What should i call this game?
Posted: Sat May 16, 2009 2:12 pm
Ive made a lego castle wargame, but i dont know what to call it. So please tell me what you think about the rules, and say if you got any idea for a name. (i havent tested it yet, so if you do so, please report any bugs to me). This is the rules:
The different units:
Archer (bow, quiver, helmet):
LP: 7
A: 3
D: 1
R: 24
S: 8
Swordsman (sword, triangular shield, helmet):
LP: 7
A: 3
D: 2
S: 8
Spearman (spear, triangular shield, helmet):
LP: 7
A: 2
D: 2
S: 8
Lancer (lance, visor helmet, horse w. saddle):
LP: 10
A: 2
D: 2
S: 11
Cavalry Charge:
+2A if unit moves or more steps in order to perform the attack.
Crossbowman (crossbow, quiver, helmet):
LP: 7
A: 3
D: 1
R: 17
S: 8
Armor-Piercing Bolts:
Attack ignores 1D (only works vs. units with 2D or more)
Piker (pike [spear on oar-holder], helmet):
LP: 7
A: 2
D: 2
R: 7
S: 8
Long Pike:
+2A vs. cavalry.
Standard bearer (lance with flag on, helmet):
LP: 7
A: 0
D: 1
S: 8
National Sign:
+1 morale to all allied troops in 10 steps range from the standard bearer.
Two-handed-swordsman (large sword, helmet):
LP: 7
A: 3
D: 1
S: 8
Great-sword:
+1A vs. infantry.
Commander (sword, visor helmet, breastplate, horse w. barding):
LP: 12-14
A: 4
D: 4
S: 10
National Sign:
+1 morale to allied troops in 10 steps range of the commander.
New Orders:
2 times a round you can make 1 more draw with 1 unit.
LP = life points (how many hits unit can take before dieing)
A = attack (maximal damage unit can deal)
D = defense (maximal attacks unit can block)
R = range (maximal steps away unit can hit opponents)
S = speed (maximal steps unit can walk)
All the above explanations (except the one for LP) means max… pr. turn.
Rules:
Riding:
Any kind of unit (except two-handed-swordsmen, pikers and standard bearers) can be mounted on a horse. If a mounted unit dies, the horse stay on the battlefield and can be used by other units (or there can be some horses without riders placed around the battlefield from the start, ready to be used). A unit mounted on a horse gets:
+2 LP and + 2 S. Lancers and commanders have to be mounted all the time.
Battles:
Lets say a swordsman (3A/3D) attacks a spearman (2A/2D).
The player who has the swordsman takes 3 normal 6-sided dices (one for each A of the swordsman) and the player who has the spearman takes 2 of the same kind of dices (one for each D of the unit).
They then throw these dices without looking at the result.
Then both players take 1 dice, compare the number of eyes and remove the used dices. If attackers dice shows most eyes, it means that attacker has hit defender. If defenders dice shows most eyes, the strike has been blocked. Continue doing this until all dices have been used (swordsman has 1A more than spearman has D, so that is automatically 1 damage on spearman). The result could be something like this:
Dice 1: Attacker gets a 4, defender gets a 2.
Dice 2: Attacker gest a 1, defender gets a 5.
Dice 3: No more dices for defender, attacker automatically wins this one.
In this case the result would be 2 damage on the spearman (1 for dice 2, 1 for dice 3).
If attacker can only see something of defender, defender gets +1D.
Army Setup:
The size of the players armies are decided by the chosen amount of points available for each players. You automatically have a commander (if you want, you can give him a special name) This is the prices for the different units:
Spearman: 60 pt.
Swordsman: 100 pt.
Archer: 100 pt.
Lancer: 150 pt.
Piker: 150 pt.
Crossbowman: 150 pt.
Two-handed-swordsmen: 150 pt.
Standard Bearer: 125 pt.
