The Enforcer was the first character I designed. It’s difficult to fully express the challenge of designing the first character. The game is a blank page. There are no abilities to compare the first ability to. There is no concept of how diverse a range of abilities the game mechanics can support. There is no sense of how the abilities will play. There is no way to test the first abilities. There is no way to know what the game is. There is no game.
If you’ve been reading this journal you probably have a pretty good idea of the challenge I faced. You know about as much as I did about my game at this point (a little bit more if you’ve been paying attention). How do you overcome a blank page? You brainstorm. Designing the first character is easy for the same reason it’s difficult: there are no abilities already populating the game that new abilities need to be different from.
I did have some context to work with. Here’s what I already had to work with: choosing actions simultaneously, the rune deck, the resource system, health and damage, a goal for the number of turns a game should take, the mechanic I’d designed for armor, and the board. (The board was still a question at this point, but as I came up with more and more abilities that relied on having a board, it was clear that the board was worth having.) I brainstormed iconic melee abilities I knew I wanted in the game, like charge, area melee attacks, and stuns. I brainstormed abilities that worked with the rune deck: how many runes you reveal, putting specific runes on top of your deck to set up the next turn, and modifying the contents of your rune deck. This brainstorm would serve as a starting point for all of the melee characters abilities, and for the first character, I used as many as I needed.
I could also work out some basic math before I designed the first ability. I wanted the game to average ten turns. I wanted +1 focus abilities to deal half as much damage as -1 focus abilities. I knew how likely the Enforcer was to block, so I knew what the ratio of damage needed to be between the Enforcer and the rest of the characters. I gave abilities their lowest possible damage average to accommodate the ratio and the focus, and based health totals on the ten turn goal.
Two Iconic Abilities
(+1) Spin Attack 
Move 1 Burst 1
Sun: 4 Damage
(+1) Bash 
Move 1 Range 1 Damage 2
Sun: +2 Damage and Knock Down
Spin Attack is the only Enforcer ability that made it all the way from initial design to the current state of the game. I didn’t yet know how to evaluate knock downs, so I just tacked it on the abilities as a sort of flavor bonus at first. Eventually I learned how to evaluate knockdowns and balance them with other abilities.
Synergy with Block
(+1) Defensive Stance 
Move 1 Range 1 Damage 2
Moon:  to block this turn.
(+1) Punish 
Lightning: Successful blocks deal 9 damage and stun this turn.
Synergy with blocking was design space that was open to me. Testing revealed that these abilities were very limited in their usefulness, because in group games your opponents are already trying to attack your allies so their attacks don’t get blocked. The situation would come up where your opponents had to attack you, and you could play one of them, but even then they were “win more” cards. At first I combined them so that they would only take up one option, but eventually I scrapped them altogether.
(-1) Intercept 
Switch places with an adjacent ally. Redirect all attacks against your ally to you. Deal 6 Damage to each melee foe who attacks you this turn.
Blood: +6 Damage
This was a very powerful ability, though it did require some setup to use well (you had to stand next to an ally). This ability showcases simultaneous play well. The problem with this ability was that it invalidated your other strategies for getting your opponents to attack you, such as knockdowns . Cutting this ability made the rest of the Enforcers tools more appealing.
The Future of the Enforcer
I don’t know what playtesting will reveal in terms of changes that still need to be made to the Enforcer if any. At some point I will need to stop tinkering and call the game ready. I might have room for one more ability per character in my print run, so I can still design one more ability for the Enforcer. More importantly, I need to determine a starting set of seven recommended abilities. Players are able to customize their characters by choosing which seven abilities they will use in the game, but a starting player can’t reasonably make that kind of choice. I need to determine which abilities are most essential to a player’s initial experience of the game.
I could continue with this character design series, moving on to the Berserker, the second character I designed. Or I could move on to a broader topic, like designing for strategic options, or other games that inspired me. I’m considering continuing the character design series every other week, and I’m also considering two posts per week. Please leave a comment and let me know what you’re interested in.