Malazan Empire: Kef Tar (sp) - may contain spoilers for TtH and RotCG! - Malazan Empire

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Kef Tar (sp) - may contain spoilers for TtH and RotCG!

#1 User is offline   Bloodyrazor 

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Posted 05 November 2008 - 01:55 PM

I'm not entirely sure this is the right place to post this but ive been working on a malazan board game for some time now although it is still under revision and only in the concept stage I thought I'd share it with you. In the hope that you wont like it that much you wont give constructive criticism but enough to care a little. The reason I post it in this forum is for possible references to TTH and maybe RotCG aswell which I would rather discuss without walking into spoiler tags left and right.

If the elder gods of moderation however find this wrong I have no problem with a move to an apropriate forums ofcourse.:p

Anyway, here goes:

Basics:
The game is turn based. Each turn you may perform as many actions (movement, attack, building) as you want within the limits of resources and movement points. You start out with 2 resources of each kind. The keep generates one resource of your choice each turn. The other tiles ( when built, yet not in the turn they are being build) generate their designated resource each turn aswell.

The objective of the game is to conquer the other (2) players. When someone defeats another player. (occupies their keep for one turn) that player will become the victors servant, and all tiles and resources will go to the victor. This player will still be playing but he has to do as the victor tells him to do.

There is no division into a building attacking and movement part of your turn. You may choose yourself when you want to do something.

Building:
3 cities: light, dark, shadow
You start out with 1 tile (the keep) you can build it outward across the map with aditional buildings (tiles) which can give one of the following resources each turn:
food (farm)
gold (mine)
stone (quary)
These resources can be used to build units, buildings, roads or hire mercenaries. Buildings and roads can only be placed adhacent to other tiles you own. Units you build can spawn on any tile you own, as long as the resource the tile gives was used to make the unit, or on the keep tile. Mercenaries you hire will spawn on the place where they first appeared on the map.

You may build only one building per turn, but roads may be build as many as you can each turn.

When one of you tiles is occupied by (an) enemy unit(s) that tile will not generate resources.

Movement:
Each turn you may move all or none of your units. Their are restrictions however. Each unit may only move as many tiles as he has movement points (MP), with as exception movement across roads, this doesnt cost you any movement points. You can move across another players tiles, but only at half speed (twice the movement points cost)


Combat:
Each turn you may initiate as many battles as you want. To initiate combat you pick one of your units and one OTHER unit (can be one of your own) you want to target. Each unit may only perform one attack (including counterattack) each player turn, unless the unit has the specific ability to make more attacks.

Attack:
When combat starts you take the attack value(AV) from the attacker and subtract the defense value (DV) from the defending unit, this number will be added to the attackers dice roll. Both attacker and defender then roll a die and the highest “modified” die roll wins. In case of equal rolls the defender wins.
However this only means he survived the attack, if he wants to destroy the enemy he can now perform a counterattack.

Counterattack:
A counterattack works the same as a normal attack except for the fact that the defense value of the previous defender will now be his attack value. And the defender can actually be killed if he loses.If the counter attack succeeds the originally attacking party will lose his unit.
Neutral units will always attempt a counterattack if they have the advantage, meaning their DV is higher then the enemy's DV
Attackrange:
Each unit has a specific attack range (AR), in most cases this is 1, which means the unit can only attack units on adjacent tiles. However some units can attack targets farther away. For each tile farther away from the orginal attack tile they lose 1 point of attackvalue though. The attackrange rules apply to counterattack aswell, meaning that you cant counter attack someone who isn't within your attack range. Or if you counterattack farther then 1 tile away you will lose defensevalue, which during counterattack is used for attackvalue, points for the number of tiles aswell.

Attack size:
Some specific powerful units are able to use bigger attacks then normal units would be able to. These can aim their attacks against ALL units on a tile (AOE). This means that they could all die in on attack roll.The normal combat rules apply except that their will be one defense roll made for all of the units at the defense value of the strongest unit on the tile. For a counterattack they will all counterattack, if possible, with the defense value of the strongest unit.

