WAR Game Rules Note that ALL these rules are subject to change, and that I might even change the rules DURING game play, as this is a Beta version of the game. Another note, I want this game to be VERY flexible, meaning that if you want to do something (say set fire to a tree, then have an archer shoot through the flaming trees), ask me and I'll think about it (and I'll probably do it too, cuz that'd be awesome!!!) Basics This game is quite a bit like chess, except each piece is controlled by a different person. Anywhere from once to five times a day, I will update the game, meaning you get a turn. Right now I'm only gonna do two turns a day, so people who don't have computers at home will get a more fair chance. The times will be right when I get home from school (about 5:00), and right before I go to bed (about 9:00), but after the first damage has been dealt, then I will only be updating ONCE a day, to make it more fair towards those who don't have internet at their homes. You willhave to email me your turns, so please indicate what time of day the turn is for. I won'talways get around to updating EVERY day, because I do have something of a life, so if yousee I haven't updated the first time, please don't send me two turns for the day. I'llmake a thing that tells the last time I updated it so you don't have this problem. Whenreferring to distance of spaces, for example 4 spaces away, this does not include thespace your unit is in. P.S. You CAN give me "continuous turns" where you tell me to move you towards a space over a period of time, or tell me to do the same move over and over again, like attacking. Object In THIS game, the object is to get to the other team's flag, pick it up, and bring it back to your teams' flag. There will be more games with different rules, but this one is capture the flag. If your flag is taken, but the person who was carrying gets killed, the flag is dropped on the ground where the person died. If the team who owns the flag picks it up, it moves back to its starting spot. To pick up a flag, you must be touching it horizontally/vertically. You do not get to attack or move the turn you pick up the flag. After you have picked up the flag, it will slow your movement by 1 square per turn. Moving To move, you will tell me the path would like to follow, using the Letter and Number grids across the top and left side of the board. For example: move a2, a3, b3, b4 You cannot move through enemy units, but you can move through friendly units. No two units can ever be in the same spot at the same time. If you try to do this, I will move you as far as you can move, then stop you when it would break the rules to go any farther. You cannot move onto (or through) trees or water, but you can on dirt and bridges. If you try to move to a place you CANT, I'll pretend like it was an accident, and I'll just not move you that turn. CANNOT move diagonally. Different units have a different number of moves: Paladins = 4 moves Archers = 3 moves Soldiers = 2 moves Wizards = 2 moves Attacking This is a MAJOR part of the game, since you are supposed to kill enemy units in order to reach your goal, the flag. Attacking will take place BEFORE moving, so it will be hit and run, instead of run and hit. This actually makes it physically possible to attack, because if you think about it, itd be pretty darn hard to attack someone if you didnt know where they were moving too. So attacking first. Thus if I took the moving example from above, it would now go like this: attack wizard at a1, move a2, a3, b3, b4 CANNOT attack diagonally, only those right above and below you (unless you're an archer, see below) Different units have different attacks spaces. Soldiers = Attacks touching spaces Paladins = Attacks touching spaces Archers = Attacks 3 squares away in a horizontal or vertical direction, or 1 square in a diagonal direction, or 2 squares over a tree Wizards = Attacks touching spaces Each unit has different attack power: Soldier = 45 damage Paladin = 30 damage Archer = 30 damage Wizard = 20 damage Archers can shoot over water. Same with wizards Flameball. If you do not take your turn, but you get attacked, I will have you automatically attack back. Spells/Abilities Units can use spells or abilities instead of their attack (before they move) on each turn. Spells require mana, but abilities do not. Here is the description of some spells: Wizard: (spells) Thundershock = Deals 35 damage to all enemies touching your space, including diagonally; each armor adds to the damage dealt, instead of subtracting from it; 40 mana Flameball = Deals 100 damage to an enemy within 2 spaces, or destroys a tree; 40 mana Water shield = Gives you 3 extra armor for this turn and the next 2 turns; 20 mana; "W" will appear on unit. Wind walk = Adds 3 moves to your speed this turn; 15 mana Paladin: (spells) Heal = Restores 50 life (or up to their max life) to a friendly unit, you are touching, including diagonally; 15 mana, and if you keep doing the spell on the same unit, it only costs 10 mana per turn after that. Resurrection = Brings a friendly dead unit back to life with half life and half mana, takes 3 consecutive turns; 50 mana; dead bodies stay around for 3 turns. Soldier: (abilities) Chop down tree = Takes one turn. Chops down one tree, that you are touching directly, making it passible. Archer: (abilities) Deadly aim = Makes the archer hold still for one turn, then any turn after that as long as the archer hasnt moved, the archer can release the arrow 4 spaces (2 diagonally) away for 40 damage; "D" will appear on unit. Diagonal Rule If you want, you can shoot (or cast a spell) in a diagonal direction; it counts as 2 normal spaces; this makes it so you can combine diagonal and normal shots. Mana Wizards and Paladins require mana to cast spells. Every turn, Paladins restore 5 mana; Wizards restore 3 mana every turn they cast a spell, and 10 mana every turn they don't. Wizards = 100 mana Paladins = 50 mana Life When your life reaches 0, you die. The only way to come back is if a friendly paladin resurrects you. Different units have different life: Soldier = 400 life Paladin = 300 life Archer = 300 life Wizard = 200 life Armor Armor will block a random amount of damage. I will roll the number of die that you have armor to see how much it blocks. This is the range of damage armor can block: Soldier = 3 armor(3-18 damage blocked) Paladin = 2 armor(2-12 damage blocked) Archer = 1 armor(1-6 damage blocked) Wizard = 0 armor(0 damage blocked) Experience Every kill you get gives you 100 experience. You can choose where to focus the experience: +25 life max costs 25 exp. +25 mana max costs 25 exp. (soldier and archer can't get) +1 mana regeneration per turn costs 25 exp. (soldier and archer can't get) +1 armor costs 25 exp. +1 range costs 25 exp. (archer only) +5 damage costs 25 exp. These are just for starters. I'll raise/lower the costs of each after we get some testing done...