Hiii,
I've been making a board game over the last few months, play testing it with friends once every two weeks, and just wanted to share the current version's rules. Hopefully they make enough sense to where you could try playing it if you were so inclined. I've been using peanut butter wiki (
www.pbwiki.com ) to develop it. I can highly recommend it for anyone looking for a good free wiki service.
Game Rules
version 0.7
The Goal
Destroy your opponent(s) to win the game! (only 2-players right now)
Game Pieces
Shared
* 1 D20
* 1 D3
* 1 Battle sheet
* Order tokens
* Spell tokens
Per Player
* 1 Character sheet
* 3 Life tokens
The Set-up
Create your Character
Characters are comprised of a Character Sheet and 3 Life Tokens. The Character Sheet is comprised of the Character's Name and the Arc. Life Tokens determine both the life points and number of turns a player has per round.
The Arc is a field where action points are tracked. This field cross-references 5 Orders and 8 Actions. These points determine what order and type of action the player can make throughout the game.
Distribute Arc Points
1. Players begin with a base of 3 Channel, 2 Add, 1 Protect, and 1 Weaken in all 5 Spell Orders. The DI order aslo has 1 Alter, 1 Reflect, 1 Take, and 1 Cancel.
2. Players Choose a Mastery. Using a D3, each action in the chosen Order is granted 1-3 Arc points.
3. Players roll-off to decide their Diametric. The winner chooses which Diametric to add 1 Alter, 1 Reflect, 1 Take, and 1 Cancel to.
The 2 Diametrics to choose from are MZI & MZO or KIR & KOR. The loser gets the remaining Diametric.
These tallies combined, result in a player's action points.
Layout the Game Area
The game area is comprised of a Battle Sheet and a Token Bank.
The battle sheet is comprised of 3 areas which each have 2 zones.
The center of the Battle Sheet, is Limbo and player In and Out zones.
The outsides of the Battle Sheet, are the Player Areas. The 2 player zones within them, are the Cast and Free zones.
The Token Bank is a pool of game tokens the players use to track the state of spells in-game.
How to Play
Rounds
The game is played as a series of rounds that are segmented into 4 phases: The Initiative Phase, the Action Turn Phase, the Reaction Turn Phase, and the Resolve Phase.
1. The Initiative Phase
Both players roll-off with a D20 to determine who goes first. The player who rolls the highest number, wins initiative.
2. The Action Turn Phase
The player who had won initiative, takes their actions.
3. The Reaction Turn Phase
The player who had lost initiative, reacts with their actions.
4. The Resolve Phase
Spells that were in limbo from a previous round are resolved. New spells are moved into limbo. Successful hits are resolved.
Actions
Each character has a maximum of 3 life tokens. These tokens represent the number of actions your character will make per round. When your character loses all 3 life tokens, they are dead. Players must use all of these base-action points per round. There are 8 kinds of actions a player can choose to make: Channel, Add, Protect, Weaken, Alter, Reflect, Take, and Cancel.
1. Channel
The caster emits a powerful ball of energy at a caster or spell. A successful strike to a player results in the loss of 1 action
Counters:
* A successful Channel of the DI Order, recovers 1 lost action.
* Channels of the same Order neutralize one another, "Fighting KIR with KIR".
* A Channel will neutralize a Protect of the same Order.
2. Add
The caster injects a Channel, into another, that is has already been cast, resulting in additional damage. The original Channel becomes the parent of the injected. If the parent is destroyed, so are its children. Used as a single action, an Add costs 2 Arc points. The first point is used for the Add. The second, is used for the Channel injected into a parent.
Counters:
* Adding the Channel Order's opposite will neutralize a Channel, 1 for 1.
* Adding a DI Channel will heal after the parent and sibling damage, countering a single attack.
3. Protect
This will instantly create a defensive shell around a Channel, making it harder to be influenced by a caster. The defensive shell must be destroyed before it can be altered or neutralized.
Counters:
* Prevents Channel, Add, Alter, Reflect, and Take.
4. Weaken
This ability negates a single protection spell.
5. Alter
This ability changes the Order of a spell. Unlike Add, it does not cost an additional Arc point.
Counters:
* Changing a Channel's Order can prevent a counter attempt.
