Welcome to McLeod Gaming Tabletop Battle!
The game has been added to the following forums:
http://www.chexquest.org/index.php?topic=1992.0http://www.vocaforum.com/showthread.php?t=394I am now allowing players to host their own games. I'll post the sprite sheet below.Buy a Starter Pack for 15 favor.
Buy an Expansion Pack for 7 favor.
RULES:
Basic Rules:
1. Each player will be given a starting set of 5 figures to use.
2. More figures will come in booster packs, which can be bought with favor.
3. To get favor, win battles.
Game Rules:
1. Each player may choose a set number of figures from their inventories to use in a battle.
2. Each figure to be used will be placed on that player's starting tiles (unless otherwise specified).
3. Each player will decide the order in which they will use their figures.
4. The first player (chosen by God's hand) will then start their turn.
5. During said turn, the player will take control of his first figure.
6. The turn order is as follows: Movement, Attack, Specials.
7. Only one figure can move during a turn, which is determined by figure order.
8. If said figure is unable to move, then the next figure on the list will move instead.
9. This repeats among the players until the winning requirements are fulfilled.
Game Board Rules:
1. ANYONE CAN MAKE A GAME BOARD.
2. Each game board is divided into tiles, which are used as spaces.
3. If a space looks like it is within reach, make sure to check by looking at the board first, since none of the boards will be like MC Escher's work with impossible loops.
4. If there is a cave (where the tile will be represented by a darker shade), then it is underneath another tile.
5. Only units of a size equal to or less than the inside of the cave may step on the spaces.
Figure Rules:
1. A player can only use 1 of a figure in play, unless stated as being a common.
2. Cost: These are the amount of points required to use a figure.
3. Attack: This is the attack of a figure, in die rolls.
4. Defense: This is the defense of a figure, in die rolls.
5. Movement: This is the amount of spaces a figure can move, in die rolls.
6. Range: This is the distance a figure can attack from, in spaces.
7. HP: This is the amount of life a unit has.
8. Special: This is any type of special attack a unit may have.
9. Size: This is the size of a figure, determined by the figure's height.
Cost Rules:
1. Each stage has a total number of points per player.
2. The total cost of a player's figures must be less then or equal to this total.
Attack/Defense Rules:
1. An attack may only hit units within range of the spaces of the range.
2. An elevation counts towards the range total unless it is only an elevation of 1.
3. When attacking a unit, the difference between the attack of the attacking unit and the defense of the defending unit will be subtracted from the defender's HP.
4. If the defense is greater, then the attack fails and the attack phase ends.
5. If attacking a figure on a higher elevation, the attack's range will not reach unless it is higher than the height of the elevation.
6. If attacking a figure on a lower elevation, the attack proceeds as normal.
Movement Rules:
1. Normally, the amount of movement is determined by the number of tiles one can move by a die roll.
2. When moving, specify the order of directions the figure takes (TL, T, TR, DL, D, & DR) to prevent problems with me not knowing where a figure should end up.
3. When climbing up an elevated tile, if the tile has an elevation of one, then it counts as moving 1 tile.
4. If an elevated tile has an elevation of 2 or more, then a die must be rolled to climb the elevation.
5. If the roll matches or is greater than the slope, then the climb is successful and the unit uses 2 of their movement to climb it, after which they may continue to move.
6. If the roll is less than the slope, then the climb fails and the player must end their movement phase.
7. If a figure moves down from an elevation, they will recieve 10 damage if the fall is higher than their size.
8. Units may not move through each other, even when allied.
9. Movements displayed on figures are cut in half when actually moving (rounded up), since boards are relatively small.
Special Rules:
1. A special that has to do with anything except for attacking will be used at the beginning of the turn.
2. A special that has to do with attacking will be used after the attacking phase.
3. There are some specials that aren't used until the end of a turn, which will be stated in the effect.
4. If a special specifies a target directly adjacent, that counts all squares adjacent to the figure that are level with or no more than 1 space above/below the tile.
Tile Rules:
1. Grass tiles are the regular tiles.
2. Sand tiles give benefit to earth-types (+1 to all stats).
3. Rock tiles are also regular tiles.
4. Snow tiles give benefit to ice-types.
5. Water tiles give benefit to water-types, and slow other units down (moving 2 spaces per tile).
6. Ice tiles slow all units down.
7. Lava tiles hurt whatever figures are standing on one by 10 after all player's turns have been played out, unless said figure is a fire-type, which gets benefits.
8. Frozen water tiles act as ice, but when a unit steps on it, they must roll a die. If the roll is less than 4, the ice breaks and the unit dies. The tile is then treated as a lava tile.
9. Swamp tiles give benefit to nature-types and slows other units down.
Elemental Rules:
NOTE: These rules will not be used during current games in progress.1. Each character has a certain element, displayed just under their name.
2. If attacking a figure of an element in the strengths category, the attack is multiplied by 1.5.
3. If attacking a figure of an element in the weakness category, the attack is halved.
Elements:
Fire
Strengths: Air, Wood, Metal
Weaknesses: Water, IceWater
Strengths: Fire, Metal
Weaknesses: Lightning, Wood, IceLightning
Strengths: Water, Metal
Weaknesses: Earth, WoodEarth:
Strengths: Lightning, Ice
Weaknesses: Air, Wood, MetalAir:
Strengths: Earth, Wood
Weaknesses: Fire, MetalWood:
Strengths: Water, Lightning, Earth
Weaknesses: Fire, Air, IceIce:
Strengths: Fire, Water, Wood
Weaknesses: Earth, MetalMetal:
Strengths: Earth, Air, Ice
Weaknesses: Fire, Water, LightningLight:
Strengths: Darkness
Weaknesses: NoneDarkness:
Strengths: Neutral
Weaknesses: LightNeutral:
Strengths: None
Weaknesses: Darkness
Universe:
Strengths: ALL
Weaknesses: noneIf you have questions, feel free to ask.