Convergence:
When powerful units come together to fight the gods will be drawn into the fray. When this happens a convergence card must be drawn which will play out a certain effect on the battlefield, or possibly the entire map.

End of combat:
IF you destroy all of the armies on an enemy tile your units used in the attack will move onto that tile, if you dont defeat all the units they stay on the tile they were attacking from.

Neutral armies/Mercenaries:
It is possible, under certain circumstances for Neutral armies to spawn on the map, these may then be hired as mercenaries when one of your units stands next to them, unless that is not possible for the specific Neutral unit.

Spawning neutrals:
This can happen in 2 different ways:
When a convergence card makes them appear on the map
or when you place a tile in the “wild” (area 3 tiles away from the keeps) part of the map

In the first case the neutral army will be decided by the convergence card.
In the second case the kind of neutral army that spawns will be determined by a dice roll.

Hiring Neutrals to become mercenaries:
When a player has one of his units standing next to a neutral player he may bid Gold to hire this mercenary. The other players may then place one bid each to try and outbid the player who made contact. If the first player wants he can then try and outbid the highest of the other two bidders to take the mercenary for himself after all. When you hire a shapeshifter you may decide which kind it is.

Dragonrealm:
In the middle of the map is a portal to the dragonrealm. (Starvald Demelain) When a player reaches this tile he will be able to build dragons for as long as he occupies it, and if he has build a gate on his keep. These dragons will spawn at the keep of the player. When a player loses control of this tile he also loses the ability to make dragons which will go to the capturing player, providing the capturing player has built a gate.

These dragons do not count as mercenaries.

Not-hired mercenaries:
When mercenaries are not hired in the turn that they spawn each turn after the turn when they spawned they will start moving towards the dragonrealm untill they capture it, at which point they will stay there.


Buildings:
Keep: starting tile, when you build a gate this is where you place it.
Farm: produces the food resource, can be chosen as the spawning place for a unit that requires food to build.(costs 1 food 2 stone)
produces 2 food
Quary: produces the stone resource, can be chosen as the spawning place for a unit that requires stone to build. (costs 3 stone)
produces 2 stone
Mine: produces the gold resource, can be chosen as the spawning place for a unit that requires gold to build. (costs 1 gold 2 stone)
produces 2 gold
Gate: building required to spawn champion rank units (dragons and champions) (4 stone, 4 gold, 4 food)
Roads: enable movement without the use of movement-points (1 stone)

Units:
Soldier: Base unit for each faction (MP: 2 AV:2 DV: 2 AR: 1) cost: 1 gold 1 food

Builder/Mason: defensive unit (MP:2 AV1 DV2 AR1) whenever a Mason has stood on a tile for one turn he will build defenses on al adjacent tiles. This means that when a enemy aproaches these tiles they have to wait one turn( if they have the MP to walk on it this turn) before they can scale the defenses built and walk across these defended tiles. If they dont have any movement points left when standing near one of these tiles they will have to wait 2 turns before moving across.
Cost 1 food 1 stone 1 gold

Captain: Increases the AV of all OTHER units around him by 1(MP:4 AV:2 DV:5 AR:1)
Cost 2 gold 2 food

Assassin: Able to move near and attack any unit anywhere on the map, except for a unit inside the keep (MP:4 AV:5 DV:0 AR:1)
Cost: 5 gold

Magi: Can cast faction specific spells at the cost of resources aswell as use AOE attacks (MP:2 AV:5
DV:2 AR:5) (counts as powerful for convergence cards)
Cost: 3 gold 3 food

Knight/Champion: The mightiest warrior of your faction, can attack 4 times each turn (aswell as make 4 counter attacks when defending), cast faction specific spells for resources and can summon 3 units to his side for 1 gold per unit. (MP:6 AV:6 DV:7 AR:1) (counts as powerful for convergence cards)
Cost: 4 gold 4 food

Dragons: can fly across defenses created by the mason, can use AOE ( MP10 AV:5 DV:4 AR:5) (counts as powerful for convergence cards)
4 gold 4 food

