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== Unit list ==
 
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:<br>
 
http://units.wesnoth.org/<br>
 
http://zapicm.googlepages.com/
 
  
  
 
+
= Wesnoth Board Game [In progress] =
= Wesnoth Board Game [In progress]=
 
== Description ==
 
Battle for Wesnoth is a turn-based fantasy strategy game.
 
Defeat all enemy leaders using a well-chosen cadre of troops, taking care to husband your resources of gold and villages. All units have their own strengths and weaknesses; to win, you must deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. You can play in your own language, and even create your own custom units, scenarios or campaigns.
 
 
 
 
== Once upon a time ==
 
== Once upon a time ==
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuos skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.
+
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.
  
 
== Objective of the game ==
 
== Objective of the game ==
Defeat all the enemy leaders.
+
Defeat all the enemy leaders, or capture the castle
  
== Materials ==
+
== Elements of the game ==
 +
=== Materials ===
 
In order to play the game, you will need:
 
In order to play the game, you will need:
* As many units cards as you want.
 
 
* One set of pawns per player, with different color bases.
 
* One set of pawns per player, with different color bases.
* A map of the battlefield, with hexagonal grids on it.
+
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.
* Tokens for time of day, and the slowed and poisoned effects.
+
* Tokens for time of day.
 
* Counters:
 
* Counters:
** Plenty of them to represent hit points (different sizes).
+
** Small coins to track wounds.
** Many to represent XP points.
+
** Big coins to track gold.
** Many to represent gold (different sizes).
+
** Any colored counter for village ownership.
** A few of different colors for villages.
+
* Some six sided dices.
* Some ten sided dices.
+
The pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_board_game.zip Units template] in Excel. Images of the most popular maps can be found here [in construction].
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.
+
 
 +
=== Units ===
 +
Units are the core of the army. They are represented by pawns in the map, that carry the following information:
 +
<div class="thumb tright"><div>
 +
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]
 +
<div class="thumbcaption"><div align="center">The unit pawn<br>(Click to enlarge)</div></div></div>
 +
</div>
 +
* Name
 +
* Attacks: Type, number and damage
 +
* Life
 +
* Level
 +
* Moves
 +
* Terrain defense and movement cost
 +
* Resistances to damage types
 +
 
 +
=== Factions ===
 +
Units are grouped in factions, and in each faction there will be units covering the following types:
 +
* Warrior - Good melee attack
 +
* Archer - Good ranged attack
 +
* Mage - Good magical attack
 +
* Scout - Good movement
 +
* Mixed - Any combination
 +
The factions are the following:
 +
* Loyalists - Lawful
 +
* Drakes - Lawful
 +
* Knalgan Alliance - Neutral
 +
* Rebels - Neutral
 +
* Northerners - Chaotic
 +
* Undead - Chaotic
 +
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.
 +
 
 +
=== Terrain ===
 +
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:
 +
* Plain
 +
* Forest
 +
* Mountain
 +
* Water
 +
* Harsh
 +
* City
  
== The unit cards ==
+
=== Gold ===
 +
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!
  
 
== Set up ==
 
== Set up ==
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:
+
Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 20 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.
* 7 cards of level 1 or level 0 units.
+
 
* 5 cards of level 2 units.
+
== Turns ==
* 3 cards of level 3 or level 4 units.
+
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:
* 1 leader card.
+
* Move (with or without attack)
These cards make the player recruit pool, and they will remain covered until used.
+
* Attack
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the morning tile on top, and you are ready for the first turn.
+
* Rest
 +
* Recruit (leader only)
 +
* Conquest
 +
 
 +
=== Recruit ===
 +
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:
 +
* Faction units: 3 gold
 +
* Mercenary units: 4 gold
 +
Mercenary units are units from any other set, that doesn't belong to the faction.
 +
 
 +
=== Movement ===
 +
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. The units move on adjacent tiles, and they can keep moving until one of the following occurs:
 +
* It reaches unoccupied or enemy village.
 +
* There is an enemy unit on an adjacent tile.
 +
* It runs out of movement points.
 +
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.
 +
 
 +
==== Villages ====
 +
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.
 +
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.
 +
 
 +
=== Attack ===
 +
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-Y) stand for the damage done for each swing and the number of swings.
 +
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:
 +
* (H)orrible: 2
 +
* (P)oor: 3
 +
* (N)ormal: 4
 +
* (G)ood: 5
 +
* (S)uperb: 6
 +
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.
 +
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).
 +
Once per attack, the player can spend 1 gold to reroll the complete attack.
 +
 
