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Jizz Wizards: kp's boardgame

polycounter lvl 18
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killingpeople polycounter lvl 18
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.

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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.

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These tallies combined, result in a player's action points.

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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.

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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.

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2. The Action Turn Phase

The player who had won initiative, takes their actions.

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3. The Reaction Turn Phase

The player who had lost initiative, reacts with their actions.

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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.

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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.

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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.

J-Actions02.gif

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.

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4. Weaken

This ability negates a single protection spell.

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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.

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6. Reflect

This action redirects a Channel spell, of the same Order, at a chosen target. The original target is unharmed.

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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.

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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.

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BOOOM!

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