Al-Andalus

I’m trying to design the module for the game Al-Andalus (boardgamegeek.com/boardgame/55215/al-andalus) to make which I’ve received permission from the author.
The module would be used mainly for playtesting purposes.

What I’m trying to find out is how complex designing the game for Vassal it is: there is a map, counters and a deck of cards. So this is quite simple.
What I think it isn’t is that some counters represent armies numbered from 1 to 10, and under each army a certain number of cards - that represent the troops and siege engines - are hidden.

For your experience, how complex is to implement this feature, and how would you suggest to do it?

I’m no programmer so I’d have to say to the author that the module cannot be done by me, if it requires programming, furthermore I’m at my first experience in designing modules, so I humbly request your help, or advice if you can give me any. :slight_smile:

I think this is doable. And you don’t need programming.

On Apr 29, 2010, at 4:05 AM, Gorgoneion wrote:

This is all pretty straight-forward and shouldn’t be hard to do. Many
other games have both cards and counters.

I’m not an expert on this aspect, but I think that if you use
GamePieceLayers, you can arrange to have the cards always be
underneath the army counters. Depending on where you put them, there
may be some size issues, but that would apply to the physical game as
well. The normal masking for cards should be sufficient for masking
(hiding) the cards.

If you need to have the army counters also hide the number of cards or
the fact that there are any cards there at all, it will be a little
trickier, but I believe that you could do that by hiding rather than
masking the cards. But I’ve never tried this.

It doesn’t seem like anything you want requires anything other than
just using the Vassal module editor.


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That’s very cool. Thankyou! :smiley:

I’ll post again if I find any issues while I make the module.