Since we’re on the subject of boardgames, here is another one that I devised and drawn as a present for for my sister’s birthday a few years ago. It’s a two player game about the covert war waged under our noses between aliens and cattle. The rules are pretty simplistic in their design: each player assumes command of up to three characters from a total of five, each with unique abilities and attacks. The characters are completely identical in their roles and attributes for the two sides, the only differences being in artwork.
Once those character are chosen, battle is waged by choosing one attack/ability card for each character and placing it face down in front of them. Those cards are then simultaneously revealed and the damage calculated by rolling two d6 (standard six-sided die) and checking the resulting number against the value inscribed on the card, while any resulting loss of HP (hitpoints) is recorded onto a slip of paper. Once a character has been killed (either through loss of HP or special abilities) it is removed from play and the player must choose a new character to replace it. Once all the characters are exhausted, the player with remaining living characters is declared the winner.
The characters themselves are, as follows:
-basic “grunt”, cow/alien, with a well rounded medium damage attack (milk squirt/ray gun), insult (minimum damage but requires no skill check) and the ability to “dodge” attacks against it that turn, including assassinations (usually immediately fatal). Due to their innate flightiness both cows and aliens take lower damage from the attacks of the xenomorph or raging bull.
-spy. Master of disguise, it uses guile and deceit to reach its goals. While the main attack is assassination, which is immediately fatal to any character (except those with the ability to dodge) another interesting ability is infiltration, which forces the opponent to reveal their attacks for the round first, allowing you to readjust your strategy. A third ability is counterspy, which can only be activated if the enemy spy is in the game and, which, for a relatively large skill check immediately executes the opposing spy. Spies are extremely vulnerable to the basic attack of the cow/alien and take double damage.
-The raging bull/xenomorph is the “heavy” of the team, both able to deal devastating damage and resilient enough to absorb punishment. The basic attacks are horns/tail, a high damage but high skill check attack, hooves/teeth, a slightly lower damage, but also lower skill check attack and rampage/berserk, which is an area attack designed to deal damage to all opposing characters at once. Because of their sturdy build the raging bull/xenomorph are impervious to the basic attack of the grunt and only take half damage from attacks levelled at them by their opposing number.
-The commander”/queen are the puppet masters of the outfit, and, as such, all their attacks and abilities are a bit indirect. They consists of “inspire”, which adds to each friendly attack for that turn, “shelter/force field”, which subtracts from enemy attacks and air strike/ufo beam, an area attack a bit more powerful than that of the raging bull/xenomorph for the same skill check. Because of their command positions and therefore lack of physical toughness, the commander/queen are particularly affected to the attacks of the “heavies”.
-the final character is the “brains” of the team, the scientist/tech. Their protective garb allow them to take only half damage from the basic grunt attack, but they lack an actual offensive capability, being instead relegated to a support role. Their abilities include first aid, which heals a number of HPs on each friendly character in game, “revive/cpr” which brings back a previously dead character and “analyze/probe”, which boosts all friendly attacks for that particular round.