Rules:
Players must roll a (6 sided) die to advance on the game board. The number a
player rolls corresponds to the amount of squares they may move. If a player
lands on a red square, they are thrown into the ring where they must wait for
an opponent. Once there are two players in the ring, a battle will commence.
Battle
Rules: Before the battle can begin, the players must both roll a die to
determine who is attacking and who is defending. The player who rolls the
highest number is the attacker. Once the battle has started, both players count
down (3, 2, 1, Fight!), then reveal their Actions at the same time. Each player
has 3 hit points, and the battle ends when either player’s hit points reach 0.
Attacking
Actions:
-
Physical
Attack:
o
Beats:
Throw Reversal (Scoring a hit)
o
Loses
to: Guard (negates attack, no damage taken), Evade (avoids attack, defender
becomes attacker)
-
Throw:
o
Beats:
Guard (Scoring a hit), Evade (Scoring a hit)
o
Loses
to: Throw Reversal (Defender Scores a hit)
Defensive
Actions:
-
Throw
Reversal
o
Beats:
Throw (Scoring a hit)
o
Loses
to: Physical Attack (Attacker scores a hit)
-
Guard
o
Beats:
Physical Attack (Attack/Defense roles do not change)
o
Loses
to: Throw (Attacker scores a hit)
-
Evade
o
Beats:
Physical Attack (Attack/Defense roles are switched)
o
Loses
to: Throw (Attacker scores a hit)
Once the
battle is over, the winner returns to their place on the game board, rolls the
die and continues to advance. If the winner scores a perfect (winning without
losing any hit points), they are awarded a buff card from the top of the pile. The
loser must stay in the ring and fight until they can defeat another player.
Buff Cards:
-
Spiked
Knuckle (Physical Attacks do 2 hits of damage), Physical Obstacles can be
broken immediately
-
Kung
Fu Grip (Throws do 2 hits of damage), Throw Obstacles can be moved immediately
Obstacles:
If the
player lands on an obstacle, they must wait 3 turns before it is cleared
(assuming they have no buff cards). If the player has a buff card, they can
choose to use it to bypass the appropriate obstacle. If the player uses the
card on an obstacle, the card is forfeit and can no longer be used in battle.
Things that suck and need fixing:
- Evade is always a better choice than Guard, making guard essentially useless. Originally I was going to limit the amount of times a player could use a certain attack or defensive action, however this was problematic as there are two options for attack and 3 for defense. If there were some other sort of limit to how often a move is used, guard could potentially become useful.
- The game can be very random. In one playtest, a friend of mine was able to traverse the whole game board without fighting. This was totally not cool.
- The prototype board is ugly, boring and way too small. That's probably because I made it in a half hour.
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