Difference between revisions of "User:Elricz"

From The Battle for Wesnoth Wiki
(The unit cards)
(Appendixes)
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=== Unit abilities ===
 
=== Unit abilities ===
 +
==== Heals ====
 +
Allows the unit to heal adjacent friendly units at the beginning of each turn.
 +
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.
 +
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.
 +
==== Cures ====
 +
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.
 +
A unit cared for by this healer may heal up to 8 HP per turn.
 +
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison."
 +
==== Regenerates ====
 +
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.
 +
==== Steadfast ====
 +
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.
 +
==== Leadership ====
 +
This unit can lead friendly units that are next to it, making them fight better.
 +
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.
 +
==== Skirmisher ====
 +
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.
 +
==== Illuminates ====
 +
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.
 +
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.
 +
==== Teleport ====
 +
This unit may teleport between any two friendly villages using one of its moves.
 +
==== Ambush ====
 +
This unit gains the skirmisher ability in forest terrain.
 +
==== Nightstalk ====
 +
This unit gains the skirmisher ability during the night.
 +
==== Submerge ====
 +
All the attacks of this units made from deep water are treated as backstab attacks.
 +
 
=== Weapon specials ===
 
=== Weapon specials ===
=== Terrain types ===
+
==== Berserk ====
 +
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.
 +
==== Backstab ====
 +
This attack deals double damage if there is an enemy of the target on the opposite side of the target.
 +
==== Plague ====
 +
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)
 +
==== Slow ====
 +
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.
 +
==== Marksman ====
 +
When used offensively, this attack always has at least a 60% chance to hit.
 +
==== Magical ====
 +
This attack always has a 70% chance to hit.
 +
==== Charge ====
 +
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.
 +
==== Drains ====
 +
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).
 +
==== First strike ====
 +
This unit always strikes first with this attack, even if they are defending.
 +
==== Poison ====
 +
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.

Revision as of 18:44, 11 May 2007

Unit list

This is a set of static html files, based on the configuration files and the translation. The files can be found at:
http://units.wesnoth.org/
http://zapicm.googlepages.com/

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.

Materials

In order to play the game, you will need:

  • As many unit cards as you want.
  • One set of pawns per player, with different color bases.
  • A map of the battlefield, with hexagonal grids on it.
  • Tokens for time of day, and the slowed and poisoned effects.
  • Counters:
    • Plenty of them to represent hit points (different sizes).
    • Many to represent XP points.
    • Many to represent gold (different sizes).
    • A few of different colors for villages.
  • Some ten sided dices.

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.

The unit cards

[image:card.gif]

For a description of the different icons jump to the Icons appendix

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:

  • 7 cards of level 1 or level 0 units.
  • 5 cards of level 2 units.
  • 3 cards of level 3 or level 4 units.
  • 1 leader card.

These cards make the player recruit pool, and they will remain covered until used. 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 dawn tile on top, and you are ready for the first turn.

First round

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. 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 have 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 acquisition of an additional unit when recruited. -- Variant -- All players deploy their units at the same time, this option will save time for experienced players. Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.

Subsequent rounds

In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.

The turns

Each turn has two phases, activation and actions.

Activation

At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.

Gold

The upkeep of an army is not cheap, and the more experience the units have the more demanding they are. To calculate the upkeep, add the level of all the units in play, except the leader. Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold. There is also a fixed income of 2 gold coming from your leader. Some examples: After the first turn, player 1 has recruited 6 level 1 units, and captured a village. At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid. A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units. The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.

Unit activation

Untap all unit cards. If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.

Special effects

Healing

Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. Healed units can go beyond their initial HP.

Poison

Poisoned units lose 8 HP, but they cannot go below 1 because of poison. If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned. If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.

Unit actions

Each turn, a unit can make a movement, attack other units and conquer villages.

Movement

Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done. A unit must stop if at any point of its route it finds:

  • An enemy or unoccupied village.
  • There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.
  • It runs out of movement points.

A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.

Leader movement

The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice. If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.

Villages

Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.

Attack

If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) 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. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.

Damage

The base damage inflicted to a unit is the figure stated in the attack. This figure can be modified by the following factors:

  • Lawful units do 25% more damage during the day, and 25% less during the night.
  • Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.
  • Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.
  • If the attack has the "charge" special, the damage is doubled.
  • If the attack has the "backstab" special and there is an enemy of the target on the opposite side of the target, the damage is doubled.
  • If the unit is slowed, the damage is halved.

The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.

Experience

The main source of experience is killing other units. The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point. When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool. If this is not the case, the unit is fully healed, and the experience counters are removed from it.

End of turn

Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. 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. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.

End of game

The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.

Appendixes

Icons

Terrains:

[image:terrains.gif]


Attack types:

[image:resistances.gif]


Attack specials:

[image:specials.gif]

Unit abilities

Heals

Allows the unit to heal adjacent friendly units at the beginning of each turn. A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn. A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.

Cures

This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield. A unit cared for by this healer may heal up to 8 HP per turn. A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison."

Regenerates

The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.

Steadfast

This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.

Leadership

This unit can lead friendly units that are next to it, making them fight better. Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.

Skirmisher

This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.

Illuminates

This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse. Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.

Teleport

This unit may teleport between any two friendly villages using one of its moves.

Ambush

This unit gains the skirmisher ability in forest terrain.

Nightstalk

This unit gains the skirmisher ability during the night.

Submerge

All the attacks of this units made from deep water are treated as backstab attacks.

Weapon specials

Berserk

Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.

Backstab

This attack deals double damage if there is an enemy of the target on the opposite side of the target.

Plague

When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)

Slow

This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.

Marksman

When used offensively, this attack always has at least a 60% chance to hit.

Magical

This attack always has a 70% chance to hit.

Charge

This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.

Drains

This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).

First strike

This unit always strikes first with this attack, even if they are defending.

Poison

This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.