Hussar: A Board GameWhat determines a great nation is not that it was forged of iron or steel, but that it was welded by fire.
Overview
Dramatic Side ViewHussar is a board game I've put (and am still pulling) together. Here's a guide for yall.
The BasicsHussar plays similar to chess, albeit on a larger board and with a different order of actions. Each turn, a player may either
A)Place a unit or building
-Units must be placed next to towers or outposts
-Buildings may be placed anywhere except next to enemy rings. There are some exceptions.
B)Move and attack with a unit
-You may only use one unit, but there are some exceptions.
-Melee units have to land on the enemy to capture them.
If it is your first turn, you must place the Ring piece. The ring is the most important piece, and can be placed anywhere on the board except the edge.
-An enemy ring may be captured to eliminate an enemy player.
-Enemy rings may not be captured if they have an allied unit adjacent to it.
-You may move your ring if you have a unit adjacent to it.
-Normally invalid moves may be made valid if it would result in a ring capture. For example, Scouts may land in a tower's AOE move-denial zone if it would result in a ring capture.
Horse TributesA horse tribute is a special ability that all horses have. In order to play a Soldier(|S|), Crossbowman(|C|), or Hussar(H|H|H) piece, they must have a horse tribute. To horse tribute, place a horse piece. On a later turn, capture a unit with that horse. Whenever a horse has captured a unit, put a C on it. The C indicates that you may sacrifice the Horse and an adjacent Pawn(for Soldier), Archer(for Crossbowman), or Soldier+Crossbowman(for Hussar) to summon the prescribed unit. As of right now, Horse tributes are a tad too difficult to successfully pull off. I plan to resolve this with later updates.
Random Specifics-Melee units must move onto the enemy in order to capture them.
-Ranged units, such as archers, have a full boxed range-- it is not circular. Keep this in mind when moving.
-Scouts, Soldiers, Hussars, and Crossbowmen may move as long as you do not place a piece on your turn-- that is, they can move and attack when you have another unit move and attack as well.
-Buildings may only be attacked by siege weaponry.
PiecesRing- See above. If captured, you lose.
Wall(2)- A basic building. Blocks enemy archer attacks and is not passable.
Wall(3)- Same as above, but has 3 hp instead of 2.
Tower- Your strongest building. You may only have one, and enemy units may not move next to it(AOE move denial 1). You may place units next to this building.
Outpost- See above. You may have two of these, but there is no AOE move denial.
Pawn- Pawns may move 1 space in any direction per allied pawn on the board. If you have 4 pawns, you may move a pawn 4 spaces. Move a pawn onto an enemy to capture them.
Soldier- Pawn-Horse tribute. Has 2 hp, may move 2 spaces in different directions or 3 in one direction. May move/attack when another unit has already moved/attacked.
Archer- Archers may move one diagonal space. They may attack any unit within 3 squares of them. They may not move and attack in the same turn.
Crossbowman- Archer-Horse tribute. Crossbowman have 2 hp and may move one diagonal and one orthographic space per turn. Has an attack range of 4.
Horse- Horses may jump in an L shape. Horses are being changed constantly as I fix them up. Currently, they may also choose to jump 2 spaces in a straight direction. They are used for horse tributing.
Hussar- The crowning unit of the game. Combine a Crossbowman and a soldier with a tributable horse. Hussars may jump in an L shape twice, capturing 2 units and also may take 4 hits before going down.
Siege Ram- Siege rams move one space in any direction, and can then attack any building adjacent to them(and only buildings) for one point of damage. Siege rams have 2 hp.
Siege Catapult- Siege Catapults move one space in any direction, and can attack any building within a straight line(max of 3 squares) of them. They may not move and attack. They have 2 hp. You may only have one of these.
Skirmishers- Skirmishers are immune to enemy archers, and move one space per enemy archer on the field. They otherwise work like pawns. They are also immune to crossbowmen.
The ExtrasThe extras are units I am testing and thus take more changes than other units. None of them are official yet, but sooner or later I will put some of them into the regular set and keep the rest as just optional extras.
I'd appreciate any feedback and suggestions for the game.