ArenaCraft Game System
Designed by RoseHeart
Object of the GameWelcome CHALLENGER! Players will compete in the insane combat gameshow, the infamous PANIC ARENA. Only one team will leave. The object is to use your cunning and creativity to out adapt and outwit your friends and rivals, their forces, and the AUDIENCE. Use the power of the PANIC CARDS to conquer the arena and claim your legacy as CHAMPIONS!
#####################################################Game PlayPlay is divided into 2 phases: DECISION PHASE, where each player tells the JUDGE their actions in private, and the REVEAL PHASE, where players reveal these actions to each other. Teammates may discuss strategy out of game, such as via PM.
Each turn, all players must:
Send ACTIONS or Send "SKIP"
DRAW 1 PANIC CARD from the DECK
When the JUDGE reveals the turn outcomes of everyone's plays, the turn is over and everyone receives another PANIC CARD.
#####################################################Drawing CardsBefore taking actions, players will draw 1 card from the deck to add to their hand. If the deck runs out, IT will come...
There is one deck all players will draw from. If 'P' is the total number of players, then the deck is composed of 9 ื P basic cards. Every 5 turns 1 legendary card is added to the deck, plus P - 1 star cards.
Hand LimitPlayers have a hand limit of 3 cards. If a player was to draw with the hand limit reached, then they must discard down to 3 by the end of their turn, or the least valuable and oldest card will be discarded. The value, from low to high is: basic, star, legendary, permanent. Penalty cards are ignored.
#####################################################BodyStaminaYou begin with
2000 stamina! You will dodge most attacks, which will deplete your stamina and make you vulnerable for an injury or fatal blow, and forces you to rest for a turn. Being injured gives you an adrenaline rush that restores stamina. Being forced to rest will not prevent card plays and giving orders to others. But stamina will not be replenished until you do nothing for a full turn(or take a hit).
INJURIES
Injuries may also inhibit you in some way. Maximum stamina will decrease.
FATIGUE/REST
Each time you get an adrenaline rush, you will get a fatigue counter. You lose 200 stamina each turn for each counter. Rest (do nothing for a turn) to remove a fatigue counter and recuperate stamina. You will be forced to rest if you run out of stamina because of fatigue.
Completely Exhausted: In this state you have no stamina left for stronger attacks or farther movement. You can still move 1 space, and perform a light melee attack however if you do either you will not satisfy the conditions for "Rest". Cards however, can still be played without stopping you from resting.
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Actions
Basic Actions
MOVEMENT/ENGAGEMENT
Your typical humanoid movement will allow you to move 1 space. If you are attacked by an adjacent enemy, you will fail to move.
RUNNING
You can spend 1000 stamina to move an extra space. You may pay this more than once for more spaces. If you run and have less than 1000 stamina left, you will be forced to rest. If you end a run on someone's space, you tackle them. If you end a straight run of 3 spaces on someone's space, you push them.
/q/1. Auto-Melee Movement
Rulebook:
"RANGED-ATTACKS
You must aim where a target 'will-be' to hit."
Clarification: If you do a melee attack, you only need to choose a target. Ranged attacks on the other hand you must aim where.
2. Running Types:
Walk: (normal) 1 space.
Jog: 2 spaces.
Sprint: 3 spaces.
You can say you will Jog over to someone to do a melee attack, and if they are only a space away then you will walk instead. If they are more than a couple spaces, you will not sprint to meet them. You can do the same by saying you will Sprint, but take a less exhausting pace if not needed.
Rest: If you do not move, attack or dodge any attacks, you restore all stamina.//q/
MELEE-ATTACKS
Light Attacks cost the target 500 stamina to dodge. You can spend 500 stamina for a Medium Attack that costs 1000 stamina to dodge, or you can spend 1000 stamina for a Heavy Attack that costs 2000 stamina to dodge. If you couldn't afford double this cost, then you will be forced to rest.
RANGED-ATTACKS
You must aim where a target 'will-be' to hit.
Card Actions
Card Types
(For information about the various basic, judgement, and legendary cards, see the previous post.)
Card Logic
Card usage is flexible, so long as a card is not being used to do something that is clearly more the domain of another card type.
You can play as many at once as desired.
