Alright, so now that i have this blog hooked up into the system, time to put our my secound blog post. Introducing, Battle Squares!
I know, it's not very pretty, but i am not an artist. When you only have 4 days to make a board game prototype, I don't exactly have an infinite amount of time for the art on the board!
The game tested pretty well considering the cards were just RNG into the mix, as at play test time there were no actual physical cards. We used the table below with a personally made program to hand out cards. Pretty easy fix.
So there's the board, below are the rules, and below that are the cards.
Objective:
Get to the end of the board first.
Rules:
i)
Roll the 6 sided die and add your victory bonus
per turn to move. You start with 0
victory bonus. Everyone starts with 1 equipment card.
ii)
When you land on a red square, you get an equipment
card. These equipment cards are used to
battle. Read about battling in the battle square description
iii)
When you land on a blue square, you get an
effect card. These effect cards are
played on your turn.
iv)
When you land on a yellow space, nothing happens.
v)
You may save progress instead of rolling the die
that turn. You still may place effect
cards during said turn
vi)
When you land on battle squares, if you are the
first to pass or to land on this square, nothing happens. If you are the second or thereafter player to
land on this square, you may choose to fight anyone who’s stepped on or passed
the square.
To battle, you each select 1 equipment card, and put the others back
down. You show each other the equipment card at the same time. To determine who
wins, read as followed:
There are three stats to look at on a card. Special, attack, and defence.
If the special qualifiers are met, that card wins, otherwise if the
attacker (the person who initiated the fight) has more attack on their card
then the defender has defence on their card, the attacker wins. If they’re tied the defender always wins.
The winner gets a +1 victory point and gets a +1 to their die roll for
their movement. The loser gets sent back to their last save before that battle
point. If the defender was pulled back to that battle point, they may move back
to where they were before the fight.
IE) battle point 1 is 20 tiles into the board, and you save at a tile 21.
You also have a save at tile 41. You are currently at tile 42. If player 2 battles
you at battle point 1, and you lose, you have to go to spawn. If he then battles you at battle point 2, and
you lose again, you'll go to tile 21.
At the end of the battle, the used equipment is discarded and to be
shuffled back into the deck may you need more equipment cards.
vii)
If you get to the end tile, you must wait till
it is your turn again to claim victory.
Quantity in deck
|
Attack
|
Defence
|
Special
|
15
|
2
|
1
|
|
15
|
1
|
2
|
|
7
|
3
|
2
|
|
6
|
0
|
4
|
|
3
|
0
|
5
|
|
2
|
5
|
0
|
|
6
|
2
|
2
|
Win if enemy attack is less than 2, otherwise no effect
|
3
|
0
|
0
|
Win if used to defend and is behind attacker on the board
|
2
|
0
|
1
|
Sucks to be you
|
1
|
-
|
-
|
Win
|
Quantity
|
effect
|
5
|
Move player 1 space forward
|
5
|
Move a player 1 space backwards
|
5
|
Delete save
|
5
|
Plant a save between your location and the next battle square. Can’t use card and move in the same turn.
|
1
|
Move past a battle square
|
Mentioning a point with the effect cards, they are intentionally open ended. I like the idea of more advanced players making their own cards for the battle system.
-Jordon
-Jordon
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