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Ghosts and Goblins

Ghosts and Goblins

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Baddies

Tutoring 2
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Idea 2
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Baddies move towards the hero character on the enemy turn, but each baddie type could have their own movement rules/attack limitations (or perhaps on the enemy turn only a certain number of baddies could move, or roll a dice for movement? Needs ironing out in play-testing)

Just as the combination of fences and gravestones can be used to guide the hero into a specific path in the game, they will also affect which baddies (if any) are able to attack the player character.

Some baddies won’t be able to pass through fences, for example. Some can pass over gravestones, some can’t. Our player character may be able to play a special action card to jump over a gravestone (where otherwise it might block their path) but are always blocked by fences/gates.

  • Zombies – can only move vertically/horizontally (not diagonally) cannot pass through any obstacle (e.g. fences or gravestones or walls)
  • Birds – move in straight lines (inc diagonally) can fly over gravestones but not fences
  • “Audrey” venus fly traps – do not move, have a “tackle zone” around them (like in Blood Bowl)
  • Red demons (small flying) – move in straight lines (inc diagonally) can fly over all obstacles
  • Flying ghosts (sheets) – move in straight lines (inc diagonally) can fly over all obstacles, cannot be dodged past (i.e. you cannot move your hero through a square occupied by a ghost)
  • Goblins (orcs) – move in straight lines but cannot pass through obstacles like fences and gravestones
    Bats – can only move vertically/horizontally (not diagonally) can pass through fences and over gravestones

Baddies may have different effects depending on the state of the player. For example, birds might be more prone to attack if the player is wearing shiny armour (crows and magpies are suckers for anything sparkly) or may inflict more damage or something?

 

End of level baddies:
Collect cards as you travel the level, to play against the end of level baddie
(end-of-level baddie combat could be some card based fighting mechanic, to be decided? Collect more treasure to have more options to play to try to defeat the end-of-level baddie.)

End of level baddies include:

  • Cyclops
  • Flying dragon
  • Flying red demon (large like cover art)
  • Satan

Maybe baddies should only activate when you walk onto their tile?
They start immobile, so you can see what’s coming and plan how to approach them (since when a tile is revealed and placed, it’s always at least one tile away from the player character) but they only start moving when you are on the same tile (or within their attack range?)
Baddies should also move after they are attacked – so you get one free attack from afar, then they come to get you!
Maybe just give each baddie an “activation range” – i.e. they don’t move until the player character is a set number of squares away?

The player character *can* move through squares with a baddie in it, as long as they do not end their turn on a baddie’s square (this would be like jumping over a zombie in the video game) So, just like the video game, you can just run for it if you want!

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