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This is a two player game, which combines aspects of
game Hex, with the Tower Defense genre of games.
The board is a rhombus of hexagons, with two non-
adjacent edges belonging to the black player, and the
other two edges belonging to the white player.
In the middle of each edge is a
region which acts as an
entrance or exit for creeps.
Players take turns, and on each turn, a player puts one
defensive tower on the game board. A player may only
place a tower in an empty hex that is adjacent to one of
the edges he owns, or adjacent to one of his own
Unlike hex, where the goal is to connect the two edges
one owns, in this game, such a connection is an illegal
Every several rounds of tower placement, creeps appear.
Black creeps come out of the entrance in one of the
black edges, and move through empty squares and black
towers towards the exit on opposite edge, and white
creeps come out of an entrance on the white edge, move
through empty squares and white towers towards the
exit on the opposite white edge.
White towers shoot at black creeps, and black towers
shoot at white creeps; white creeps do not move through
black towers, and black creeps do not move through
Each black creep which reaches it's exit causes white to
lose a life; similarly, each white creep which reaches it's
exit causes black to lose a life. Whoever runs out of
lives first loses.
Furthermore, as with many tower defense games, each
creep killed results in a reward of a certain number of
points/credits, which may be used to upgrade towers.
As with other tower defense games, there are several
tower types. Unlike most tower defense games, in hex
tower defense, towers may not be sold or moved.
Towers can, however, be downgraded (which gives back
some of the credits that were used to perform the
upgrade), and can be "repurposed" from one tower type
to another (which costs credits).
||Croissant, would the amount of creeps released each
wave be influenced by the players or a set amount
||This game would be more fun with a spherical board. Edges are so weird. Pieces could be magnetic.
||On a computer, one could riff on the simple concept here by adding more dimensions.
||As in a regular tower defense game, the
number/type/strength of the creeps is not
influenced by how the players play. Waves of
creeps arrive according to a preprogrammed
schedule, increasing in number, speed, strength,
each round, and cycling through various creep
types (normal, fast, resistant, flying, etc.); every
several rounds of creeps is a boss round, with one
or two extra strong creeps instead of a pack of
||bungston, a spherical version of this game should
be doable; the game board would consist of a
hexagon covered sphere; four of those hexagons
would be "poles," of which two would be white
and two black.
||The two white poles would be opposite from
another; the two black poles would be located
opposite one another and 90 degrees away from
the white poles. Obviously one of each color pole
would be an entrance, and the other an exit.
||Towers would be placed on either of one's own
poles, or adjacent to one's own towers.
||In other words, aside from the shape of the game
board, and the replacement of "edge" with "pole,"
it would be approximately the same.
||Hmm, I wonder if the Hex board game (as opposed
to the tower defense game that this idea is
centered on) would be a fun game, if played on a
sphere? Of course, that's a topic for a different
||Maybe one could adapt Chinese Checkers with towers. Multiplayer games could let creeps accrue points to their own side rather than detract from the rest, and the winner is first to a given score or highest score after time runs out.
||21Q, the numbers of lives each player has, are
allowed to become negative during the course of a
wave of creeps. At the end of such a round, the
player with the greatest number of lives (whether
that's a positive number, or at least, least
negative) wins. If both players ran out of lives,
and have the same number, it's a tie game.
||bungston, for a 3 multiplayer game, it would be
easy enough to use a hexagonal game board
instead of a rhombus, and place entrances and
exits in the corners. Players (and edges, of
course) would be red, green, and blue. Entrances,
exits, and creeps would be cyan, magenta, and
yellow (according to the mix of the two edge
colors they're between).
||Cyan would creeps move through blue and green
towers as if they were empty space, and are shot
at by red towers; magenta creeps move through
red and blue towers as if they weren't there, and
are shot at by green towers; yellow creeps move
through red and green towers as if they weren't
there, and are shot at by blue towers.
||Each escaped creep causes a point to be lost by
the player whose color tower should be shooting
||A spherical three player version should also be