Neutral Units:
Greysword mercenary: basic Neutral unit (MP: 2 AV:2 DV: 3 AR: 1)

Jaghut Witch: a sorceress from the Elder race of the Jaghut deploying frostmagic which reduces the attackers AV by 2(or DV when counterattacking) ( MP:2 AV:4 DV:2 AR:5) (counts as powerful for convergence cards)

Rhylanderas: a shapeshifter taking the form of 4 jackals in combat which gives him the ability to flank enemy units during an attack IF they are alone, giving him 2 bonus AV (MP:4 AV:3 DV:3 AR:1) (counts as powerful for convergence cards)

Tulas Shorn: a shapeshifter taking the form of a dragon in combat. can fly across defenses created by the mason, can use AOE ( MP10 AV:5 DV:4 AR:5) (counts as powerful for convergence cards)

Avowed (champion of the Crimson Guard) mercenary: Very powerful warrior. Can attack 3 times each turn (including counterattacks) ( MP:4 AV:5 DV:6 AR:1) (counts as powerful for convergence cards)





Faction Spells:

Darkness:

Blinding Darkness: all units on a tile cannot attack or counterattack for one Game-turn. Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once for each such unit.
Cost: 1 food 1 stone

Eternal darkness: Kill 2 of a players none powerfull units. Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once for each such unit.
Cost: 2 gold 2 food

Dark convergence: the player may force a convergence to happen on a tile of his choice. Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once for each such unit. Cost: 2 food 2 stone 2 gold

Darkness of the mind: You may use this ability to take control of 5 regular or 3 powerful enemy or neutral units, who will then fight for your side Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once each game.
Cost: 2 gold 2 food 2 stone

Shadow:
Concealing shadows: the units on one tile cant be attacked for one Game-turn. Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once for each such unit.
Cost: 1 Food 1 Stone

Something lurks in the shadow: You can summon a hound of shadow to fight at your side (MP: 6 AV:3 DV: 3 AR: 1) Can be played during your turn as long as you have a unit that can cast faction spells. Can be cast once for each such unit
Cost: 1 gold 1 food

Moving shadows: You can use your shadowy magic to move enemy units 4 tiles in any direction. Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once for each such unit.
Cost: 2 food 2 gold 2 stone

Shadowplay: Casts shadows around the map to confuse the units. Makes all units fight all other units on the tiles, even if they are yours.Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once each game.
Cost: 2 gold 2 food 2 stone


Light:
Piercing Light: A spell that can take away Concealing Shadows or Blinding Darkness from a tile. Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once for each such unit.
Cost: 1 food 1 stone

Dont go into the light: You can save one unit from dying as long as you have a caster alive. Cast this spell when one of your units dies, and you can save it.Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once for each such unit.
Cost 2 gold 2 food

Lightspeed: all units move at twice their normal speed for one player turn. Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once for each such unit.
Cost: 2 gold 2 food 2 stone

Burn motherfucker Burn!: Burn 3 powerful units on the map for each enemy player. The player who uses the spell may chose which units die. Can be played at any time as long as you have a unit that can cast faction spells. Can be cast once each game.
Cost: 2 gold 2 food 2 stone

Convergences:
Whenever 2 or more powerful units get into combat a Convergence Card wil be drawn and it will take effect before any dice rolls unless stated otherwise on the card itself. Blank convergence cards exist which means the convergence is averted. Only 1 convergence can happen each Game turn.

Icarium's Rage: The convergence has pulled in the attention of the half Jaghut Icarium. One of the sides enrages him, resulting in him indiscriminately attacking anyone in the defenders tile and the adjacent tiles. All none powerful units die right away, for each powerful unit a player has in the area affected he must role a dice, if he rolls 1-3 the unit lives but is forced 2 tiles back if he rolls 4 the unit lives but has no Base DV for the next turn. If he rolls 5 the unit loses his base AV and DV for the next turn. If he rolls 6 the unit will die. Concealing shadows can be used to save units from Icariums Rage.
Apsalars Audacity: the convergence has drawn in the attention of Apsalar lady of thieves. The lady will steal half the resources of each player. Blinding darkness can be used to prevent this from happening.

