Showing posts with label How-to. Show all posts
Showing posts with label How-to. 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.  

Tuesday, May 7, 2013

How Does This Shit Work?

How-To-Play
Rules and additional Information
Setting Up The Game
-Players create a map using any combination of tile terrain pieces.
-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.
------------------------------------------------------------
Taking Turns
   *The player whose turn it is is the "Attacker", everyone else are "Defender(s)"

-Player starts their turn with all their alive characters cards in Hand.
-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 any attacks or activated abilities will exhaust the card. Therefore, you cannot attack and then move.
   *When a piece becomes active, put its card into the active zone.
   *When a piece becomes exhausted, put its card into the inactive zone.
-Active Zone: When a card is in the active zone, it indicates which piece on the board is currently being moved, or is attacking, or is using an active ability.
-Inactive Zone: When a card becomes exhausted, it is moved into this zone where it can take no more actions for the rest of the turn.
-When a piece dies, move it off the board and put its character card into the Dead Zone.
-Dead Zone: Cards in the dead zone remain their for the rest of the game. No exceptions.
   *A piece dies when its health is reduced to 0.
-Your turn ends when all your cards are in either the inactive zone or the dead zone.
-When it becomes your turn again, grab all your cards out of the inactive zone and they become your Hand.
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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 put into the dead zone, 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 you "King" dies you're eliminated from the game.
   *The last player with their "King" alive wins.
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 Calculating Damage
Physical Attack - Physical Defense = Damage  ex: (9Att-6Def=3Dmg)
Magic Attack - Magic Defense = Damage
Range Attack - Physical Defense = Damage

Keeping track
Using a piece of paper to write down damage.
ex:
Karl Drogo: 18hp>13hp>10hp>5hp>Dead
Kal-El: 14hp>10hp>12hp
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Declaring an Attack or Activating an Ability
-Once per turn a piece may use an activated ability OR declare an attack. After the ability or the attack resolves, the pieces card is placed into the inactive zone.
-Only a piece whose card is in the active zone may declare an attack or use an activated ability.

-A melee attacker may only attack units in adjacent spaces. (1space)
-A ranged attacker may only attack units 2 spaces away.
-A magic attacker may attack units 1 or 2 spaces away.

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

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