Gauntlet

Gauntlet v0.7 Parking Lot

Status: Post-v0.6 discussion notes
Purpose: Capture promising ideas that should not be added to the v0.6 faction release, but may be revisited after v0.6 is locked, playtested, and released.


Engineer Faction / Overlay-Centered Faction

Concept

A future Engineer faction may use Overlays as a cornerstone of its gameplay.

The faction identity would be built around reshaping the Gauntlet itself rather than primarily conquering ground, negotiating around battles, exhausting the opponent, completing rites, buying leverage, or operating through hidden missions.

Possible identity statement:

Engineers win by modifying the ground itself.

Overlay Direction

Overlays should remain a normal Gauntlet card type that any faction may use when an effect is board-local and visible. Engineers would not own Overlays as an exclusive mechanic; they would specialize in Overlays and interact with them more deeply than other factions.

Engineers could make Overlays a core system rather than an occasional faction-card tool.

Potential Engineer interactions:

Possible Engineer Overlay concepts:

Overlay Concept
Bridge Easier movement across or through a Territory
Barricade Makes entry, battle, or capture harder for the opponent
Supply Depot Supports draw, recovery, banking, or repeat use from a Territory
Workshop Upgrades, repairs, or repositions other Overlays
Minefield Punishes entering, retreating through, or fighting on a Territory
Fortress Makes a Territory harder to capture, possibly with upkeep
Roadworks Enables extra movement from or into a Territory
Demolition Charges Sacrifice to remove an Overlay or force withdrawal

Repair

Repair is reserved as an Engineer faction capability. It is not a universal v0.6 Action.

Ruins Overlays such as Scorched Earth may remain indefinitely unless a specific card or future Engineer effect removes them. This preserves a distinctive Engineer role without preventing other factions from creating board-local Overlays.

Future testing should decide whether Repair is:

Possible Victory Direction

The Engineer alternate victory should probably involve infrastructure, not merely control.

Possible directions:

The strongest version is probably some kind of connected route or infrastructure network, because it makes Engineers care about space, position, and board shape.

Design Guardrails

Do not add Engineers to v0.6.

Do not avoid Overlays in v0.6 merely to reserve the card type for Engineers. Other factions should be allowed to use Overlays when the effect is clearly factional, board-local, and more legible on a Territory than as an Asset, Condition, Territory, or normal card.

Engineers should be protected through depth and specialization, not exclusivity. A non-Engineer faction might place one or two specific Overlays; Engineers should be the faction that upgrades, repairs, moves, chains, dismantles, and wins through Overlay infrastructure.

When considering an Overlay for any faction, ask:

Current Decision

Park Engineers for v0.7 or later. Do not implement them in the v0.6 faction framework. Do not create a universal Repair action before the Engineer faction is designed.


Multiplayer / Four-Player Variants

Concept

A future v0.7+ module may support four-player Gauntlet.

This should not be added to v0.6. It should be explored only after the six-faction framework is stable.

2v2 Dual-Lane Prototype

Prior discussion explored a four-player variant with a two-tile-wide / 12-Territory Gauntlet and two players on each side.

Possible prototype:

Design questions:

Cross-Board / Central Arena Prototype

Prior discussion also explored a cross-shaped board where multiple lanes meet at a central Arena.

Possible directions:

Design question:

Free-for-All / Arena Variant

Prior discussion treated free-for-all as a separate design problem, possibly under a Gauntlet: Arena style variant.

Open questions:

Current Decision

Park all multiplayer variants for v0.7 or later. Do not implement in the v0.6 faction framework.


Day/Night Cycle Module

Concept

Gauntlet may eventually include a Day/Night cycle as an optional or core module.

The game would alternate between Day and Night. Each player would take one turn during Day, then each player would take one turn during Night. After both players have taken a Night turn, the cycle returns to Day.

Proposed cycle:

  1. Day — Player 1 turn.
  2. Day — Player 2 turn.
  3. Night — Player 1 turn.
  4. Night — Player 2 turn.
  5. Repeat.

This could be tracked with a simple two-sided Day/Night marker.

Faction Affiliation

Each faction may have a Day or Night affiliation. Factions may receive small bonuses, altered timing, or card interactions during their affiliated time.

Potential affiliations for discussion:

Day Night
Military Intelligence
Diplomats Mystics
Financiers Inquisition

Day factions broadly represent open force, public legitimacy, visible institutions, finance, formal power, and battlefield command.

Night factions broadly represent secrecy, fear, hidden knowledge, rituals, surveillance, purges, and disruption.

Inquisition is flexible and could be reconsidered. It may fit Day if framed as public trial/authority, or Night if framed as fear, witch-hunting, purging, and condemnation.

Starting-Time Balance Idea

To reduce first-player advantage, the game could begin during the first player’s unaffiliated time.

This prevents Player 1 from receiving both first turn and immediate affiliated-time advantage.

Design Guardrails

Day/Night should not be added to v0.6. It should be revisited only after the faction framework is stable.

If developed, the cycle should probably have no universal effect by itself. Instead, faction abilities, leader abilities, and cards may reference Day or Night.

Avoid harsh unaffiliated-time penalties such as disabling a faction’s core system. Players should not feel forced to stall until their preferred time.

Preferred approach:

Possible Bonus Direction

Examples for later testing, not final rules:

Open Questions

Current Decision

Park this idea for discussion after the v0.6 release. Do not implement in the v0.6 faction framework.