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Game Mechanics:

-Our game revolves around a turn-based system where in each turn the player can move his units by 5 spaces. However the player may choose where he can position his units and which units he/she would want move. -On top of the turns the objective is to capture the enemies towers by destroying their defenses so that is the major mechanic of our game. -Also we are using the tile-laying mechanic to allow area to move during the turns and to allow other players pieces to intercept for a battle.

Rules:

-You are given a base unit count of 20 units. (Not including Artillery) -Any pieces that battle each other and have no class advantages against each other, the players must flip a coin to see who wins. -If pieces do have class advantages against each other then whichever class has the advantage wins the battle. -Only artillery can attack the towers but the other classes primary objective is to destroy enemy artillery and infiltrate enemy towers -You are able to position your forces any way you want before the battle starts as long as it is behind your environment line. -Each tower has a base health of 30 points. -You must capture all three of your enemies strongholds before they capture yours OR you must destroy your enemies artillery and hero to win the game. -If you go into enemy territory then your pieces movement will be cut in half. -If your units land on a certain space in enemy territory then your opponent can draw a status card which gives them a certain advantage.

Class Rules:

Saboteurs have an advantage against knights (5 units.) Archer have advantage against spearmen. (5 units.) Artillery deal damage to strongholds (5 points) Knights have an advantage against archers (5 units) Spearmen have advantages against saboteurs (5 units)

Game Resources-

-The resources in the game are the two artillery units you are given at the beginning. These resources are the major unit in the game and are one of the only ways that you can destroy the defenses on the tower to capture it. -Since there are only 2 artillery units per team that does make them scarce. You cannot gain artillery after you have lost the ones you already have. -Equipment- Coin for flips, 44 pieces for units in total, 6 towers, status cards.

-Starting Action Procedure- setting up pieces in the format you pick, roll a dice to choose your hero and position him, -Progression of Action Procedureeach player takes turns and positions unit to the way they want. If two units of opposite teams meet in adjacent squares one team can declare war. whoever has the tactical advantage win the fight and kill the opposite teams unit.

-Special Actions Procedure- When Artillery units get close enough to strongholds then they can start attacking the tower. To prevent major damage the team must put units inside the tower to give it defenses. -Resolving Actions Procedure- the game can end in one of two ways. If a team yield or surrenders the the other team automatically wins. If one team loses their three towers then the game is over and won by the other team. In case of more than two teams a team must a a three towers to continue no matter whose it was originally.

-Explicit Rules-In case of more than two teams a team must have a stronghold continue no matter whose it was originally. If a team loses their towers under their control then the towers are abandoned and can be taken by anyone without a fight. If both sides decide to end the game early the winner is decided by who controls the most towers. -Implicit Rules- Once someone loses they cannot get back into the game in any way.

Forest Dwellers

Desert Raiders

When two peoples col ide. who wil you lead?

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