Here is the complete [current] Changelog for Version 3. Feel free to make suggestions, nerf ideas, buff ideas, terrain additions, more traps etc. etc.
-Terrain is now denoted by color instead of a number.
-Added rules for switching unit positions
-Updated rules to disallow certain types of movement.
-Nerfed Bloodlust to no longer allow hasting.
-Maps are now hand-made rather than randomly assigned to avoid unwinnable positions and for balance reasons.
-Updated rules to reflect these changes.
-Buffed the Backstab ability. You no longer take damage when you backstab.
-Alphabetized the unit list.
-Added the Geomancy, Disarm Trap, Dungeoneer, Trapper, Sure-Footed, Fire Blast, Iron Hide and Gargantuan Unit skills.
-Added the Geomancer, Dragon, and Rogue units.
-Removed the Indefatigable ability from Bezerkers and replaced it with Sure-Footed.
-Flare now removes the Dense Vegetation terrain.
Signing up: To sign up pick up to 8 units and a color for your unit tokens.
Starting position: There will be several locations where units can start. When you sign up and the map is created you will be assigned one of these positions. Where your unit starts at in this area is up to you.
Objective: The objective of this game is to be the last player with a standing army. To this end you must select and army and use it to eliminate all competition.
Army Composition: Each army can have a maximum of 8 units. No more than 4 can be Arcane/Ranged.
Turn order: At the start of the game I will roll dice for each player. This will determine what order players armies will act.
Movement vs Attack: A unit can either move or use abilities on its turn. It can not do both. Attacking regularly is considered an ability.
Actions: In order to take your turn you must post it in the forum. This is to encourage more talk about the game.
There are four types of terrain.
Basic Terrain with no penalties to attack or movement.
Rough Terrain which causes units to expend 2 movement per square rather than one.
Dense Vegetation which blocks ranged attacks from passing through.
And finally there are Walls which block ranged attacks and cannot be moved onto.
Sometimes 0 spaces are actually traps! They come in a variety of flavors but all can only be activated once. Some traps are useful while others are deadly. Others still are minor annoyances at most. To determine a traps effect a die will be rolled. Luckily traps are rare occurances at about one per player.
1= Poisonous Dart Trap: You unit is poisoned and will take -1 damage a turn unless cured.
2 = Fire barrel Trap: All units within a radii of this trap will take -1 damage.
3= Pit-Fall Trap: Units who trigger this trap will be unable to take further actions this turn, nor will they be able to take actions next turn.
4=Broken Trap: This trap has worn away with age. Nothing happens.
5= Holy Water Trap: All units within a radii of this trap will gain +2 health and be healed of poison.
6= Polymorph Trap: Units within a radii of this trap will be transformed into another unit with full-health. [A warrior with 2 health becomes a troll with 20 health or the like.]
7= Teleportation Trap: This unit will switch places with another random unit on the map.
8= Bloodlust Trap: This unit will gain the bloodlust ability next turn, allowing it to attack and move on the same turn, but lose it the turn after.
9= Ancient Dart Trap: The triggering unit will take -3 damage.
10= Unholy Pact Trap: The triggering unit will die in order to resurrect another unit on your team. If your team has not lost any units this trap becomes a Broken Trap.
Dead: This unit is dead and can no longer perform actions and abilities.
Poisoned: Each turn this unit will lose 1 health until it dies or is cured.
Fatigued: This unit cannot move or attack next turn.
Haste: This unit can both move and attack on its next turn.