 +
==== Damage ====
 +
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure will be modified by the following factors:
 +
* Lawful units add their level to the total damage during the day, and subtract their level during the night.
 +
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.
 +
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.
 +
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 2 gold per level of the unit. Remove the defeated pawn from the map.  
 +
 
 +
==== Advancement ====
 +
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.
 +
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.
 +
 
 +
=== Rest ===
 +
If it doesn't move or attack, any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.
 +
 
 +
=== Conquest ===
 +
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.
 +
 
 +
=== End of turn ===
 +
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.
 +
 
 +
== End of round ==
 +
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.
  
== First turn ==
+
== End of game ==
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.
+
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:
 
* Uncover the unit card.
 
* Pay the cost in gold to the gold counter pool.
 
* Pick the corresponding pawn and place it on an unoccupied space of the caste.
 
* Pick the appropriate number of HP counters and place them over the card.
 
* -- Optional: Roll for treats [in construction] --
 
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that has not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the adquisition of an additional unit when recruited.
 
-- Variant --  All players deploy their units at the same time, this option will save time for experienced players.
 

Latest revision as of 04:54, 21 January 2008


Wesnoth Board Game [In progress]

Once upon a time

It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.

Objective of the game

Defeat all the enemy leaders, or capture the castle

Elements of the game

Materials

In order to play the game, you will need:

  • One set of pawns per player, with different color bases.
  • A map of the battlefield, with hexagonal grids and terrain identifiers on it.
  • Tokens for time of day.
  • Counters:
    • Small coins to track wounds.
    • Big coins to track gold.
    • Any colored counter for village ownership.
  • Some six sided dices.

The pawns and tokens can be printed from the Units template in Excel. Images of the most popular maps can be found here [in construction].

Units

Units are the core of the army. They are represented by pawns in the map, that carry the following information:

pawn_20.jpg

The unit pawn
(Click to enlarge)
  • Name
  • Attacks: Type, number and damage
  • Life
  • Level
  • Moves
  • Terrain defense and movement cost
  • Resistances to damage types

Factions

Units are grouped in factions, and in each faction there will be units covering the following types:

  • Warrior - Good melee attack
  • Archer - Good ranged attack
  • Mage - Good magical attack
  • Scout - Good movement
  • Mixed - Any combination

The factions are the following:

  • Loyalists - Lawful
  • Drakes - Lawful
  • Knalgan Alliance - Neutral
  • Rebels - Neutral
  • Northerners - Chaotic
  • Undead - Chaotic

In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost. See the unit tree [in construction] for details.

Terrain

The terrain type affects the defense and movement cost of units. The types that can be found in the map are:

  • Plain
  • Forest
  • Mountain
  • Water
  • Harsh
  • City

Gold

Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!

Set up

Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 20 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.

Turns

Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:

  • Move (with or without attack)
  • Attack
  • Rest
  • Recruit (leader only)
  • Conquest

Recruit

Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one. The cost of recruiting is the following:

  • Faction units: 3 gold
  • Mercenary units: 4 gold

Mercenary units are units from any other set, that doesn't belong to the faction.

Movement

Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. The units move on adjacent tiles, and they can keep moving until one of the following occurs:

  • It reaches unoccupied or enemy village.
  • There is an enemy unit on an adjacent tile.
  • It runs out of movement points.

A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn. If the unit ends its movement adjacent to an enemy unit, it can start an attack.

Villages

Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership. Owning villages also contributes over time. Every dawn and dusk, the player with the most villages earns 1 gold. Both players earn the gold in case of a tie.

Attack

If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-Y) stand for the damage done for each swing and the number of swings. Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:

  • (H)orrible: 2
  • (P)oor: 3
  • (N)ormal: 4
  • (G)ood: 5
  • (S)uperb: 6

The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent. Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit). Once per attack, the player can spend 1 gold to reroll the complete attack.

Damage

The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure will be modified by the following factors:

  • Lawful units add their level to the total damage during the day, and subtract their level during the night.
  • Chaotic units add their level to the total damage during the night, and subtract their level during the day.
  • Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.

The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 2 gold per level of the unit. Remove the defeated pawn from the map.

Advancement

Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose. In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.

Rest

If it doesn't move or attack, any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.

Conquest

This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.

End of turn

Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.

End of round

Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.

End of game

The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.

This page was last edited on 21 January 2008, at 04:54.