you could have the game read the file of the map, and just use that
this is an idea, i'm not quite sure how it would work in implementation
for games such as battletech, and they support graphics editing, so you can make tile sets that look like
multiwinia
for introducing into the game, you could have the game read the file of the map, and just use that
this is an idea, i'm not quite sure how it would work in implementation
ALL YOUR BASE ARE BELONG TO US
Bit late for that - the basic framework is mostly all there. All (hah) I've got left is adding units and powerups and integrate the game to the AJAX multiplayer system. The hexagon framework and some of the darwinian stuff had already been written for other projects though.
Besides, I doubt there's anything out there in javascript which would do this
Besides, I doubt there's anything out there in javascript which would do this

Re: Multiwinia - The board game
Xocrates wrote:- Capturing Spawn points:
To capture a Spawn Point, move at least a Multiwinian on top of it. At the end of the move phase remove the Multiwinian from Play and place a coloured marker on top of it (to indicate ownership).
Why must you remove the Multiwinian? Doesn't he need to stay and operate the Spawn Point? This seems to make sending multiple DGs to the Spawn Point pointless, because they get just as captured with only one DG on them. (IIRC, Spawn Points work better if more DGs are on them)
Re: Multiwinia - The board game
That would be exactly what is being represented by the counter swap.00Davo wrote:Why must you remove the Multiwinian? Doesn't he need to stay and operate the Spawn Point?
Only one is removed, meaning extra DGs make it a defended spawn point but other than that, yes it is. So what?This seems to make sending multiple DGs to the Spawn Point pointless, because they get just as captured with only one DG on them.
With the severe limitation of units in the board game, there's no point in implelenting that. I don't think it's even true.(IIRC, Spawn Points work better if more DGs are on them)
Re: Multiwinia - The board game
Mas Tnega wrote:With the severe limitation of units in the board game, there's no point in implelenting that. I don't think it's even true.
Why, in that case, do Spawn Points have multiple Darwinian slots? The more slots you're controlling, the more DGs you get. Otherwise, you'd just be wasting DGs on the other slots; they can't shoot stuff when they're controlling stuff, remember.
Re: Multiwinia - The board game
00Davo wrote:Mas Tnega wrote:With the severe limitation of units in the board game, there's no point in implelenting that. I don't think it's even true.
Why, in that case, do Spawn Points have multiple Darwinian slots? The more slots you're controlling, the more DGs you get. Otherwise, you'd just be wasting DGs on the other slots; they can't shoot stuff when they're controlling stuff, remember.
So that you don't lose control of the spawn if just one or two MWGs get killed.
Re: Multiwinia - The board game
And it doesn't get shut down the instant one other MW just happens to grab an empty slot.Nimbus wrote:00Davo wrote:Mas Tnega wrote:With the severe limitation of units in the board game, there's no point in implelenting that. I don't think it's even true.
Why, in that case, do Spawn Points have multiple Darwinian slots? The more slots you're controlling, the more DGs you get. Otherwise, you'd just be wasting DGs on the other slots; they can't shoot stuff when they're controlling stuff, remember.
So that you don't lose control of the spawn if just one or two MWGs get killed.
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