Q. Can I move or attack diagonally?
A. No, you can only move or attack spaces north, south, east, or west of your unit.
Q. Can my units switch places?
A. Yes but it takes up their movement instantly regardless of terrain.
Q. Can two units occupy the same space?
A. No. Friendly units can move past eachother but cannot come to a rest on the same space.
Q. Can I move and attack on the same turn?
A. No. You can move or attack. Not both.
Q. Can I move and use “Poison arrow” or some other ability on the same turn?
A. No. Your unit can move or use an ability not both.
Q. Can I attack regularly and use “Poison Arrow” or some other ability on the same turn.
A. No. You can attack or use and ability. Not both.
Q. What does Range:X next to abilities mean?
A. That is the maximum range of an ability that only targets one unit/space.
Q. What does burst mean?
A. Burst means that the caster picks a square to act as a focal point and that the spell effects ALL units within a 3x3 areas surrounding it. Ex: See below [O is an empty space F is the focal point X are squares effected, C is the caster]
[spoiler=Burst example]
OOOOO
OXXXO
OXFXO
OXXXO
OOCOO
Q. What does the number beside “Burst” mean?
A. It is the maximum range of the focal point. 5 means that a spells focal point can be, at most, 5 spaces away from its caster.
Q. What is an aura?
A. Aura’s are Radii abilities that are always on and do not require this unit to use up their turn to use them.
Q. What does [Token] mean?
A. In the instance that it appears next to the unit name, it refers to how the unit will appear on the battle map.
Q. What does Radii mean?
A. A skill with the Radii tag effects all squares immediately adjacent to the caster. Such as below where O will be empty squares, C will be a cleric, and X will be squares effected by his spell.
OOOOO
OXXXO
OXCXO
OXXXO
OOOOO
[/spoiler]
Unit Name: Simply the name of the unit followed by its “type” [Token]
Movement: How many spaces this unit can move on your turn.
Range: How close a unit has to be to use its default attack.
HP: How much damage the unit can take until it dies.
Attack: How much damage the unit deals when it attacks.
Abilities: The following list is what this unit can do outside of plain attacks.
[1] Ability Name: This is the first ability this unit can perform. Includes range.
[2] Ability Name: This is the second ability this unit can perform. Includes range.
Alchemist: Arcane [ X ]: Mages who are more concerned with chemical applications than arcane persuits. The use their knowledge of plants to help defend their allies from damage.
Movement: 2
Range: 0
HP: 4
Attack: 0
Abilities:
[1] Thorns [Aura]: Enemy units who hurt friendly units within this aura take 1 damage.
[2]Ironskin Potion [Burst:2]: Friendly units affected by this ability take one less damage next turn.
Archer: Range [ A ]: Capable of splitting a rope around a pigs throat from fifty yards without harming the pig the prowess of an archer is not to be underestimated.
Movement: 2
Range: 2-5
HP: 4
Attack: 3
Abilities:
[1] Poisonous Arrow: Does 1 damage a turn until the target is dead or cured.
[2] Projectile: Cannot hit units without a direct line of sight.
[3] Slip-shot: This unit’s default attack is not affected by “Defender”
Assassin: Melee [ S ]: Shadowy warriors. Little is known about them as by the time they are seen their target is dead.
Movement: 2
Range: Adjacent
HP: 4
Attack: 0
Abilities:
[1] Stealth: This unit becomes invisible on the battle-map for 2 turns [not including the turn it turns invisible]
[2]Backstab: This unit does 4 damage to its target and become visible again. [Must be using stealth first.]
Bezerker: Melee [ B ]: Bloodthirsty warriors who only serve those who they believe will lead them to glorious combat.
Movement: 2
Range: Adjacent
HP: 7
Attack: 3
Abilities:
[1] Bloodlust: This unit can attack and move on the same turn. This unit is also unaffected by Haste.
[2] Sure-footed: This unit is unaffected by Rocky Terrain or Dense Vegitation’s movement penalties.
Cleric: Arcane [ C ]: These holy men and women deplore warfare however they are none-the-less seen assisting armies in order to keep them healthy.
Movement: 2
Range: 0
HP: 5
Attack: 0
Abilities:
[1] Heal [Burst:3]]: Increases the effected units’ HP by 2. Does not affect enemies.
[2]Cure [Radii]: Cures the target of all status effects. Does not affect enemies.
[3] Haste [Radii]: All affected units can both move and attack/use an ability on their next turn. Does not affect enemies.
Dragon: Arcane [ D ]: These powerful mythic beasts are the stuff of legends. They are nearly impervious and capable of taking large amounts of damage. However they are reliant on abilities for damage.
