“Spores” The skirmish game by Wonky Goblin Miniatures and Games
Recommendations: 37
About the Project
Goblin themed skirmish game with Card activation system and D12 based combat.
Related Genre: Science Fiction
This Project is Active
Terrain test (kept to a minimum in this project log)
The idea is create a ruined post apocalyptic look, I will add overgrown plants, vines and mushrooms to fit my theme.I had some wooden canvas panels they’re a bit small and odd dimensions. So I’ve ordered a load of 30mm x 30mm ones. They make ideal modular boards.
I started with some thin foam and torn up bits of sand paper pva glued to the base.
Drawing paving slabs and damage with a pencil. Tapping the rubber end of the pencil into the foam at random for some texture.
After some feedback and playtesting...
Testing two different card sets after some feedback from limburger and others made me think about making it more streamlined.
Whatever plays better I will develop. The Icon based cards move the special actions onto the character cards, this is a lot cleaner but take longer to make test cards because I need the character cards as well.
I have 3 different dice systems
- 2D12
- D6s, Starts with 2d6 and adds more with more powerful weapons. Target is to hit a set number of successful d6 rolls. 4+ base with modifiers for cover etc.
- 2d6 system with modifiers on weapons, range and cover
Tests continue.
Card Activation system
My game uses a card system, I haven’t seen anything like this and in play testing it has worked very well.
From this point on I refer to a single character miniature or a pair of miniatures on the same base as a unit.
Each player will deal a hand of cards equal to the number units they have in play at the start of the round. This is from a personal deck for each player.
Players take turn playing cards. The player must decide to either take the “Action” effect of the card and activate one of their units, or take the “Reaction” effect on the card were the opponent gets to active a unit first.
Once the player who got the “Action” effect has activated their unit, the other player takes the “Reaction” effect and actives their unit.
Then it’s the turn of the second player to chose and play a card.
Each miniature/Character you take on your team has four cards that have different Special effects. The first example card above has Shot Action special effect and a extra movement action effect. The second has two more powerful actions.
The Game has this structure.
Prematch setup (Both players)
- Select what units you wish to use, take their cards and add them to your deck.
- deploy units and objects based on scenario.
- Deal a hand of cards equal to the number of units you have in play.
Game phase
- First player decided by scenario selects a card to play
- Decides on either “Action” or “Reaction”,
- Player who gets “Action” resolves the action then actives one of their units.
- Player who gets “Reaction” resolves the reaction then actives one of their units.
- Then the other player plays a card
This repeats until nether player has a card in their hand.
- Based on the scenario, any points would be scored
- Then Each player would deals a new hand of cards equal to the number of units they have in play and repeats the game phase. If there are not enough cards in the deck to deal a full hand to either player the game moves to final scoring.
Dice Probabilities with different dice combinations
I’ve always disliked D6 systems, so I thought I’d look at the numbers and see what the best dice are for the job.
There is an interesting thing with D6’s that when you sum there results, the more dice you add the more predictable the results get. I can maybe use this to my advantage in my combat system. When I started looking into the stats, I was dead set on a d12 system. But as it turns out the curve is flatter, but not as predictable as I thought.
I have links to Graphs that show distribution if any ones interested.
The graphs show the likelihood of getting results with different dice combinations.
https://claude.ai/public/artifacts/d724001d-8461-4e1a-a67d-bf1ce20b9d1a
https://claude.ai/public/artifacts/bb16f42d-e67f-480b-bbe1-80b6004e0dcc
I also looked at how it would effect the curve if I added a special effect for matching dice. So if you roll the dice and both values are the same.
https://claude.ai/public/artifacts/591465a2-e3ca-43ea-8605-149e4ae9e8a8











































