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== Play == A player's turn is either * choosing a piece and moving it, which may start the fight mini-game if moved onto an opposing piece's space, * or using the spell-caster to cast a spell if that player's spellcaster is still in play and the spell has not yet been used. <div style="float:right;margin-left:1em;"> {| !colspan=7| Bonus to Health |- |Light <br/>Dark |bgcolor=#ffffff style="color:#000000"| +7<br>+0 |bgcolor=#cccccc style="color:#000000"| +6<br>+1 |bgcolor=#999999 style="color:#000000"| +4<br>+3 |bgcolor=#666666 style="color:#ffffff"| +3<br>+4 |bgcolor=#333333 style="color:#ffffff"| +1<br>+6 |bgcolor=#000000 style="color:#ffffff"| +0<br>+7 |} </div> The units each have different movement range (described below), and some must navigate around other pieces while others may fly over. Pieces must end their movement in an unoccupied space, or in the same space as an enemy unit. In the latter case, this would start the combat mini-game. The pieces would enter an arena, with whatever wounds they had from previous fights, and each unit would get a bonus to health depending on the shade of the space occupied. If the space is absolutely dark (Dark-0), the Dark-side piece would enjoy a large bonus to health, while the Light-side piece would have no benefits what-so-ever. Whoever survived this combat would remain on the board, keeping whatever injuries it gained, while the other unit is removed from the board. This is similar to the Avalon Hill game '[[Titan]]' (''which one came first?''). ;'''The Units''' {|border=1 cellspacing=0 cellpadding=4 class="wikitable sortable" style="margin-left:1em;" |- !Name !! Role !! Move !! Health !! Speed !! Damage !! Shot Speed !! Atks/second |- style="background:#cccccc;color:#000000;" |Knight || Pawn || Walk 3 || 4 || Normal || 5 || n/a || 3/2 |- style="background:#333333;color:#ffffff;" |Goblin || Pawn || Walk 3 || 4 || Normal || 5 || n/a || 3/2 |- style="background:#cccccc;color:#000000;" |Archer || Scout || Walk 3 || 4 || Normal || 5 || Medium || 3/4 |- style="background:#333333;color:#ffffff;" |Manticore || Scout || Walk 3 || 7 || Normal || 4 || Slow || 3/4 |- style="background:#cccccc;color:#000000;" |Valkyrie || Flyer || Fly 3 || 7 || Normal || 7 || Slow || 3/4 |- style="background:#333333;color:#ffffff;" |Banshee || Flyer || Fly 3 || 7 || Normal || 1-8 || n/a || 3/5 |- style="background:#cccccc;color:#000000;" |Golem || Brute || Walk 3 || 14 || Slow || 10 || Slow || 3/5 |- style="background:#333333;color:#ffffff;" |Troll || Brute || Walk 3 || 13 || Slow || 10 || Slow || 3/5 |- style="background:#cccccc;color:#000000;" |Unicorn || Hunter|| Walk 4 || 8 || Normal || 7 || Fast || 1/1 |- style="background:#333333;color:#ffffff;" |Basilisk || Hunter|| Walk 3 || 5 || Normal || 9 || Fast || 1/1 |- style="background:#cccccc;color:#000000;" |Phoenix || Champion || Fly 5 || 11 || Normal || 2-10 || n/a || 3/5 |- style="background:#333333;color:#ffffff;" |Shapeshifter || Champion || Fly 5 || * || * || * || * || * |- style="background:#cccccc;color:#000000;" |Djinn || Champion || Fly 4 || 14 || Normal || 6 || Medium || 2/3 |- style="background:#333333;color:#ffffff;" |Dragon || Champion || Fly 4 || 16 || Normal || 11 || Medium || 1/2 |- style="background:#cccccc;color:#000000;" |Wizard || Spellcaster || Blink 3 || 9 || Normal || 10 || Medium || 3/4 |- style="background:#333333;color:#ffffff;" |Sorceress || Spellcaster || Blink 3 || 9 || Normal || 8 || Fast || 3/4 |- |Air || Elemental || n/a || 11 || Normal || 5 || Medium || 6/7 |- |Water || Elemental || n/a || 13 || Normal || 6 || Slow || 3/5 |- |Earth || Elemental || n/a || 16 || Slow || 9 || Slow || 3/5 |- |Fire || Elemental || n/a || 9 || Normal || 9 || Medium || 1/1 |} (*: the Shapeshifter will change in combat to be identical to the opposing piece, although it is still considered a "Dark" piece for the health bonus of the space they are fighting on.) ;'''The Spells''' Each spell can only be cast once during the game by each player. The player's spellcaster piece must still be on the board, and still able to move (that is, not suffering from the Imprison spell). Remember that pieces occupying power-point spaces and the spaces themselve may not be targeted by spells, nor the destination of a piece moved by a spell. * Teleport : Move one of your own pieces to any unoccupied space or space occupied by an enemy piece. The destination may not be a space with a power-point. * Heal : Remove all wounds from one allied piece. * Revive : Return an allied piece to the game board. The destination must be one of the eight spaces adjacent to the spell-caster. * Exchange : Choose two pieces on the board; those pieces exchange places. * Shift Time : change the direction of the colour cycle of the board. IE: If the next time the first player moves, the colours would change from Dark-1 to Dark-2, it changes from Dark-1 to Dark-0 instead. If the colour cycle is currently at one of the extremes (Dark-0 or Light-0), it will change to the opposite extreme on the next cycle instead. IE: If the 2nd player casts "Shift Time" when the board is at it's darkest black, at the start of the 1st player's turn the board will instantly change to the lightest white. * Summon Elemental : a random elemental (Air, Earth, Fire, Water) is summoned, and the player sends it to any opponent's piece to immediately start combat. After the combat, whatever the result, the elemental is removed. The elemental summoned the first time this spell is cast cannot be the elemental summoned by the other player when casting this spell. * Imprison : target enemy piece may not move until the board cycles to the owning player's colour. IE: if cast on a Unicorn, that Unicorn may not move until the board cycles to the lightest colour. The piece may still fight if an enemy piece invades it's space. If a spellcaster is Imprisoned, that player may not cast spells until the spellcaster is free again. ;'''Winning''' The player that has an allied piece occupying all five power point spaces wins the game at the end of their turn. If a player has no pieces left at the start of their turn, or the only piece remaining is under an Imprison spell, the other player wins.
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