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Board Game Design Challenge: Day 2

Writer: Jayden Adomako
Jayden Adomako
Apr 3
3 min read

Today was all about rules. And honestly, it almost defeated me.


Creating abilities for mythological characters is fun until you try to make them fair. Every time I thought I had balanced the game, something broke. Hermes moved too fast. Ares dominated the board. Trident’s ability kept ruining the flow. Zeus felt too weak.


I rewrote the rules again and again, testing every interaction. I’d fix one issue and immediately create another. It was frustrating, and for a moment I questioned whether the game was even possible.


But after hours of adjustments, something clicked. The pieces finally worked together. The game had rhythm. Strategy. Tension. For the first time, Kratos felt playable, and that small victory kept me going.


The Core Rules of Kratos

Objective

Just like chess, the goal is to capture the opponent’s King (Zeus). But unlike chess, the gods have abilities that can change the flow of the game instantly.


The Pieces & Their Powers

Zeus: The King

  • Movement: 1 square in any direction

  • Ability: Divine Shield, once per game, Zeus can block an attack that would normally capture him

  • Challenge: Too weak at first, too strong after adding the shield, balancing him took forever

Thor: The Queen

  • Movement: Any number of squares (like a queen in chess)

  • Ability: Thunder Strike, can eliminate an adjacent enemy piece once per match

  • Challenge: Thor kept becoming overpowered, so I limited the ability to a single use

Hermes: The Bishop

  • Movement: Diagonal, but with a twist, Hermes can move up to 3 squares, not unlimited

  • Ability: Swift Step, once per game, Hermes can move twice in one turn

  • Challenge: Hermes was originally too fast and broke the game, so I capped his range

Trident: The Rook

  • Movement: Straight lines like a rook

  • Ability: Tidal Push, can push an enemy piece back one square

  • Challenge: This ability kept causing board chaos, so I added rules preventing pushes off the board or into other pieces

Ares: The Knight

  • Movement: L‑shape (like a knight)

  • Ability: Battle Fury, if Ares captures a piece, he can move again

  • Challenge: Ares became unstoppable until I limited the second move to non‑capture only

Chameleons: The Pawns

  • Movement: 1 square forward

  • Ability: Mimic, can copy the movement of any adjacent friendly piece for one turn

  • Challenge: This was the hardest ability to balance, it made pawns too unpredictable, so I restricted mimicry to movement only (no copying abilities)

Turn Structure

Each turn has three phases:

  1. Move a piece

  2. Activate an ability (optional)

  3. Resolve effects

Abilities can’t stack, and most can only be used once per game.

Why This Nearly Broke Me

Every time I fixed one rule, another one fell apart.

  • Hermes moved too far

  • Ares chained too many attacks

  • Thor wiped out half the board

  • Chameleons caused chaos

  • Trident pushed pieces into impossible positions

  • Zeus felt too weak without a shield, too strong with it


I rewrote the rulebook at least six times. I tested interactions until my brain hurt. I questioned whether the game was even worth finishing. But eventually, the system clicked. The gods felt powerful, but not unstoppable. The strategy felt deep, not chaotic. And for the first time, Kratos felt like a real game. Day 2 was the hardest day, but it was also the day the game truly came alive.

 
 
 

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