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TRIANGLE SYSTEM

 

The first game I ever made was an air – sea battle. I started as an air battle for two players, and in the end I got the air-sea battle for 6 players. I worked on the game since 1992. to 1996. I found a publisher for Serbia. With this game in the set were two fewer games - all named Saratoga. Design and development of the counters were bad, but I noted its great potential. In the next years I have mastered graphics programs so I continued to work independently on the games. Some are for 2, and some are for more players.

 

The main characteristic is that the game board is covered with a net of equilateral triangles. Vertices of these triangles are points at which the players hold position and move figurines. Movement rules are simple, logical and very realistic to the extent possible. Figurines in theese games are planes, tanks, helicopters ... and they all take up one point on the board. Figurines of the ships take one or three points - depending on the size of ships.

 

Mechanics of the game is simple - player rolls a dice (one or more depending on which game) and move one (or more) figurines on the board. If some of the figurines is in a position to shoot (gun, missile, etc) - player again rolls the dice to determine if it is a hit or a miss. All these interrelationships - speed, range, power, etc. are well-balanced so that we get a realistic view of the battle and still very simple to play.

 

All results, shipwrecks, downed planes, ... are counted (this is dealt with simply in the rules) so that at any time and at the end of the game players can accurately determine the winner and the order of the other participants. Almost all games have the possibility of completion by some of the players given a decisive blow to the opponent - for example, suprise landing on its coast, and the destruction of opponents HQ.

 

The main goal in each game is to get as many hits to the opponent, to get the victory. Of course, every hit has different consequences, it is not all the same, whether the hit affect the airport (this prevents that the planes take off from the airport), or AA gun, for example. Each game has a lot of very subtle and realistic detail. For example - a radar-guided air-to-air missiles can not shoot stealth planes. And, for example, damaged ships can be repaired in ports.

 

In further development, games from triangle system are getting better and better ratio of realism and playability. Level of realism is growing while the gameplay and rules remain simple and natural. Cause and consequence of happening on the board can be compared directly to real happening in real life.

Predrag Lazovic © Copyright 2004-2016. All rights reserved.

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