* Changing a DI Channel's Order to another, will turn a heal into an attack.
* Changing a Channel's Order to DI will turn an attack into a heal.
6. Reflect
This action redirects a Channel spell, of the same Order, at a chosen target. The original target is unharmed.
7. Take
This ability enables a player to immediately grab a Channel spell for himself and withhold it as an additional action. After the round it was taken ends, it can be used at anytime during their turn as a free-action. Taken actions can be targeted by an opponent. Counter attempts at free-actions that have either been destroyed or quickly used before it can resolve, are transferred to the caster.
8. Cancel
ALL magic of its Order are neutralized.
Counters:
* All spells of the same Order are removed from play.
* Multiple Protects of the same Order are destroyed.
* Children Channels are aborted from their parents. Other Order Protects are compromised.
* Free-action spells are effected.
BOOOM!
Replies
is that a new feature!? i dont remember the ability to gain points back the last time we wizard bouted. (in which my awesome hydromancer dominated the resident white priest)
*pushes up glasses and takes a puff on inhaler*
now that i think of it, DI is healing, so that makes sense...
EXCITEMENT IS ENSUING! LET'S LARP THIS SHIT!
Um ... what happens if you catch a "spell" in the eye? ... Just saying...
Great stuff kp!
Ha ha, glad to see your awesome ideas coming into focus man
-caseyjones
I offer you a small sample, it should give you a glimpse of how the game is right now. I'm sure there is lots that is lost in my explanation and I'm sure it will continue to evolve over time. I'm open to your ideas, so don't be ascurd.
A Taste of Jizz Wiz
Like all dreary and overcast mornings, Azmaruis the Defilemancer, a great and powerful Jizz Wizard, strolls his favorite dark trail, gleefully stomping on flowers and turning rabbits into toads. Thinking, as he always does, deeply and dark about simple matters, plotting his next nefarious deed of choas to fulfill, because he just so loves to be eeevil! Overtop the horizon ahead, where his trail leads past, awaits an upset silouette, a Wizard he'd expect, named Bevalyn the Shivcaptain.
Bevalyn roars through his brambly white beard, "Azmaruis, you slug-nosed cozener! You've ruined my beloved books, turned them to blocks of rotten meat!? Your days of petty pranks have grown ever tiresome over the years! I'm here to see that they are put to an end!"
Proudly smirking, fingering his sleeves, "Would you consider this foreplay? Talk is for lovers, Bevalyn! I was just looking for someone to play with!"
Those Jizz Wizards are pissed! Our battle begins!
The players create their characters and setup the game. They take on the first Phase of Round 1: Initiative!
Azmaruis rolls a 1 and Bevalyn rolls a 20, Bevalyn will begin the second Phase of Round 1: The Action Turn!
Bevalyn takes his 3 actions and Azmaruis begins the 3rd phase: The Reaction Phase!
Azmaruis spoils his attacker's 3 actions with ease! They keenfully watch their magics crack, fizzle, and distort against the others, leading into the fourth and final phase of Round 1: The Resolve Phase
All but one danger was cleared and accounted for in Azmaruis's favor! They move into the first phase of Round 2: Initiative! 16 to 3! Azmaruis acts first. Round 2 Action phase!
Azmaruis sends a flurry of attacks, which he sees as a weakness of Bevayln's. Bevaylns reads his movements and trys to anticipate his next moves in the Reaction Phase!
Bevalyn snatches a spell from the air and holds for later use and attends to the rest of his problems, hoping he can... Resolve! them.
All but one remains, baring down on Bevalyn the battle still in Azmaruis's favor. They move into Round 3, and roll their Initiative! ...
and so on! 8===D~
Spells:
TYPE: ADD
NAME: Boxers
TYPE: WEAKEN
NAME: Briefs
TYPE: CANCEL
NAME: Neuter
1. In the graphics for the sample game, the D20 font is the traditional Comic San and the single digit numbers' font style is set to bold and the double digit numbers 10-20 are regular. They make the dice that way for dice balance, I'm guessing. I'm not sure it's with all numbers, I lost mine, but that particular detail made me smirk.
2. I managed to fit in the mention of a Wizard's Sleeve in the Game Sample story. *sigh*
It's the small things in life