Movement: 2
Range: 0
HP: 40
Attack: 0
Abilities:
[1]Fire Blast [burst: 4]: Does 4 damage to every unit in a burst. Friendly fire possible. Cannot be used while under status effects such as poison. Destroys Dense Vegetation.
[2]Iron Hide: This unit takes 1 less damage from melee attacks but takes double damage from ranged attacks.
[3] Gargantuan Unit: This unit counts for 4 units instead of one.
Geomancer: Arcane [ G ]: These powerful sorcerers have studied the earth for centuries and as such are capable of manipulating it in various ways.
Movement: 2
Range: 0
HP: 4
Abilities:
[1]Geomancy[Range:2]: This unit can change the terrain of one space in a cycle. Empty spaces will become rocky terrain, rocky terrain will become Dense Vegetation, and Dense Vegetation will become an Empty Space. This ability will disarm traps.
[2] Sure-footed: This unit is unaffected by Rocky Terrain or Dense Vegitation’s movement penalties.
Mage: Arcane [ M ]: Students dedicated to the magical arts they have taken time away from their studies in order to assist their lords.
Movement: 2
Range: 0
HP: 5
Attack: 0
Abilities:
[1] Fatigue [burst: 3]: Causes the afflicted units to take no actions this turn. Friendly fire possible.
[2] Flare [burst:3]: Does 1 damage to every unit in a burst. Friendly fire possible. Removes Dense Vegetation.
Necromancer: Arcane [ N ]: These sorcerers are famous for their mastery over the dead and their ability to summon spirits.
Movement: 2
Range: 0
Hp: 3
Abilities:
[1] Summon Skeleton: Creates a single skeleton to do your bidding at the cost of one health.
[2] Summon Skeletons: Creates two skeletons to do your bidding at the cost of two health.
[3] Large Unit: This unit counts as 2 units instead of one.
Paladin: Melee [ P ]: Holy warriors who are sworn to root out darkness wherever it can be found.
Movement: 2
Range: Adjacent
HP: 7
Attack: 2
Abilities:
[1] Defender [aura]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Holy Aura [Aura]: Summoned units who enter this aura take one damage each turn they are within it.
Rogue: Melee [ R ]: These adventurers are as wily as they are useful. Capable of both disarming and layig traps they have superb knowledge of any sort of mechanism.
Movement: 2
Range: Adjacent
HP: 6
Attack: 1
Abilitis:
[1]Dungeoneer[Aura:2] This unit can sense traps and does not trigger them when moving over one. You will not be informed as to what trap it is, simply that it is there.
[2]Trapper: This unit can move as normal when using this ability however the first space they touch is now trapped. No more than 3 traps can be laid by a player at any time. The trap laid is random but is not arcane in nature. You will be informed what the trap is. Furthermore your units can trigger it.
[3]Disarm [Range:1]: This unit can disarm a trap.
Skeleton: Melee [ K ]: Undead minions of the Necromancers. While fragile their ability to appear in numbers is their true power.
Movement: 3
Range: Adjacent
HP: 1
Attack: 2
Abilities:
[1] Defender [aura]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Indefatigable: Is unaffected by an enemies fatigue spell.
[3] Summon: There can be no more than four summons on your team at any time. If the necromancer who created this unit dies, this unit dies along with it.
Troll: Melee [ T ]: A large grotesque creature said to be able to crush armies by itself. Rumors persist of ‘dead’ trolls regenerating in a matter of moments to kill those who, a moment ago, stood triumphant.
Movement: 2
Range: Adjacent
HP: 30
Attack: 4
[1] Large Unit: This unit counts as 2 units instead of one.
[2] Regeneration: This unit gains 1 health back a turn. Poison negates this regeneration and still deals 1 damage a turn.
Warrior: Melee [ W ]: Stout warriors dedicated to assisting their masters in combat.
Movement: 2
Range: Adjacent
HP: 10
Attack: 2
Abilities:
[1] Defender [aura]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Indefatigable: Is unaffected by an enemies fatigue spell.