Player Number
Player Team
Player Class
Health
Mana
Armor
1 (Lvl. 2)
2
3
4
5
6
7 (Lvl. 3)
8
170/400
300/300
300/300
DEAD!!!
300/300
300/300
300/300
160/200
N/A
N/A
N/A
DEAD!!!
N/A
N/A
N/A
99/100
4
1
1
DEAD!!!
1
1
1
0
9 (Lvl. 2)
10
11
12
13
14
15
16
89/150
83/100
50/50
50/50
25/50
DEAD!!!
50/50
40/50
0
0
2
2
2
DEAD!!!
2
2
145/250
200/200
190/300
90/300
1 turn left
DEAD!!!
300/300
300/300
SPELLS AND ABILITIES
Wizard: Thundershock = Deals 35 damage to all enemies in spaces that touch yours, including diagonally; armor adds damage dealt instead of subtracting from it; 40 mana
            Flameball = Deals 100 damage to an enemy 2 spaces away 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 = Lets you move 3 spaces farther than usual this turn; 15 mana
Paladin: Heal = Restores 25 life (until they reach max life) to a friendly unit, that is in a space next to yours, including diagonally; 10 mana
                      Resurrection = Brings a friendly dead unit, that is in a space touching yours, including diagonally, back to life with half life and half mana, takes 3 consecutive turns; 50 mana; unit's dead bodies stay around for 3 turns.
Soldier: Chop down tree = Takes one turn to cut down a tree touching your space horizontally or vertically, making it passible.
Archer: Deadly aim = Makes the archer hold still for one turn, then any turn after that as long as the archer doesnt move, the archer can release the arrow 4 spaces (2 diagonally) away for 40 damage; "D" will appear on unit; pierces armor.
Natural Heal = All units gain 5 life for every turn they don't move, attack, counter, or cast a spell.
Counter = If a unit is attacked, and that unit made no move that turn, the attacked unit will "counter" the attack, and deal half their normal damage back to the attacking unit, if they are within range to do so.
LET THE GAMES BEGIN!!!
Don't forget to
read the rules!!!  Invalid moves will be ignored!!!
3
16
8
5
12
7
11
2
D
1
13
15
Back to KYLE'S WAR
KYLE'S WAR GAME BOARD
6
9
Kills
0.5
0
0
0
0
0
1.5
0
1
0
0
0
0
0
0
0
Quick Info
UNIT STATS
Wizard: 2 moves per turn; deals 20 damage; melee attack; restore 3 mana every turn they use a spell, and 10 every turn they don't
Paladin: 4 moves per turn; deals 30 damage; melee attack; restore 5 mana every turn
Soldier: 2 moves per turn; deals 40 damage; melee attack;
Archer: 3 moves per turn; deals 30 damage; range of 3 squares
Diagonal Rule:  If you want, you can shoot (or cast spells) diagonally; it counts as 2 spaces; this way you can mix diagonal and normal shots together; for example, say that an archer was at B-1 on the map above, that archer could shoot a target at D-2.
Email me your moves at zera555@yahoo.com
17
18
19
Last Update
BLUE TEAM WINS!!!
and SO it begins...
17
18
N/A
N/A
1
1
293/300
300/300
0
0
18
17
10
Experience
Every kill you get gives you 100 experience.  You can choose where to focus the experience, but you can only upgrade one section two times at the most for each kill:
+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. (can only be upgraded once per level up)
+1 range, costs 50 exp. (archer only, only can be upgraded once per level up)
+5 damage, costs 25 exp.
14
Unit Bonuses
#9 has +50 life and +50 mana
#1 has +1 armor and +5 damage
#7 has 150 unused exp. from 2 level ups
1