Showing posts with label Description. Show all posts
Showing posts with label Description. Show all posts

Sunday, May 12, 2013

Rules Not Meant To Be Broken

How-To-Play 2.0
Rules and additional Information
Setting Up The Game
-Lay out the map

-Next, each player chooses their pieces. (5,10,15, etc...) The amount is up to the players discretion, size is normally proportional to map size.
   *Each player must have an equal size team.
   *Note: each character game piece has an accompanying character card that represents the pieces stats on the board.
-Each player chooses a color for their game pieces bases.
-Now each player rolls a dice to see who places the first character piece. Then players take turns placing their character pieces one at a time.
   *The first piece must be placed within 2 spaces from the maps border.
   *Each following piece must be placed adjacent to another of your pieces.
   *Minimum distance between enemy set-ups is up to the players, and may influence length of game time.
-Lastly, each player rolls to determine whose turn it is first.
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Taking Turns
   *The player whose turn it is is the "Attacker", everyone else are "Defender(s)"

-Player Starts their turn with all their alive cards laid before them stat-side up.
-Each turn you may move any number of your pieces. From none to all.
-When you decide to move a piece it becomes active and you may use an activated-skill to attack an enemy. Attacking will exhaust the card. Therefore, you cannot attack and then move.
   *Only one piece may be active at a time.
   *When a piece becomes exhausted, put a red gem on its card.
-Exhausted: When a card becomes exhausted it has a red gem placed on it, a card with a red gem on it may not take anymore actions this turn.
-When a piece dies flip its card over and remove the piece from the board.
-Dead: When a card is flipped over into illustration up position, it is dead an can take no more actions from the rest of the game.
   *A piece dies when its health is reduced to 0.
-Your turn ends when all your cards are either exhausted or dead. Or if you declare your turn done before the previous condition is met.
-When it becomes your turn again, remove all red gems from your cards.
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Game Variants
Elimination: In this variant, the goal is to eliminate all Enemy pieces and be the last player standing. Do this and you win.
   *When all your pieces are dead, you are eliminated.
Kill Count: In this variant players set a kill goal for all players (5,10,20,etc...). When one of you pieces kills an enemy piece you get +1 to your kill count.
   *When your kill count reaches the kill goal, you win.
Assassination: In this variant each player declares one of their pieces as their "King" before the games starts. When your "King" dies you're eliminated from the game.
   *The last player with their "King" alive wins.
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Declaring an Attack.
-Once per turn each piece may use an activated-skill to attack. After the attack resolves, the card becomes exhausted.
-Only one piece may be active at a time. You can only declare an attack with the active piece.


-You cannot attack an enemy who is out of line of sight. (LOS)
   *Spaces like Mountain break line of sight. 


Initiative (Who hits first)
-When attacking it gives both the Attacker and Defender a chance to hit each other for damage.
-When you declare an attack, the Attacker has initiative by default.
-If the attacking piece doesn't kill the defending piece then the defending piece gets to attack the initiating piece back.

Hit and Evasion
- Any time a piece attacks, both players roll a d20.
- The attacking piece's player adds their rolled number to the characters HIT number.
- The defending piece's player adds their rolled number to the characters EVA number.
- If the sum for the HIT is higher, the attack connects dealing damage.
- If the sum for the EVA is higher, the defending piece dodges avoiding all damage.

Crit Chance
- Before you calculate damage on a successful HIT, the attacking piece rolls a d20 again. 
- This time add the rolled number to the cards CRIT.
- If the sum is 21 or higher, the attack hits for double the damage.
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2 Types of Damage
- The weapon type is indicated by the icon next to the skill.
- Addition numbers "+3" in skill text are added to the Base stat STR or MAG. STR for Physical skills. MAG for Magical skills.
Physical: Damage dealt by melee and ranged weapon skills (swords, bows, daggers, axes, etc...)
   Ex: (axe picture) "Helm Splitter +3"
Magical: Damage dealt by magical weapon skills (staffs, orbs, tomes, wands, etc...)
   Ex: (book picture) "Lightning Strike +2"
   *Sometimes a skill will be labeled with the type of damage it deals if it's not standard. 
     Example: "Flaming Strike +2" with a sword weapon may deal magic damage even though a sword is normally a Physical Weapon. The skill will read (MagDmg) somewhere in the text.

