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Rules for a game I made up - SUDDEN DESTRUCTION

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  • Rules for a game I made up - SUDDEN DESTRUCTION

    Rules for SUDDEN DESTRUCTION

    This is a game for two to four players. The goal is to eliminate every other player from the board.

    This game can represent whatever the players agree to. For instance, if players want a space game, then the counter can represent a spaceship and the board can represent space. Or maybe the counters are soldiers and the board a battlefield. Like I said, whatever.

    You need:

    A chess board
    At least one ten-sided die (but two or more preferred)
    One counter for each player
    A pen and some paper for each player

    Set up

    The players' counters are placed at different corners of the chess board. For two players, this would be opposite corners.

    Each player uses pen and paper to keep track of his arttributes. Each player should write down each attribute in a row or column and then the initial technological levels. When the tech levels increase, the the old value is crossed out and the new one written next to it or below it. Or you might want to use a roman numerical type system and add strokes for tech level increases.

    Intial attribute/ability/tech levels, and a brief explanation of each, are as follows:

    Hit points - The hit points of a player - when the total amount of damage taken is at least equal to the hit points, the player has lost and is out of the game. Initial value: 1
    Movement - The amount of squares a player can move in one round. Initial value: 1
    Minimum Fire Power - The miminum amount of damage a successful hit on another player can do. Initial value: 0
    Maximum Fire Power - The maximum amount of damage a successful hit on another player can do. Initial value: 1
    Firing Rate - The number of times a player can attack during a round. Initial value: 1
    Range - The range at which a player can fire/attack another player. Initial value: 0 (This means that intially a player must be in the same square as another player to fire at him).
    Accuracy: - The firing accuracy ability of the player. Initial value: 0
    Repair Rate: - The rate at which hit points are restored to damaged players. Initial value: 0
    Initiative - Player priority regarding turns during a round. Initial value: 0

    Players should also use paper to keep track of how much damage they have taken, plus to take note of movement points left or firing rate used etc for that round if necessary.

    Turn Order

    In general, turns are deemed to be made simultaneously in a round, particularly during the actions phase, but for practical purposes, players take turns in whatever order they agree upon. Players with a higher intiative level always take priority over others in their choice of when to have their own turn, which may include deliberately holding back waiting for others to move first. Players with higher initiative CANNOT, however, tell other players in which order they are to move.

    Games are played in rounds. This consists of three phases for each player.

    1. Attempt to increase one tech level
    2. Actions - Move and/or Attack
    3. Repair

    1. Attempt to increase one tech level

    Each player takes turns in any order agreed upon by all (though players with a higher intiative value have final say on what order they themselves will take their turn) to choose ONE technology level they would like to attempt to increase. Then they throw one or more dice to see if they have successfully obtained it. If so, then they mark on their paper accordingly. Each player can only make one attempt per round.

    The process for determining an increase in a tech level is as follows:

    The player declares a technology he would like to increase for himself and the level he would like to increase it to. He then throws the number of dice equal to the difference between the current tech level number and the new one he is going for. If EVERY die thrown is equal to or greater than the target tech level, then he has succeeded in increasing to that level. If EVEN ONE of the dice is less that the target tech level, then he has failed to get a technology increase this turn.

    For instance, a player decides to increase his initial firing rate from level 1 to level 3. Since 3-1=2, he throws 2 dice. He throws a 4 and a 2. Because each of the dice has to have a value of 3 or more at least, he has failed.

    Another player might attempt to increase his initiative from 0 to 1. He throws 1 die. He only needs to throw a 1 or more to succeed.

    Yet another player takes a big risk in trying to increase his hit points from 1 to 5. He must therefore throw 5-1=4 dice and every one of them must be a 5 or more. It's a gamble but, if he succeeds, it might give him a big advantage early on.

    New technological levels are applied immediately so that they are available for the rest of the round.

    There are couple of limitations to tech increases:

    The tech level of Minimum Fire Power can never be greater than Maximum Fire Power
    The tech level of Repair Rate can never be greater than Hit Points

    2. Actions

    There are two actions that each player can perform during the action phase - move and/or attack. These can be done in any order or combination. For instance, a player with 2 movement points may move one square, then attack another player, then move another square.

    Furthermore, because effectively the players are performing their actions simultaneously, one player can interrupt another player's movement by declaring an attack on them if they come within range and they have not used up their firing rate for the round yet.

    Actions continue until players have used up all their movement points and firing rate or they do not wish to do anything else.

    Players cannot save movement or firing points until the next round. If not everything has been used up during the current round, it is lost.

