Setcha’s Blog











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.



et cetera