The 1990s coincided with the rise of fighting games, starting with Street Fighter, and the Samurai Shodown and King of Fighters series occupied almost half of the country's arcades.
Later, there were also some designers and players who were tired of German-style strategy games, and turned their attention to fist-to-flesh, tense fighting games. Fighting board games have sprung up, and the works are becoming more and more abundant.
The fighting in board games is generally manifested in two forms: one is a multi-player or player who controls a multi-unit melee, usually fighting in an arena within a fixed range; the other is that the player only controls one unit at a time, and the two players move back and forth in the same plane to fight.
The latter is a very test of the player's grasp of the sense of distance, the so-called one inch short and one inch dangerous, one inch long, one inch strong, resulting in different genres and fighting skills, which are wonderfully presented in different board games.
Chains of War
As one of the originators of the horizontal fighting board game, Battle Con itself is a fighting game that takes into account the strategy. Each player will be given a set of move cards and style cards, the combination of the two determines the strength of the skill and the speed of the move, as well as the range of the stroke - the player's card routine can only be combined within a certain range, like the arcade player's left and right hands together.
The best thing is that after each player chooses the character, they will give each other a card similar to the card table, which can be clearly calculated by combining the distance between the two sides in the battle, plus the various functions of the move, and once the stun and kite flow are successful, the refreshing feeling is doubled.
Because once the move is out of the hit range, it is directly determined to be frustrated, the distance directly becomes the focus of the game between the two sides of the battle, and the scenes in the fighting game where the moves are exhausted and the person is knocked down will also appear repeatedly.
The elementally rich Chain of War also needs to consider factors such as revenge (equivalent to rage points) and front and rear (similar to the additional effects of starting and recruiting), but the temptation to hit the enemy without injury is obviously the most advanced. What's more, the battlefield of "War Chain" is only 7 blocks, which is equivalent to doing a dojo in a screw shell, and playing a wonderful toss and turn can better reflect the style of a master.
The Chinese version of this game is on pre-sale, and interested players can check it out
Awakening: Shovel Knight
In Awakening: Shovel Knight, the distance between the two knights determines the use of cards, how far away, what skills to use, whether to strike from a distance or to bring the two sides closer, etc., all require the player to make a choice based on the situation.
For the control of distance, it is also one of the characteristics of the characters, some characters are good at close range, some are good at long distance, and some can get specific bonuses or debuffs at specific distances.
In "Shovel Knight", there is a polar knight, after a successful attack can leave an ice spike on the ground, the subsequent successful attack can choose to move the ice spike or detonate the ice spike to cause additional damage, then the location of the ice spike, the number of ice spikes, how to spread the ice spike on the opponent's only way, are all factors to consider playing this character, and thinking about distance has become one of the elements to achieve game victory.
One of the more forgiving aspects of its game designers is that once the move fails, it can also trigger a crazy battle, and keep flopping until it can attack the opponent. However, once it falls into this embarrassing situation, on the one hand, the card library will inevitably weaken, and on the other hand, most of the tricks exchanged are not satisfactory. This disguised compensation mechanism is very obvious for the tendency to be able to estimate the distance.
In this work, "awakening" is very important, after paying a very high price, players will experience a qualitative leap in the role, there are hand management directions, there are also the strength of the moves and distance control, coupled with the strong distance variability of some of the moves themselves, making the distance game in the game elastic, less likely to make a player on a certain side extremely lost.
"Scattered Sakura Chaos"
"Scattered Cherry Blossom Chaos" has made slight changes on the basis of the emphasis on counting cards in "Battle Chain", giving birth to the magical gameplay of live card formation. Each player will choose two beautiful girls as the characters of this battle, and fight hand-to-hand in the same small space.
The game game begins from the beginning of the BAN selection, from the general strategy, at the beginning, it is necessary to make the two characters of the other side conflict as much as possible, such as the attack distance is not uniform, there is no clear main attack and assistance. In the second stage of the on-site decking of cards, it is necessary to prepare for the opponent's main output skills and disgusting tricks, and the battle of wits and courage has reached its peak. With these as a preparation, the real battle is more exciting when the steps are pressing and the sword is eyeless.
The art of "Scattered Sakura Chaos" takes the ink style, wantonly free, swinging freely, walking intentions without heavy form, the style of the whole game is highly unified, and the player is as intoxicated as if he is in the famous Japanese style fighting game "Samurai Shodown". The depth of the game's current 6 expansions has also greatly enriched the category of game characters, and the concise and bright game style gives players enough reasons to reopen repeatedly.
Twisted Fables
Twisted Fable is a fast-paced card battle game inspired by 2D arcade fighting games launched by mainland designer 9j14. The Jelly Cube is packaged in a dark fairytale style, and all of the game characters are from the fairy tale world, and there is a certain reversal of the character setting.
The game also creatively blends fighting with card library building (DBG), providing a true 2v2 fighting mode (Sakura's beautiful girl-in-one style of play is essentially 1v1). Dual battle tracks are used in the 2v2 mode, and a new conversion battle track action has been added. This action is very challenging to the cooperation between the team players, and the timely pushing and pulling and walking position become another play point of the game.
In addition to building a deck, players still have to pay attention to the control of distance in the game. The master can move cautiously to trigger the field effect, gain a buff, and then control the attack distance so that the opponent cannot attack him. If the opponent cannot successfully control the distance, then the cards in the hand are all wasted, and the current round will become a waste wheel, which will greatly affect the fluency of the card library. And the opponent's waste wheel is your own chance, in the round given by the white you can grasp the swipe or fight.
Overall, the 2V2 experience of Twisted Fable is better than that of 1V1, the players are more complementary after teaming up, and the gameplay of more characters can have the effect of 1+1>2.
Moving the role back and forth on the desktop to control the distance, seeing the tricks and dismantling moves, it will certainly make many former arcade teenagers reminisce about the wind-like game past in the arcade hall, while shouting and pulling the rocker back and forth to control the position of the body back and forth ~ Although there is no longer the consciousness and hand speed of the year, it is better to come to a hot blood fight on the desktop, and the old friends continue the frontier!