(these are just an idea for the cost of the units)
This is an example of a players Army-Card, a piece of paper that show wich units he/she has, how many hits they have taken, how many hits they can take (LP) and how many enemies they have killed:
(925 pt. army)
Player 1
(unit type)-----------------(hits taken)----------------------(LP)----------(kills)
_____________________________________________________________
Swordsman 1: I I I /7 I I
Swordsman 2: I I /7
Piker 1: I I I I I I I /7 I
Piker 2: /7
Archer 1 I I I /7 I I
Archer 2: I /7
Archer 3: /7
Standard bearer 1: I I I /7
Valdemarr Barel(commander): I I I I /12-14 I I I
In this case, piker 1 will be removed from the battlefield, since he has already taken the maximum 7 hits. To prevent confusion, it will also be a good idea to make cross out his name on the Army-Card. Since player 1s troops are named with numbers (f.x. swordsman 1, swordsman 2), player 2s troops has to be named with letters
(f.x. piker a, piker b).
The units number or letter is indicated on it with a small piece of paper on double-sided tape with the number/letter on wich is put somewhere on the unit. In case of too large armies for the number of letters in the alfabet, continue like this: after f.x. swordsman z, you just make swordsman a1.
Ranks:
All units start on rank 1 (soldier). If a unit has killed 5 enemies, it gets to rank 2 (warrior), and if it has killed 10 enemies, it gets to rank 3 (veteran). A units rank is indicated with a S (soldier), a W (warrior) or a V (veteran) besides its name.
A soldier has the normal 7 LP. A warrior gets +1 LP.
A veteran gets additional +1-2 LP.
Morale:
Morale is increased by standard bearers and commanders ability “National Sign”.
For each plus in morale a unit has, it gets +1 LP and + 1 S.
Range:
Range indicates how long away a unit can attack from. Archers and crossbowmen have a special range, while all other units have to stand so near to their target that it looks like they can realistically use their weapon. (f.x., you can`t fight with a pike with one hand or use it while only holding it just right on the back-part of it).
Siege weapons:
Siege weapons include rams and siege towers. The number of units required to carry a ram or roll a siege tower depends on its size. F.x., 4 units will be good for a about 15 studs long ram. A siege weapon gets 3 S for every second unit pushing/carrying it (placing like 12 units pushing 4 units pushing a siege tower is cheating, it has to be a realistic amount of units). F.x., a ram carried by 4 units has 6 S. To prevent units using a siege weapon die too easily, all units carrying a ram or pushing a siege tower gets +2-3 D. Mounted units cant carry/push siege weapons.
A_V
The different units:
Archer (bow, quiver, helmet):
LP: 7
A: 3
D: 1
R: 24
S: 8
Swordsman (sword, triangular shield, helmet):
LP: 7
A: 3
D: 2
S: 8
Spearman (spear, triangular shield, helmet):
LP: 7
A: 2
D: 2
S: 8
Lancer (lance, visor helmet, horse w. saddle):
LP: 10
A: 2
D: 2
S: 11
Cavalry Charge:
+2A if unit moves or more steps in order to perform the attack.
Crossbowman (crossbow, quiver, helmet):
LP: 7
A: 3
D: 1
R: 17
S: 8
Armor-Piercing Bolts:
Attack ignores 1D (only works vs. units with 2D or more)
Piker (pike [spear on oar-holder], helmet):
LP: 7
A: 2
D: 2
R: 7
S: 8
Long Pike:
+2A vs. cavalry.
Standard bearer (lance with flag on, helmet):
LP: 7
A: 0
D: 1
S: 8
National Sign:
+1 morale to all allied troops in 10 steps range from the standard bearer.
Two-handed-swordsman (large sword, helmet):
LP: 7
A: 3
D: 1
S: 8
Great-sword:
+1A vs. infantry.
Commander (sword, visor helmet, breastplate, horse w. barding):
LP: 12-14
A: 4
D: 4
S: 10
National Sign:
+1 morale to allied troops in 10 steps range of the commander.
New Orders:
2 times a round you can make 1 more draw with 1 unit.
LP = life points (how many hits unit can take before dieing)
A = attack (maximal damage unit can deal)
D = defense (maximal attacks unit can block)
R = range (maximal steps away unit can hit opponents)
S = speed (maximal steps unit can walk)
All the above explanations (except the one for LP) means max… pr. turn.
