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Idea: a universal mobility board ruleset

A topic by clicktuck created Aug 29, 2022 Views: 248 Replies: 1
Viewing posts 1 to 2
(3 edits) (+1)

Edit one: fixed accidental þ usage

Edit two: added some more clarifying information and this edit log

Edit three: added a line of sight example

-There are a few slots where you can place your cards

-Each card can move one half of its level rounded up, maxing out at 7 spaces

     -If an egregor card is attached between 2 cards, the lower cards's mobility overrides the higher card

     -All character cards have at least one mobility space while war machines (and cards with more than 3 attached cards) are halved again

-Walls cannot be passed through by cards or attacks unless the card is a ghost or the attack is piercing and/or magic, which in the piercing case it deals half damage (rounded down) unless otherwise stated (creating a sort of line of sight mechanic)

     -attacks travel in a straight line from the attacker to the target

-Vampiric level cards can drain levels from any card in their line of sight (and teleport to the siphoned card when siphoning) but follow normal play rules otherwise

-There are spots that don't belong to either player which are open for cards to move to, but not play on (except egregor cards (which are more complicated equipment cards), equipment/vengr cards (both of which are played directly onto others as normal), and fusion cards (which takes the spot of one of the cards used to fuse))

-Location cards are placed within your playing area and cannot be moved, and they affect a (location level) x (location level) (+1 to location level if it's even) square with the location at its center (and undead cards revived by cereae graveyard dew can be directly placed anywhere within its radius)

Line of sight example: Wondabarappa here can target any of the purple rectangles that the yellow lines intersect with (and I think the one to the right of the uppermost right one)


no replies? :(