Monday, 22 October 2012

Abilities and statistics for the units in the game


The archer - abilities and attributes

Overwiew
archer is a ranged shooter that protects ally commander.
A player needs to declare a shot, in exchange for movement phase.
E.g. if a player decides to make a shot, his archer cannot move anywhere until the end of turn. (unless a spell has been cast by commander that allows for an additional move) this is a special occasion.

Archer HP - 1

Archer base damage: malee/ranged - 1

Range - 1D6

SPECIAL ABILITY: if a player rolls 6
on a dice, archer gains critical hit and damage is upgraded by 1 point
(2 in total)

Other rules:
Whenever shooting through an obstacle: river, bridge or blue cover points add 1 penalty point for each one of these obstacles.

E.g. an archer is shooting 5 squares in a straight line, but an enemy unit hides behind a blue cover point, take 1 from 5 for one obstacle, leaving archer with 4 range and being able to reach opponent.

Archers can only shoot in horizontal or vertical or diagonal lines.



The swordmaster - abilities and attributes

Overwiew
swordmaster is malee fighter who’s job is to protect ally commander and captured points.

Swordmaster HP -2

Swordmaster base damage: malee 2 ranged N/A

SPECIAL ABILITY

Charge, if target is in range of 3 square fields, swordmaster can charge in horizontal, vertical or diagonal line and deal standard base damage. When charging swordamasters ignore any obstacles in their way, although they need a valid target, such as enemy unit.

Other rules:
Swordmasters can move in accordance with the Move rule explained in Rules section.




The commander/mage/HQ - abilities and attributes.

Overwiew
A commanders job is to secure one of the four points  on the map and hold them for as long as a player reaches 100 points. 

HQ HP - 3

Commanders cannot attack

SPECIAL ABILITIES

Ability to take over control points, takes 2 turns to do so. A commander has to stand on a control point for 2 turns in order to take it.

Commanders are powerful mages who can learn one of 4 schools of elemental magic: Fire, Water, Earth or Air.

A commander starts the game with 3 spells, each with different cooldowns.

Spell A: 2 turns cooldown (cant use in first two turns)

Spell B: 3 turns cooldown (cant use in first 3 turns)

Spell C: 4 turns cooldwon (cant use in first 4 turns)

After the cooldowns are gone, a player can decide to cast a spell. rules for casting spells describes in Mage classes section.

Test rules for the game - more will be added and removed.


Rules
Beginning of the game
Players flip a coin to decide who starts first and which side to choose.
Units need to placed behind the green line on either sides of the board. Once the units have been set up the game starts.
The game is turnbased, player who won the coinflip starts his first move. Main objective of the game is to take and hold one of four Control Points and gather 100 points.

Basic rules
Ally units player controls cannot stand on any obstacle, an exception is the bridge which allows units to cross over the river

Movement:
In Commanders, players can move their units only in horizontal, vertical or diagonal lines. Not combined. In order to do so they roll a D6 for each unit, in exception for the HQ where players roll D4.

Combat:
There are multiple ways to deal damage in Commanders to enemy units. Most common way to fight is when a players unit stands on the same square field as the opponents, then that unit deals the amount of damage in accordance with skills and attributes section. e.g. if a unit has 1 malee damage and opponents unit has 1 hit point, that unit is removed from the game. In some situations, when a unit has more than 1 hit point and survives the battle, player who was attacked has to make a retreat phase and roll a D4, then move in opposite direction to the attacker.
(if obstacles are blocking the path, the that unit has to go around them)

Shooting
Similarly to the movement phase, archers have to roll a D6 to define the rannge of the shot. If a player decides to make a shot his archer cannot make a move that turn. Then if an opponents unit is in range, it loses the amount of HP equal to the amount of ranged damage on archers (1)

Shooting through an obstacle removes 1 on dice rolls for each obstacle. e.g. player roll for range, rolls 6, enemy is in range but behind 2 blue cover points in straight line, take away 2 from 6 for each one of those obstacles, leaving 4 range in total, making enemy unreachable.
THIS RULE DOESNT APPLY TO SPELLS ^

Spells
Players can also deal damage by casting spells, which is described in spells section.

Victory conditions:
Whenever a player first gathers 100 points from control points, wins

If one of the players has lost all of their units, they automatically lose the game.

Whenever an ally commander dies, player DOES NOT lose the game.

Obstacles:
River, bridge, blue cover points and even ally unit are an obstacle.
(Control points NOT)

Special points around the map

Control point - Special point, limited to four points, can only be taken by commanders. A commander need to stand on the control point in order to capture it. It takes four turns to capture a control point.
One captured point give 10 points per turn.

Revive point - can be used only once by either players. Brings chosen lost unit back on the battlefield. A unit brought back this way has to be placed behind the green line, where a player started his game.

Speed buff point - when stepped onto, a unit moves into direction shown by the green arrows.

(B) buff points - whenever a unit stands on a square with a B sign, that unit gains an additional dice roll which could be spend on either: extra move or shot.

(?) Chance point - when steppend onto, a player picks up a card and reads it following its restrictions.

Chance cards are all random, they can either be an advantage or disadvantage to a player


Commanders Take and hold rough



Alpha version of my game, Commanders: Take and Hold. First rough design and preparation set up.