Win conditions are arguably the single most influential factor in how play should be balanced, so I wanted to work this out before brainstorming on the particulars of combat.
Determining fair win conditions and then balancing combat accordingly is non-trivial, due to the asymmetry of attacker vs. defender. The main exemplary tower defense games I’ve played have been one-player, and some tower defense games continue until the player loses to the computer. It doesn’t need to be equally fair for both sides in that case, but here it does. I expect this part will require a good amount of playtesting before it is balanced enough to be considered actually playable.
Aside from balance/fairness between the players, I also want the game to end at a tense point. Ending at an exciting moment seems helpful in creating a favorable impression of an activity. Also, I want there to be some indication of how far the game has progressed and how close it is to the tense ending, so that there is a gradually greater incentive to keep playing as the game becomes more suspenseful. I’m not sure if all of these things will be accomplished in this roughly two-week prototype, but they are worth considering in this context for educational reasons regardless. Below are some of the win conditions I’ve considered.
Defender: Survive X turns, i.e. keep the attacker’s pieces from reaching the center space.
Attacker: Have a piece reach the center space in X turns.
This idea follows naturally from the general flow of many digital tower defense games, where the player (defender) must keep the attackers away for a fixed amount of time (or a given number of enemies). Having a fixed number of turns also informs the players how close they are to the end of the game.
Defender: Win 3+ out of 5 rounds.
Attacker: Win 3+ out of 5 rounds.
Where a round is an attacker planning out who will go where, possibly inserting some ability for them to tweak their plan in a pre-planned way – and then the defender acting turn by turn to block the ‘wave’ of incoming creatures. This would mean that the rounds would have to be very fast, so that the attacker remains engaged / invested despite little to no interaction for this period. The basic difference between this idea with extremely short ‘waves’ and the one above is that this one would wipe the board between ‘waves’/turns, whereas the other one would have persistant board placement.
Defender: Survive until there is no more mana.
Attacker: Reach the center of the board before the game runs out of mana.
This system would feature a shared pool of dice; the attacker goes first, and rolls x dice. The sum is how much mana he has to summon and move creatures. Then the defender takes the same number x dice and rolls them – this sum is how much mana he has to summon defensive creatures and launch attacks on incoming attackers.
These sets of win conditions are very similar; it is mainly the implied combat and turn-taking mechanic that differentiates them. I think I prefer the style that the third set would enforce.
