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.