Wizard battle: Difference between revisions

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editing. Couldn't help but add a critque of flaws in the game.
Cleared some stuff up. Also removed Thunder Magic (it's just a needlessly specific Fire Magic with a different name) and renamed Un-Wizardly Conduct to Earth Magic (on account of how lame that name is)
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Players alternate turns.  On a player's turn, the player's wizard moves, then casts a spell.
Players alternate turns.  On a player's turn, the player's wizard moves, then casts a spell.
* a wizard moves as many spaces as the number it is on when it starts the turn.  Wizards may move only orthogonaly, and must move the full amount.   
* a wizard moves as many spaces as the number it is on when it starts the turn.  Wizards may move only orthogonaly, and must move the full amount.   
* a wizard casts a spell at any space on the board except these three: the one the wizard started on, or the two spaces currently occupied by wizard pawns.  A spell can add one or subtract one the number on a space, so long as the resulting number is no less than 0 and no more than 3.
* a wizard casts a spell at any space on the board except these three: the one the wizard started on, or the two spaces currently occupied by wizard pawns.  A spell can add one or subtract one the number on a space, so long as the resulting number is no less than 0.


A wizard loses the battle if:
A wizard loses the battle if:
* a wizard lands on a space that has a number greater than the board width (thunder magic)
* a wizard lands on a space with a number greater than the distance to the furthest edge (fire magic)
* a wizard lands on a space that has a number greater than it's distance from the board edge (fire magic)
* a wizard lands on a space with a zero (ice magic)
* a wizard lands on a space with a zero (ice magic)
* a wizard's only safe moves are to repeat moving between two spaces (wind magic)
* a wizard's only safe moves are to repeat moving between two spaces (wind magic)
* a wizard pawn tries to occupy the same space as the other wizard pawn (disqualified for un-wizardly conduct)
* a wizard pawn tries to occupy the same space as the other wizard pawn (earth magic)
 
== Criticisms ==
 
Thunder magic loss will never happen; the board is 5 spaces wide, but no space can have a number greater than 3.
 
Fire magic loss makes the first move by a wizard is immediately fatal: any move from the first square will land on a space that is 0 from the board's edge, but the numbers at the start of the game necessarily must be greater than 0 on every space.


== Links ==
== Links ==

Revision as of 17:27, 26 October 2011

A simple strategy game crafted by /tg/ back in April 2010.

Rules

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The game board is a 5x5 grid with random numbers from 1-3 on each space (see right for an example). Two players each have a wizard pawn, which start the game on opposite corners of the board.

Players alternate turns. On a player's turn, the player's wizard moves, then casts a spell.

  • a wizard moves as many spaces as the number it is on when it starts the turn. Wizards may move only orthogonaly, and must move the full amount.
  • a wizard casts a spell at any space on the board except these three: the one the wizard started on, or the two spaces currently occupied by wizard pawns. A spell can add one or subtract one the number on a space, so long as the resulting number is no less than 0.

A wizard loses the battle if:

  • a wizard lands on a space with a number greater than the distance to the furthest edge (fire magic)
  • a wizard lands on a space with a zero (ice magic)
  • a wizard's only safe moves are to repeat moving between two spaces (wind magic)
  • a wizard pawn tries to occupy the same space as the other wizard pawn (earth magic)

Links