    2.0. Calculating Movement and Range

    Movement and range are only calculated horizontally or vertically on the board, and not diagonally. So for instance, if two players are diagonally adjacent to each other, they are actually two squares away. If one wants to attack the other, he must have a range ability of at least 2. And if one wants to move into the other's square, he must have at least 2 movement points left and must move ONE SQUARE AT A TIME , either one square horizontally and then one vertically, or visa-versa.

    2.1. Movement

    Movement on the (chess) board is simple. You move one square at a time throughout the round, up to the number of movement points, remembering that at any time your movement may be interrupted with an attack on you, or you may decide to initiate one yourself. But, as I said before, you move vertically or horizontally only, and not diagonally.

    2.2. Attack

    When two players get in range of each other, either or both may declare an attack on the other if they have not used up all their firing rate for the round. When one player moves into range of another's guns, the other player may immediately "interrupt" by declaring an attack on him. Or a player may deliberately move towards another player and, when in his sight, declare an attack. The other player may also immediately respond by declaring an attack of his own if the initially attacking player is within his own range etc.

    If the target of an attack has a higher initiative rating and has movement points left, he can try, if he so chooses, to move out of range and thus avoid the attack altogether. (The attack has not happened and the player who had declared the attack has not used up any of his firing rate). However, this target player may also choose to stay and declare an attack of his own if his guns are within range and he has not used up all his firing rate. Furthermore, because his initiative is higher, his attack takes priority, even though the other player declared his attack first!

    When two players attack each other at about the same time (including a counter-attack from an attack), then:

    The player with the higher initiative resolves his attack first. Only if the other player is not completely destroyed can the other player then attack back.
    When both players have the same initiative level, then they have effectively both fired simultaneously. Both attacks are resolved, regardless of the outcome. It is possible, in this scenario, that both players simultaneously destroy each other!

    To resolve an attack:

    Throw one die for firing accuracy. If the value of the die is less than or equal to the player's accuracy ability (tech level) then it is a hit, but if it is greater than the accuracy ability, then it is a miss and the attack is over.

    If the hit is successful, then damage to the target player is calculated. If the min and max firing power of the attacking player is equal, then that is automatically the damage done to the target player. Otherwise, another die is used to randomly determine how much damage has been done based on min and max firing power with equal chance given to each possible outcome.

    For instance, after a successful attack, if the attacking player has a minimum fire power of 0 and a maximum fire power of 4, each of the 5 possible damage results are given equal chance. The method of how to use the die to resolve this is at the discretion of the players but in this instance for example, you might declare that throwing a 0 or 1 means 0 damage, a 2 or 3 means 1 damage and so on. Incidentally, a damage of 0 simply means the shot was a dud. The attacker hit the target but it effectively didn't do any good.

    Once the damage to the target player has been resolved, it is applied immediately to that player. The player totals this with any other damage points he may already have and takes note of it on his note paper. If the total amount of damage he has taken is equal to or greater than his Hit Points abilty, then he has lost the game. However, if this player also declared an attack which is yet to be resolved, and his initiative is equal to the other player, then he still resolves his attack as well before leaving the game entirely.

    3. Repair

    With all players actions completed for the round, each player now repairs damage by simply subtracting the repair rate value from the damage value he has been taking note of on his paper. A player can never end up with a negative damage figure.

    For instance, a player has a total of 3 damage. He has a repair rate of 1. So he subtracts from his damage thus: 3-1=2. He now only has 2 damage points. Providing he doesn't suffer any more damage for the next 2 rounds, his damage should be back to 0 by then.

    Or a player has suffered 1 damage in total. His repair rate is 2. After subtracting his repair rate, he is back to 0 damage, not -1.

    Partial damage never affects any of the players' abilities. For instance, it doesn't cut down the movement points allowed or affect firing power etc. But when the amount of damage reaches the number of hit points (which can only occur during the action phase) then - SUDDEN DESTRUCTION. The game is over for that player, even if he has a repair rate which would've helped him recover after the action phase.

    Winning the Game

    Players have lost the game the moment their damage level reaches their hit points level (although they may still have an attack of their own to resolve). The winner is the last player remaining on the board. If the last players on the board happen to all be destroyed in the same round, then the one with the highest initiative is the winner. If more than one has the same highest initiative, then it is a tie.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  • #2
    It's way too complicated.

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    • #3
      Actually, it's relatively easy compared to what it could have been. I didn't add such things as armour or shields.

      I've tried to keep the KISS principle but please tell me what part you think should be simplified.
      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

      Comment


      • #4
        I don't see it as complicated, seems a good idea and with a CMN who has a random number generator from the net could be done on the boards.
        Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

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        • #5
          Make it properly turn based. Simultaneous turns are confusing for a non computer game...
          <Reverend> IRC is just multiplayer notepad.
          I like your SNOOPY POSTER! - While you Wait quote.

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