Dessembrae's Tears: The convergence has drawn in the lord of sorrow and sorrow spread like wildfire among all factions, diminishing the will to fight. aV is lowered by 1 for this game turn.

Dawn of the dead: Hood, the god of Death, has decided he wants more souls for his armies of the dead. Every attack (and counterattack) this turn will be an AOE attack with 2 less AV(DV)

Eye of the Tiger: The tiger of summer and lord of war has been drawn into this battle. Every time a unit survives combat the survivor gets the Eye of the Tiger ability enabling them to ad 2 to their AV or DV for the attack or defense or counterattack.

Poliel's sick move: The mistress of pestilence has been drawn into the battle and unleashes her plague against the world. Forcing all non powerfull units to make a dice roll, 1-5 they live, 6 they die.

Take a Chance: Oponn the twin jesters of Chance have joined the convergence and players can now choose to take a chance on the next battle. If they roll 1-3 they can chose to add 3 to their AV or DV if they roll 4-5 they can subtract 3 from their DV or AV. If they roll 6 they are just unlucky...

Crimson Guard to the rescue: the Crimson Guard mercenaries have decided to look kindly upon the defenders plight, and send one Avowed to stand in the defenders stead. The attacker must first defeat the avowed before he can make any other attacks this turn. After one game turn the Avowed turns Neutral and can be hired. Normal Mercenaries rules apply.

Over my dead Body: The undead armies of the T'lan Imass have been drawn into the convergence and decided that the attackers cannot be allowed to lose. When this card is drawn the T'lan Armies block the enemy from using counterattacks for this turn. Can be countered with Piercing Light.

Happily ever after: Soliel the mistress of healing has been drawn into the convergence. She weeps for all the wounds that mortals take, and decides she doesnt want it anymore. No units die for the remainder of this game turn.

At the moment this is the base game, I'm thinking about changing the faction structure into more diverse armies such as Crimson Guard, Empire, & cities and so-on. But for this post ill first throw out the idea for the original idea I had which is based on the game spinnock plays with Seerdomin in TTH. Oh and this was originally written in open office which didnt exactly convert very well, so my apologies if the editing is a bit weird.

Bloody
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Posted 05 November 2008 - 04:42 PM

As this post was moved here from another forum, I've edited the title to reflect that there are spoilers here (possibly).
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#3 User is offline   Cause 

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Posted 05 November 2008 - 11:58 PM

You have put alot of work into this and Im impressed but I think its far too complicated. Outside of playing this on a comoputer programme one turn will take for ever, too many variables to track. Also the servant player, he has to do what you say iether he can interpret your orders and in that case their is no way to say if he is really playing your game and being fair. If you get to dictate every move down to the minutia than he should just be replaced and you take over his stuff.
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#4 User is offline   Bloodyrazor 

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Posted 08 November 2008 - 11:49 AM

Thanks for the constructive thoughts. I agree about the part of the servant player, it was originally meant to prevent 2 players fighting and the third waiting to take the spoils, or the exact opposite (no-one attacking at all). I had reconsidered that part actually although I'm still thinking about a new objective to prevent the stalemate issue. About the complicatedness (Linguestic invention on my part?) of the game, im not reallly sure what you mean, maybe I should take out the part about counterattack or reserve that for specific units only and maybe I could change the dice roll system aswell, make it only the attackers dice roll. Last change to make turns shorter could be to have neutrals placed at the start of a turn instead of when someone reaches a certain part of the map.

Anyway thx for the criticism, cause i think you were right about it for the most part.
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#5 User is offline   Ain't_It_Just_ 

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Posted 23 November 2008 - 04:36 AM

Still...it'd be so cool!
Suck it Errant!


"It's time to kick ass and chew bubblegum...and I'm all out of gum."

QUOTE (KeithF @ Jun 30 2009, 09:49 AM) <{POST_SNAPBACK}>
It has been proven beyond all reasonable doubt that the most powerful force on Wu is a bunch of messed-up Malazans with Moranth munitions.


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