Setcha’s Blog











{March 9, 2009}   Elemenal Mania- A World of your Own

Set Up

Each player takes a stack of terrain cards and builds the board. The different terrains can be placed anywhere as long as there is at least a three space long terrain for each set terrain, all the spaces are touching in someway, and that there is a semi-equal amount of all terrains in play. Players place their chosen character in the closest terrain advantage space to where they are sitting.

EX.  This is just an example to show legal placements! Be creative! The world is now yours to shape!

Board Set-up Example

Board Set-up Example

 

 

 

Terms and how they apply:

ATtacK:  The attack power of a character, displayed on character card.

DEFense: The defensive power of a character, displayer on character card.

STAMINA: Lose one STAMINA for each ATTACK or DEFENSE carried out per turn. STAMINA rises with each turn no battle phase is carried out (+1). 

ENERGY: Lose one ENERGY for each turn you move any number of spaces. ENERGY rises with each turn you do not move (+1).

Move: The amount of spaces each character is allowed to move normally, represented by stars on the character card.

Range: The maximum distance a player can be from another player to attack them, shown on the character card below the picture.

Health(HP): The health of the character, displayed on the character card below the picture on the left side. When a player’s health runs out, they lose the game.

Terrain: Spaces on the playing field that have specific characteristics as related to the characters’ attributes.  The different terrains used here are Dark, Light, Volcano, Water, Air, Mountains, Plains, and Forest.  Plains and Forest terrains are normal terrains and will affect all the different attributes the same.

                Dark:  If you are a DARK attribute, move one more space then normal each turn, get a 2X ATTACK power increase and heal +200 HEALTH each turn you do not move or battle, also lose 1 ENERGY when moving across this terrain, otherwise lose 2. LIGHT attributes lose one STAMINA and move one less space then normal each turn, also get a ½ ATTACK power decrease and lose -200 HEALTH each turn you don’t move or battle.

                Light: If you are a LIGHT attribute, move one more space then normal each turn, get a 2X ATTACK power increase and heal +200 HEALTH each turn you do not move or battle, also lose 1 ENERGY when moving across this terrain, otherwise lose 2. DARK attributes lose one STAMINA and move one less space then normal each turn, also get a ½ ATTACK power decrease and lose -200 HEALTH each turn you don’t move or battle.

                Volcano: If you are a FIRE attribute, move one more space then normal each turn, get a 2X ATTACK power increase and heal +200 HEALTH each turn you do not move or battle, also lose 1 ENERGY when moving across this terrain, otherwise lose 2. WATER attributes lose one STAMINA and move one less space then normal each turn, also get a ½ ATTACK power decrease and lose -200 HEALTH each turn you don’t move or battle.

                Water: If you are a WATER attribute, move one more space then normal each turn, get a 2X ATTACK power increase and heal +200 HEALTH each turn you do not move or battle, also lose 1 ENERGY when moving across this terrain, otherwise lose 2. FIRE attributes lose one STAMINA and move one less space then normal each turn, also get a ½ ATTACK power decrease and lose -200 HEALTH each turn you don’t move or battle.

                Air: If you are a WIND attribute, move one more space then normal each turn, get a 2X ATTACK power increase and heal +200 HEALTH each turn you do not move or battle, also lose 1 ENERGY when moving across this terrain, otherwise lose 2. EARTH attributes lose one STAMINA and move one less space then normal each turn, also get a ½ ATTACK power decrease and lose -200 HEALTH each turn you don’t move or battle.

                Mountains: If you are an EARTH attribute, move one more space then normal each turn, get a 2X ATTACK power increase and heal +200 HEALTH each turn you do not move or battle, also lose 1 ENERGY when moving across this terrain, otherwise lose 2. WIND attributes lose one STAMINA and move one less space then normal each turn, also get a ½ ATTACK power decrease and lose -200 HEALTH each turn you don’t move or battle.

Attribute: An elemental characteristic of characters. The six used here are Light, Dark, Fire, Wind, Water, and Earth.

Movement:

Players can move the amount of stars on their card, unless in a special terrain in which they are affected (see Terrains). They can move to any empty space that is directly touching the space they currently occupy. Players cannot jump one another, and the only way to occupy the same space is if they land on the Majyk Card Diminsion Hole.

Majyk Cards:

Convolutions of Nature: You have stepped on a trap causing distruptions in nature. Change the terrain layout to whatever you feel like; you must change the terrain in some way. If a player is on a terrain card that is moves, the player goeas with it.

Diminsion Hole: Teleport to any player of your choice. If that player is not on your team, and you have STAMINA, engage in combat following the battle rules.

Back to Square One: Go back to the terrain space you started in.

Supplies: Restock your supplies, max out your ENERGY.

First Aid: You found an injection faiy! Increase your HEALTH by the number rolled on the die times 100.

Rest: Your quick break has paid off, max out your STAMINA.

Battle rules:

Player vs. Player

Players can attack any player within their RANGE of spaces. They cannot pass another player and do battle. The only way to pass an enemy player is to go around them. Only one battle may take place per player’s turn.

If you are attacked and have no STAMINA, you cannot defend and will take a direct hit. You cannot attack if you have no STAMINA. Both players roll 1D6.