Rules:
Riding:
Any kind of unit (except two-handed-swordsmen, pikers and standard bearers) can be mounted on a horse. If a mounted unit dies, the horse stay on the battlefield and can be used by other units (or there can be some horses without riders placed around the battlefield from the start, ready to be used). A unit mounted on a horse gets:
+2 LP and + 2 S. Lancers and commanders have to be mounted all the time.
Battles:
Lets say a swordsman (3A/3D) attacks a spearman (2A/2D).
The player who has the swordsman takes 3 normal 6-sided dices (one for each A of the swordsman) and the player who has the spearman takes 2 of the same kind of dices (one for each D of the unit).
They then throw these dices without looking at the result.
Then both players take 1 dice, compare the number of eyes and remove the used dices. If attackers dice shows most eyes, it means that attacker has hit defender. If defenders dice shows most eyes, the strike has been blocked. Continue doing this until all dices have been used (swordsman has 1A more than spearman has D, so that is automatically 1 damage on spearman). The result could be something like this:
Dice 1: Attacker gets a 4, defender gets a 2.
Dice 2: Attacker gest a 1, defender gets a 5.
Dice 3: No more dices for defender, attacker automatically wins this one.
In this case the result would be 2 damage on the spearman (1 for dice 2, 1 for dice 3).
If attacker can only see something of defender, defender gets +1D.
Army Setup:
The size of the players armies are decided by the chosen amount of points available for each players. You automatically have a commander (if you want, you can give him a special name) This is the prices for the different units:
Spearman: 60 pt.
Swordsman: 100 pt.
Archer: 100 pt.
Lancer: 150 pt.
Piker: 150 pt.
Crossbowman: 150 pt.
Two-handed-swordsmen: 150 pt.
Standard Bearer: 125 pt.
(these are just an idea for the cost of the units)
This is an example of a players Army-Card, a piece of paper that show wich units he/she has, how many hits they have taken, how many hits they can take (LP) and how many enemies they have killed:
(925 pt. army)
Player 1
(unit type)-----------------(hits taken)----------------------(LP)----------(kills)
_____________________________________________________________
Swordsman 1: I I I /7 I I
Swordsman 2: I I /7
Piker 1: I I I I I I I /7 I
Piker 2: /7
Archer 1 I I I /7 I I
Archer 2: I /7
Archer 3: /7
Standard bearer 1: I I I /7
Valdemarr Barel(commander): I I I I /12-14 I I I
In this case, piker 1 will be removed from the battlefield, since he has already taken the maximum 7 hits. To prevent confusion, it will also be a good idea to make cross out his name on the Army-Card. Since player 1s troops are named with numbers (f.x. swordsman 1, swordsman 2), player 2s troops has to be named with letters
(f.x. piker a, piker b).
The units number or letter is indicated on it with a small piece of paper on double-sided tape with the number/letter on wich is put somewhere on the unit. In case of too large armies for the number of letters in the alfabet, continue like this: after f.x. swordsman z, you just make swordsman a1.
Ranks:
All units start on rank 1 (soldier). If a unit has killed 5 enemies, it gets to rank 2 (warrior), and if it has killed 10 enemies, it gets to rank 3 (veteran). A units rank is indicated with a S (soldier), a W (warrior) or a V (veteran) besides its name.
A soldier has the normal 7 LP. A warrior gets +1 LP.
A veteran gets additional +1-2 LP.
Morale:
Morale is increased by standard bearers and commanders ability “National Sign”.
For each plus in morale a unit has, it gets +1 LP and + 1 S.
Range:
Range indicates how long away a unit can attack from. Archers and crossbowmen have a special range, while all other units have to stand so near to their target that it looks like they can realistically use their weapon. (f.x., you can`t fight with a pike with one hand or use it while only holding it just right on the back-part of it).
Siege weapons:
Siege weapons include rams and siege towers. The number of units required to carry a ram or roll a siege tower depends on its size. F.x., 4 units will be good for a about 15 studs long ram. A siege weapon gets 3 S for every second unit pushing/carrying it (placing like 12 units pushing 4 units pushing a siege tower is cheating, it has to be a realistic amount of units). F.x., a ram carried by 4 units has 6 S. To prevent units using a siege weapon die too easily, all units carrying a ram or pushing a siege tower gets +2-3 D. Mounted units cant carry/push siege weapons.
A_V