Author Topic: Hussar (Board Game)  (Read 2273 times)

Chess players will have no trouble dealing with this piece. :D

Chess players will have no trouble dealing with this piece. :D
Of that I am sure.

Info for a man named "twoos"
Clear ups:
there are 2 walls with 3 hp and 4 walls with 2 hp.

Have the player select "Move and attack" or "Spawn" at the beginning of the turn. If they choose "move and attack", include an option to spawn a recruit-type unit.

Extras:

Tunnels: a building. You may have 2 total. When a unit enters one, they exit at the other and can then continue their move. Has 2 hp.
Second ring: A game variant in which each player has two rings. When either one is captured, the player is eliminated.
Recruit: A pawn-like unit. Moves one space in any direction per allied recruit on the field. If you have 2 recruits and your ally has 1, each can move 3. Recruits can be spawned on a turn where you attack/move.
Guard: A non-attacker unit. Moves any number of spaces in one non-diagonal direction. When an adjacent ally is attacked, the attacker is killed by the guard regardless of range.
Scout: Scouts may jump 3 spaces in any one direction. They jump over walls and other units. The controlling player selects one unit that was jumped over to damage. Cannot damage by landing on a unit. Must move the full distance unless moving into the edge. Can move when another unit has moved/attacked. When an allied unit is killed, the scout may move to it's death location on any preceding turn. May only move to the location of the last death.
Gate: a building with 2 hp. Works like a wall(blocks archer attacks) but allied units can pass through it.
Paliside: a wall with only 1 hp. You may place 2 of these at once.
Knight: jumps 1 space(think a checker piece) the unit it jumps is damaged. Once per unit, the knight may remove a C token on it in order to jump (and, as a result, attack) again.
Leader: can move 1 diagonal space per allied unit next to it. Moves one of the allied adjacent units with it, who can then attack and move on its own. Can not attack.
Horse archer: horse archers move 2 diagonally(in different directions or the same) and then attack with 2 range(like an archer, skirms block horse archers too). The horse archer then can move one more diagonal after attacking. Horse archer must move to attack. Hit and run basically.
Farms: Complicated. Farms are buildings that must be placed next to outposts or towers. They have one hp and are impassible. Once the farms count down, you get an extra spawn or move for that turn.
Farm Count|Turns to bonus
1|7
2|5
3|4
4|3
Farms count down one each turn. Having more farms lowers the amount of turns between bonuses but does not give more bonuses.

Max unit count:
Pawn:4
Archer:4
Horse:4
Crossbow:2
Soldier:2
Hussar:2
Ram:2
Catapult:1
Tower:1
Outpost:2
Wall(2):4
Wall(3):2
Gate:1
Paliside:4
Tunnel:2
Ring:1
Second Ring:1
Skirmisher:2
Guard:2
Recruit:2
Scout:2
Knight:2
Horse Archer:2
Leader:2
Farm:4

Board sizes:
Duel:8x8
Tag-Team-Duel: 10x10
Normal*: 16x16
3v3 or 4v4*: 16x18
6 FFA or 8 FFA: 18x18

*Currently supported in blockland. Unastericked are just ideas.

I will be on around 4:30-5:00 Central tomorrow.



Newest plans for new units:
Trade cart: A non-attacking unit that may move on a move/attack turn without using up your move for that turn. Moves 3 spaces per turn. When this unit gets to another player's tower or outpost, he adds a C print to his piece. Returning to one of your towers or outposts allows you to remove the C for a bonus.
Turns*Extra spawns or moves
0-10
2-31
4-52
63
* From your tower/outpost to the other tower/outpost.
Ladderer/Invader: A non-attacking unit that may move like a rook(subject to change). When standing next to an enemy wall, it becomes passable to you and other players.
Siege Tower: 3 hp siege weapon that moves 2 spaces in an orthographic direction. Siege towers project power on the battlefield, as such enemy units may not step next to it. Siege towers do not actually attack, and may move without using your turns move.
Turncoat: A pawn-style unit with a twist. This unit moves 2 orthographic spaces and captures any unit it lands on. Instead of capturing, the captured unit is not sent to the graveyard and instead is simply removed from the board. The capturing player then places a new turncoat unit where the captured unit was. On a turn where one turncoat moves, all turncoats that are controlled by the moving one may move.
Camel: works like horse with a different move pattern. May horse-tribute.
XXOXOXX
XXXXXXX
OXOXOXO
XXXCXXX
OXOXOXO
XXXXXXX
XXOXOXX
Some sort of building-taking unit.


Possible changes:

Very Likely:
Non-attacking units may move without using the move for that turn(like scouts)

Possible:
More horse stuff.

Unlikely:
Considering some ring and building ideas to promote dynamic bases.

You are most epic eventer indeed.

You are most epic eventer indeed.
That would be true if this was evented at all.

You are most epic eventer indeed.

So, is this evented or do you move pieces by duplicator/wand?

you move pieces by duplicator/wand

EDIT: Rky you beat me by 5 seconds; I had to quote fifteen hundred things :(



EDIT: Rky you beat me by 5 seconds; I had to quote fifteen hundred things :(

It's a twoos!

Get on blokeland or on steam so we can discuse/try to get you to play it already.

It's a twoos!

Get on blokeland or on steam so we can discuse/try to get you to play it already.

I have too many (school) projects right now. By the weekend I should have a dynamic system for the secret project done, so we can submit each piece to it and test them during the weekend.

I have too many (school) projects right now. By the weekend I should have a dynamic system for the secret project done, so we can submit each piece to it and test them during the weekend.
Sounds fine.
By weekend, do you mean Friday, Saturday, or undisclosed time.

Sounds fine.
By weekend, do you mean Friday, Saturday, or undisclosed time.

Possibly Friday evening, but by saying what I did, I gave myself extra time if needed :cookieMonster:

It seems I have been banned from your server. I have never been there before. How odd.

If this works the way you say/it should. You sir, are one hell of an eventer.

If this works the way you say/it should. You sir, are one hell of an eventer.

You are most epic eventer indeed.

So, is this evented or do you move pieces by duplicator/wand?

you move pieces by duplicator/wand

EDIT: Rky you beat me by 5 seconds; I had to quote fifteen hundred things :(