AD6 (Attacker 6-sided Die)

DD6 (Defenders 6-sided Die)

(#rolled on AD6) X ATK = Power

(#rolled on DD6)X DEF = Guard

Damage = |Power – Guard|

If power > Guard, Attacker wins and Defender takes damage.

If power <Guard, Defender wins and attacker takes damage.

(Always assume that ATK is the attackers attack points and DEF is the Defenders defense points)

Player vs. NPC

When attacked by a NPC monster, the NPC always attacks first. Roll 2D6, one for you and one for the monster. Use rules for battle as with player vs. player where one player goes for both by rolling the die at the same time (specify before rolling which die is for the NPC and which is for your character). Continue the battle phase until you or the monster is dead. If the player being attacked has an ally nearby, (within the other players moving distance), that player may come to the defenders aid, but gives up their next turn. In addition, if in your specialized terrain, players can choose to “Flee” by giving up 2 energy points.

Ways to Play

Lone Warrior:

Defeat the others and be the last player standing to claim victory!

The Great Find:

Find the Ancient Artifact cards! The player with the most in the end gets the prize.

Tyrant Tirade No More:

Defeat the Divine rulers, Halo and Odin, to free the world of their hypocrisy. (Place the two Divines on opposite sides of the board, if your character is within their attack range they will attack you, their health will raise by 5 points each turn they are not engaged in battle.)

I’ll add the cards in a later post.

Advertisements


deserthat says:

Stephanie,

Interesting design! I like how your map is generated with cards, and also that there are three different ways to win. Did the game end in victory for one player, or did you have to cut off prematurely? It would be interesting to see how well-balanced the three victory conditions are.

Your description of how to construct the map is a little vague. You can place terrain anywhere so long as it is connected with the rest of the map and somewhere on the map there are at least three contiguous terrain of each type?

Devin Monnens



setcha says:

Well, we played “the Great Find” and Desirae found 2 of the 4 artifact cards before we called it quits, so we just declared her the winner with only one unfound artifact card (Lauran found the other). So I have a feeling that Des would have won even if we had continued. I am going to bring it back on Wendsday to test at least one of the other options.

For the setup, players have alot of freedom, the only restrictions are that any terrain type cards laid down have to be in at least groups of three that are touching in some way, and that in the end all the terrains are connected. The playing feild does not have to be a particular shape either, there can be a card stick off from the side.
By touching, I mean that they can be directly next to (vertical or horizantal) or diagonal to the other cards.

does this help to clairify? I was hoping that the example set up picture I made would help too. None of the players seemed to be confused about it tho.
Thanks for the comment!
-Steph



smorgan3 says:

Overall, I really liked this game! It’s interesting how you used playing cards to create a board space (but then, I did that too…maybe great minds think alike? lol), but it was more interesting that you incorporated event cards into the board. Landing on a space and turning the space for your event is something I’ve never witnessed before; I’m used to the “land on a space and pick up a card” convention.

I can’t say that I’m a big fan of the “Convolutions of Nature” card, only because there are so many cards to move around. Maybe, instead of having a player be overwhelmed with shifting the whole board, limit it to one or two elemental worlds (perhaps the player’s own world and/or the elemental world in which he/she is when the card is revealed). I just know that, when it came my turn, I wasn’t looking forward to moving that entire board…of course, that could be because the tables are so small, and I didn’t have much space to work with. Looks like external environment plays a big role in this game, huh? 🙂

I also think it should be easier to battle with other players. Since we’re assigned so much HP (was it 500?), I think battles should occur more often. Perhaps players should be able to choose themselves whether or not they want to land on a space with another person, rather than having to wait to draw a Dimension Hole card in order to do so (or, at least, that’s what I gathered was the rule from our play test). This might make movement around the board more strategic and compelling, and leave the Dimension Hole as a “you have no choice but to land on a player’s space and fight” sort of card.



setcha says:

Thanks for the comment! yeah I wasn’t really thinking about the tables when I made the game, I bet alot of games would go alot smoother if we had better tables to play them on. The “Convultions of Nature” card only requires the player to move one terrain, not shift the entire board, but it does give them that option, I guess I need to clarify that ^^;
As for battle, I agree that it needs to be simpler, I was thinking about lowering eveything to single digits, that should help. right now health is set at 20,000, but I thought that was a good number because the average attack is 3000 times what ever number is rolled on their die, if I lower the attack powers, I will also lower the health to make math less intimidating. Also, you do not have to be on the same space as another player to attack them, just with in your range. The players did not attack while in playtest because the didn’t want to, not because they couldn’t. If you were close enough to some one, you could have attacked. I realize that the range and attack rules should be clearer too then. I think if we would have played another play option, there would have been alot more battling, but since all anyone needed to do was find a certain card, there was no reason to attack. Another thing that I think was alittle unclear was the fact that all terrain cards donot have to be used, the board can be as big or small as the players choose. Thanks again for the comment! and thanks for playing my game!



l3rr4 says:

I enjoyed your game, I almost wish that I had been in more battles so that I would have gotten a better taste of the game, but I DID find an artifact! Go me! 😀

Another aspect I liked about your game is that people can set it up however they want in the beginning, but you also have chances in the game play to change the actual terrain 🙂 I got a kick out of doing that and placing people next to others! Muahahahahaha! >:)

Great game! 😀



Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

w

Connecting to %s

et cetera
%d bloggers like this: