Difference between revisions of "User:Elricz"

From The Battle for Wesnoth Wiki
(Wesnoth Board Game)
(Wesnoth CD)
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http://zapicm.googlepages.com/
 
http://zapicm.googlepages.com/
  
== Wesnoth CD ==
+
 
This is a work in progress, to make a CD compilation of the game and related materials.
 
The current status of folders is:
 
<ul>
 
<li>Add-ons (59.3 Mb)</li>
 
<li>Installers</li>
 
  <ul>
 
  <li>Mac (72.9 Mb)</li>
 
  <li>Windows (58.6 Mb)</li>
 
  </ul>
 
<li>Packages</li>
 
  <ul>
 
  <li>SUSE (TBD)</li>
 
  <li>Debian (65.4 Mb)</li>
 
  <li>RedHat (197 Mb)</li>
 
  </ul>
 
<li>Source (71.4 Mb)</li>
 
<li>Unit list (46.4 Mb)</li>
 
</ul>
 
Total: 571.1 Mb
 
  
 
= Wesnoth Board Game [In progress]=
 
= Wesnoth Board Game [In progress]=

Revision as of 20:06, 10 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]

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

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.

Objective of the game

Defeat all the enemy leaders.

Materials

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.
  • 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

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 morning tile on top, and you are ready for the first turn.

First turn

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 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.