Just some ideas for the Tabletop Game's mechanics
Themes:
Four brothers have divided there
once great kingdom into 4 smaller kingdoms, the peace of the last few years has
withered away. Now they each seek to reclaim the once great kingdom for
themselves and take to battle against one another.
Four kingdoms on the edge of a
material crisis, now war amongst each other to procure the necessary materials
their kingdom needs to survive. Whoever comes out on top will get their pick of
the loot.
Kingdoms (subject to change): Gigas, Minotaurus, Nagarum,
Draconem
Kings: Calhoun, Hashim, Queran, Vasos
Queens: Ninette, Darissa, Philomina, Iriana
Army Factions:
Warriors (physical
types):
1 – Squire: The weakest of the physical types, the have the
lowest movement and can only attack adjacent units. (Move = 1, Range = 1)
2 – Fighter: Proud fist fighters that do not rely on any
weapons, they are the 2nd class of the Warriors. (Move = 2, Range =
all adjacent enemies)
3 – Dragoon: Experienced lance fighters who excel at aerial
maneuvers, they are said to be able to soar like dragons. (Move = 2 [jumps over
one tile, cannot move to an adjacent space], Range = 1)
4 – Swordmaster: Master of the sword, the peerless fighters
strike down any who stand in their way with their superior techniques. (Move =
3, Range = 1)
5 – Hero: A proven fighter on the battlefield, this unit has
seen their fair share of battles and has survived all to bring triumph to their
kingdom. They are most powerful physical fighter. (Move = 4, Range = 1)
Magi (magic types):
1 – Pupil: A student of magic, they are the weakest of the
Magi tier. (Move = 1, Range = any opponent that is one space away, cannot
attack adjacent enemies)
2 – Mages: Magic soldiers who have learn how to control
their magic, they are more powerful than pupils. (Move = 2, Range = 2)
3 – Sorcerer: Those who have meddled in the dark arts and
have mastered its ways, they cause true nightmares. (Move = 2, Range = 3
[attacks any adjacent units as well])
4 – Summoners: Magic units who have mastered the ways of
summoning spirits into this realm, they call upon their aid in the mist of
battle. (Move = 2, Range = 2)
5 – Sages: Master Magicians that have learned any and all
magic that apply to the field of battle, truly fierce some foes. (Move = 3,
Range = 3 [any enemies that are next to the target or others that get hit will
also get hit, chains])
Knights (armor types):
1 – Guard: The most basic of the Knight classes, very weak
movement and range. (Move = 1, Range = 1 [+ diagonally])
2 – Knights: Seasoned Knights who fight with great bravery.
(Move = 1, Range = 2 [+ diagonally])
3 – Rider: Horsemen who take charge ahead of the main
cavalry, they are swift but lack range. (Move = 3, Range = 1)
4 – Paladin: Seasoned knights who serve directly under the
crown, they fight for the king’s vision of justice. (Move = 1, Range = 2)
5 – General: The most powerful knight who has risen above
the ranks throughout the years, masters of defense. (Move = 2, Range = 3
[chain-lance])
Royals:
1 – Duke: One of the leaders of the Magi faction, he excels
in attack radius. (Move = 4, Range = 3 [Radius of three all around])
2 – Duchess: One of the leaders of the Magi faction, she
excels in magic range. (Move = 4, Range 7 [only attacks one])
3 – Queen: The commander of the Warriors, she excels as the
best physical fighter. Her presence on the battlefield boosts troop morale.
(Move = 5, Range = 2)
4 – King: Leader of the kingdom and direct commander of the
Knights, his very presence enforces the entire tier. (Move = 4, Range = 1
[+diagonally])
?:
1 - ???: A mysterious traveller who is said to possess
untold secrets, they are usually the kingdom’s trump card. (Move = 1 [7 when
rallied], Range= 1 [ 5 when rallied])
Starting the game:
Each player draws ten cards from their respective decks, these card become the
player’s army through which they must seize victory. Units cannot be recovered,
however you can receive the same class again via promotion, but excluding Royal
units. The game is played in rounds, following a movement and attack phase from
each player.
Movement and
Attacking:
Rounds consist of movement from each player, followed by an
attacking phase. Each player is able to move two units per round and attack
once per round.
Types:
Each
faction has its own type and determines which will proceed over whom. Physical
fighters beat Magic types, Magi win over Knights, and Knights defeat the
Warriors. Even the royals have their own attributes: Duke/Duchess = Magic,
Queen = Physical, King = Armor.
Beating the game:
The game ends when either a) the entire opposing army is defeated, or b) when
all royal cards have appeared and have been defeated.
Coin Luck:
Coin
Luck comes into play when you are fighting a stronger opponent, you then flip a
coin, if it is heads, then you defeat your opponent. If it is tails then
nothing happens. Grand summons are defeated by 2/3 coins tosses from all
classes except Royals.
Promotion:
Promotion is randomly received once any unit (other than a Royal) reaches a
fort (a total of 4), and the next unit drawn from the deck randomly replaces
that unit.
Rally:
When three
of the same unit appears, or when all royals are present, the rally abilities
come into play. Each rally is unique to their specific classes, and will end
once one of the units is defeated. The King is able to invoke his own rally all
by himself, and will only end when the King is defeated.
Rally abilities:
Squire – Increase movement speed and attack radius by two.
Fighter – Range is increased by 1 in all directions.
Dragoon – Movement is changed into ‘High Jump’ allowing them
to jump to any location on the map, this uses up their attack though, can jump
on enemy units.
Swordmaster – They are able to strike two opponents in a
row.
Hero – Able to fell a Grand Summon without ‘Coin Luck.’
Queen – Raises all Fighter ranks by one. (Must have all
royals present)
Pupil – Increases range by one
Mages – Adjacent targets are now affected by attacks.
Sorcerer – Use enemy target against them (uses up turn).
Summoner – Invoke a Grand Summon (sacrifices summoners).
Sages – They are able to attack two times.
Duke/Duchess – All Magi units’ range are increased by one
(Must have King and Queen on map).
Guard – All units must use ‘Coin Luck’ when attacking this
unit (with the exception of ???).
Knight – Movement and range are both increased by one.
Rider – Movement increases by 3.
Paladin – Survive enemy attack once during ‘Coin Luck.’
General – Range increases to 4 all around unit.
King 1: Increase the movement of all Knights by one (Queen
and Duchess/Duke must be present).
King 2: Allows the movement of 3 units per turn (Only King
must be present).
??? : Raised movement by 6 and range by 4.
Grand Summons:
Each
kingdom possesses its own unique guardian deity, each of which can be called
upon via the kingdom’s summoners. Doing so will sacrifice your current
summoners, but in their stead you received the Grand Summon.
1 – Titan: This massive titan crushes all beneath its feet;
he is capable of taking out several units in one blow. (Move = 3, Range = 1 [attacks
all around him])
2 – Minotaur: A true powerhouse of brute force, and that lie
in his path are soon defeated. (Move = 5, Range = Line extending from user
until end of map)
3 – Medusa (Naga): This serpentine beauty has the ability to
turn her victims to stone instantly. (Move = 4, Range = 10 [can only attack one
enemy at a time])
4 – Dragon: This winged beast leaves a trail of destruction
in its path; its fiery breath lays waste to the battlefield. (Move = 5, Range =
3 [cone-shaped from the user position])
No comments:
Post a Comment