Friday, October 19, 2012

GA227: My Print and Play Game Rules Rough Draft


Tramcon
(Name in the works)

Play Time: 30-45min,
Num Players: 2-4
Goal: Hold the center point for 5 consecutive rounds or eliminate the enemy players units.
Brief back story
Two to four players battle for control over the centerpoint.

Game Components
Board: 28x28 grid
Unit Tokens
Wall Tokens
Dice

Printing Instructions:
 to come...

Setting up the game:
Laying out the game components: place the game board between the players. Then take the black wall tiles and place them on the board as indicated by the diagram below.

Diagram to come...

Players then take twenty cover tiles each. These are the grey rectangular tiles.

Determining who plays first: If players can’t decide for themselves allow the youngest player to go first. Then take turns clockwise around the board.

Game Goal
Hold center-point for five rounds without losing control or opponent runs out of soldiers

Solider Types

Trooper: The trooper is the most basic of soliders.
Stats: 2 AD (attack dice) / 3 DD (defense dice)
Movement: 6 squares
Attack Range: 12 squares

Sniper: A lightweight soldier the sniper can move very fast and cover more ground than most other soldiers. Most effective long range soldier. Attack is very high but defense is very low.
Stats: 5 AD / 1 DD
Movement: 8 squares
Attack Range: 24 squares

Demo: Equip with a rocket launcher this soldier uses explosives to get the job done.
Stats: 1 AD in a four square area / 3 DD
Movement: 6 squares
Attack Range: 12 squares
Special Action: Demos can choose to spend 2 action points to destroy cover. They can also do the same to a wall but only if they are adjacent to it.

Phyro: These soldiers are the scourge of the battlefield. Able to attack multiple targets in a strait line they are not to be taken lightly.
Stats: 2 AD / 3 DD
Movement: 4 squares
Attack Range: 6 squares (Roll damage for every unit in this range

Heavy Tank: Can act as a wall to keep your soldiers safe.
Stats: No AD / 10 DD
Movement: can only move 4 squares at a time. Must move in the direction the arrow on the Heavy Tank Tile is pointing. To turn the player must spend a move action and rotate the tank 90 degrees.

Turn Order

First Phase:

Each turn you can take 2 actions.
-move
-attack
-place cover
You may take the same action twice.
End Turn
Next player to your lefts turn. (Clockwise)

Combat

When a player chooses to attack they must roll a number of six sided dice equal to the attacking unit's AD (Attack Dice). The defending player must roll a number of six sided dice equal to the defending unit's DD (Defense Dice).

When the attacker rolls their dice.
If the attacker rolls a 1, 2, or 3 on a die. That die is considered a miss.
If the attacker rolls a 4, 5, or 6 on a die. That die is considered a hit.
The attacker then adds their hits together into a attack score.

When a defender rolls their dice.
If the defender rolls a 4, 5, or 6 on a die. That die is considered a block.
Anything lower that 4 does not block the incoming attack.
The defender then adds their blocks together into a defense score.

Whoever has the higher score in the end wins the combat.
Ex: Attacker gets a total of 3 on their attack score. The defender gets a total of 2 on their defense score. The defenders dies and is removed from play.




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