SUMMONING
You can create more permanent constructs to aid you in battle. Their ownership will be represented by a card in your hand. You may tear up their card to unsummon them at any time. If summons and penalty cards would prevent you from drawing a card, you wont be able to summon. Thus the maximum is 2 summons. This can be weapons, armor, minions, obstacles, and more.
| | ASSET |
(Challenger): | Avatar. | You. Any modifications to yourself are tracked on this card. Tear it up to surrender. |
(Henchman): | Minion. | When you summon an ally, a henchman card is added to your hand. When enhanced, the level goes up. This is how many yellow cards it would cost to duplicate. |
(Squad): | Troupe. | When you duplicate a henchman, your original henchman card becomes a squad card. Further modifications apply to the whole squad. |
(Token): | Things. | Miscellaneous creation that doesn't fit the other types, and is not associated with any of them in play. |
The Stack
Resolution Order:
1st Beat: Opening
1. Self.
2. Summoned Equipped Permanent Completes.
3. Melee. Prioritize light, medium, then heavy.
4. Adjacent Spell.
5. Movement.
6. Ranged-Attacks/Non-Adjacent Spells. Prioritize shortest distance.
2nd Beat: Follow-Up
7. Self.
8. Summoned Equipped Permanent Completes.
9. Melee. Prioritize light, medium, then heavy.
10. Adjacent Spell.
11. Ranged-Attacks/Non-Adjacent Spells. Prioritize shortest distance.
3rd Beat: Wrap-Up
12. Summoned Unit/Tile Completes. A unit wont be able to act.
13. All passive effects. Prioritize self, then shortest distance.
14. Bomb detonation.
15. Eggs from last turn hatch.
16. Audience pieces arrive.
17. Extra cards destroyed.
18. Rewards delivered.
19. New cards dealt.
20. Arena transformations.
Tiebreakers:
1. The unit that performed less actions first.
2. Fewer cards spent on the action.
3. Coin Toss/At Random
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Playing as an Audience Member
LAWS/AUDIENCE INFLUENCE
The audience will have the chance to vote for arbitrary laws that will take effect on a later turn. These may reward(star card) or punish(penalty card) certain forms of play.
There will be 1 law in effect on the 4th turn, and 2 laws in effect on a turn after that and going forward, with a law staying in play for 2 turns.
An audience member who votes for a Law will earn Panic Points they can spend to influence the battle.
There is no limit to the number of additional participants. Spectators can actually influence the battlefield too!
Start by cheering for a team. The judge will then record that you have obtained an egg associated with that team...
Eggs
Depending on which team(s) you cheer for will determine its' behavior when it hatches.
Soldier(Only 1 Team): Target nearest enemy. Gain points = egg cheers if the team wins. Then leaves.
Mercenary(Multiple/All Teams): Target nearest enemy. Enemy is team with least cheers. Gain 1 point each turn, up to egg cheers. Then leaves.
Assassin(All But 1 Team): Target enemy leader. Gain points = egg cheers if the leader dies. Then leaves.
Paladin(All Teams Evenly): Target audience bombs and give medical aid to unengaged challengers. Gain 1 point each turn, up to egg cheers. Then leaves.
You can choose an open spot to place it. But not the same phase in which you received it. I can only accept egg placements by PM. Dolls for your egg are available in the PANIC SHOP.
If you cheer for different teams within the same turn (regardless of phase) the old cheer will be overwritten by the new one.
The Judge hands out eggs at the turn's end.
In addition to receiving and teaching eggs, cheering will also earn you PANIC POINTS...
Panic Points
The PANIC POINTS you've been collecting by cheering can now be spent on Dolls for your Egg, Bombs to the throw in the arena, and...more! Cheering only counts once per turn, but you may do so in either phase. If there are already 3 pieces in the arena from Audience Members, any more that are deployed, will be returned to you. 1 piece per person. You can unsummon (destroy) your own piece.
High Council
The judge can appoint passionate audience members onto the High Council which vote in private on the laws for future turns. Participation here is another source of PANIC POINTS.
Additional laws can now be purchased in the PANIC STORE and can be used to replace an "empty" law. Any of which rotating in later than the next turn.#####################################################End of the GameDefeatA Player is defeated if any of the following conditions occur:
A Player is killed.
A Player surrenders.
A Player holds 4 Penalty Cards.
The Judge declares a Player unwilling or unable to continue within a timely manner.
VictoryLast team standing.