Wizard battle: Difference between revisions

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A simple game designed and edited by various members of /tg/
 
1d4chan>NotBrandX
editing. Couldn't help but add a critque of flaws in the game.
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A simple strategy game crafted by /tg/ some time ago, but somehow never posted on the wiki.
A simple strategy game crafted by /tg/ back in April 2010.
Final rules (as of original thread) to follow.
Original thread: [http://suptg.thisisnotatrueending.com/archive/8941465/]


== Rules ==


Two wizards start on opposite corners of a 5x5 grid made up of random numbers between 1 and 3.
<table cellspacing=0 cellpadding=4 border=1 width=200 style="float:right;margin-left:1em;width=240px;height=240px;text-align:center;">
<tr><td>2</td><td>2</td><td>2</td><td>2</td><td style="background:black;color:white;">3</td></tr>
<tr><td>2</td><td>2</td><td>1</td><td>2</td><td>3</td></tr>
<tr><td>1</td><td>3</td><td>1</td><td>3</td><td>2</td></tr>
<tr><td>2</td><td>2</td><td>1</td><td>3</td><td>3</td></tr>
<tr><td style="background:black;color:white;">3</td><td>2</td><td>2</td><td>1</td><td>2</td></tr>
</table>


During your turn, you must move and then cast a spell.
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.  


Whatever tile you're on at the beginning of your turn, that's how many spaces you must move left, right, up, or down. You cannot move off 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 and no more than 3.


A spell increases or decreases a tile's number by 1. A number can go above 3 but not below 0. You may target any tile except the one on which you landed on this turn, the one on which your opponent stands, and the one you began on this turn.
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 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'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)


== Criticisms ==


If you land on a number greater than the board width, you lose (thunder magic)
Thunder magic loss will never happen; the board is 5 spaces wide, but no space can have a number greater than 3.


If you land on a number no greater than the board width, but greater than its distance to the furthest edge, you lose (fire magic)
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.


If you land on a zero, you lose (ice magic)
== Links ==
* [http://suptg.thisisnotatrueending.com/archive/8941465/ Archived thread at sup/tg/]


If you become trapped in a loop between two spaces from which you cannot possibly free yourself, you lose (wind magic)
[[Category:Board Games]]
 
If you land on the opponent, you lose (disqualified for unwizardly conduct)

Revision as of 00:17, 12 August 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 and no more than 3.

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 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'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)

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