2 Types of Resistance 
- The Resistance type is indicated by the icon next to the skill
- Addition numbers for these skills go to either DEF or RES.
Defense: Resists damage to Physical attacks (Picture of a shield)
   Ex: (shield picture) "Tower Guard +2"
Resilience: Resists damage to Magical attacks (Picture of a cloak)
   Ex: (cloak picture) "Arcane Ward +3" 

Weapon Skill Range
- The weapon type is indicated by the icon next to the skill.
Melee Weapons: 1 space (adjacent) range. (Swords, Daggers, Axes, etc...)
Range Weapons: 2 space range. (Bows)
Magic Weapons: 1 or 2 space range. (Staffs, Wands, Tomes, etc...)
   *Sometimes a skill will be labeled with its range. If the range of the weapon is not standard.
     Example: "Axe Throw" with an Axe weapon may say (ranged) somewhere in the text if it attacks at a range of 2 spaces. aka Range Weapons range.
OR
     Example: "Voodoo Stab" with a Dagger weapon may say (Mrange) somewhere in the text if it attacks at a range of 1 or 2 spaces. aka Magic Weapons range.

Calculating Damage
- When Physical damage is being dealt:

The attacking pieces total STR minus the defending pieces DEF = Damage dealt to the defending piece.
- When Magical damage is being dealt:
The attacking pieces total MAG minus defending piece RES = Damage dealt to the defending piece.  

Example: 12Str - 8Def = 4 damage dealt. 

Keeping track
Using a piece of paper to write down damage.
ex:
Karl Drogo: 18hp>13hp>10hp>5hp>Dead
Kal-El: 14hp>10hp>12hp
 


OR

You can also use 20 sided dice placed on top of the card to indicate how much health it has left. 

OR

Your own creative way.  

Wednesday, May 1, 2013

And Now My Game Begins

Project Code of Arms
A Strategy Rpg
The Hook
Code of Arms is a strategy rpg in a fantasy setting, driven by multi-character parallel stories.
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The Pitch
 In Code of Arms players are put in control of battles that take place in the world. Players choose their units from a pool of companions and fellow soldiers to take down the enemy in a turn-based chess style battle. The story is told from multiple characters point-of-views taking place in different parts of the world.
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Project Description
The game is broken up into 3 distinct parts; Combat, Story, and the Interim. 

The Combat portion of the game is the meat of the gameplay. In this stage, the player starts by choosing their units from a pool of characters. Then they make a formation on the grid-based map. After the setup, they are given objectives (related to the story) to completing the stage. These objectives can range from things like killing the enemy leader, seizing all enemy battlements, killing key lords, freeing a hostage unit, etc.. Sidenote: when a minor character dies, he's gone forever from your unit pool "permadeath".

In the Story stage the player views narrative story beats in the form of character dialogues, and sometimes an animation or comic page or storyboard for more active moments. The narrative is told in the form of chapters, each chapter being one of the main characters point-of-view.

The Interim stage is where the player gets to make preparations for the upcoming Combat stage. In the Interim players does actions like interacting with other characters for extra dialogue, buying equipment for units, upgrading units, plan battle formations, equip units with gear and perks.
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Products of Project
For the project we will be creating 2 main products. The first is a video game and most specifically the art for it. The second product is a board game version of the games Combat, because it can work, and because its a quick way to play test battle mechanics. The Board game will be made from interlocking grid pieces to create a board shape and size of your choosing. It will have a mix of terrain pieces, character figures, structural figures, and cards associated with the figures for stats.
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Visual Research
Game Combat
Story dialogue
Board game Figures
Hexagon Pieces
Card Example


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Research
We will being doing research by checking out other products: like card games, board games, video games. And hopefully not get sucked into just playing them and not producing our own product. Other research will include reading about other cultures and stories/epics/poems/fables/proverbs to help inspire the narrative.
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Timeline
Monday, April 22: Warp time and start a week ago
Wednesday, May 1: Finished World Map, and Rules and some Research.
Monday, May 13: Finish physical game, World Lore.
Wednesday, May 22: Start Working on the Production.
Monday, June 10: TBA