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Subject: [WIP] Skirmish game ruleset (stat cards-10-06-'12) rss

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Tim Dutch
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Hello all,

I am working on a ruleset for a skirmish game and after research and taking advice here and there I came up with the following turn system and I would like to hear your imput!

Turns:

Quote:
There are two types of turns. The Game Turn and the Action Turn.

Game Turn:

The Game Turn encompasses all actions made within the Action Turn by both (or more) players and all other things that may occur. The players can agree beforehand on the number of Game Turns to be played or can adhere to the numbers stated in the scenario guidelines.

Once all Game Turns have been played then a winner is determined by calculating victory points. Alternatively, it can depend on which specifics are stated within the scenario guidelines.


Action Turn:

Each fighter that is part of a force can perform actions and each fighter has its own individual turn known as an Action Turn. The Action Turn represents the fighters moving, fighting, shooting and making any other kind of action they are able to perform. Each individual that is part of a force is represented by its own token. (glass nuggets with a symbol on it for now, later on special cast tokens in a coloured resin)

Once the force has been put together the players collect all of the tokens necessary for that game and put them together in a bag. To establish which player goes first with which fighter, the players each take turns taking a token out of the bag. The player who's token is taken out of the bag can activate a fighter of that particular token sort of choice. Repeat this process untill there are no more tokens in the bag. When the bag is empty then all the Action Turns have been taken and the Game Turn effectively ends. Players now continue and repeat this process untill there are no more Game Turns to be played and the game ends.

Note that it is possible to have one player its tokens taken out several times in a row. This makes the game unpredictable and challeninging. You have to choose wisely which fighters you use and more importantly, how you use them.


Tokens and how they work:

There are different kinds of tokens and each fighter has its own token representing him. The tokens are classed as following:

-Fighter class 1 token

-Fighter class 2 token

-Fighter class 3 token

-Character class 1 token

-Character class 1 token

-Beast class 1 token

-Beast class 2 token

-Beast class 3 token

-Named character token

-Specialist token

-Random token

Fighter, Character, Beast, Specialist and Named Character tokens:

When a token is drawn, a fighter of that class may be activated to perform its actions. It is possible to have more than one fighter of a particular class in your force and when a token is picked which has several of those fighters of the same sort, you may choose which fighter to activate at that time.

For exampe, if you take out a Fighter class 1 token and you have five of those particular classed fighters in your force, you may choose any one of those fighters to take its turn.

This aplies for all other fighters in your force as well. If you have multiples of a certain fighter class in your force then you may choose which one to activate when a token of that certain class is drawn.


Random tokens:

Besides the tokens which represent the different classes in your force there are also some random tokens available. These tokens are meant to spice up your battles and can generate interesting situations which can make you really think twice on which course of action to take. These tokens are randomly selected or agreed on up front and are put in to the bag together with the other tokens used in the game. When they are picked, the players must follow up on the instructions that go along with the token in question.


Sorts of Random tokens:


-Pick any one of your opponents fighters and force it to take its Action Turn. Discard the next token of your opponents force that is of the same class fighter.

-Pick any one of your own force's fighters and have it perform an Action Turn, even if it has already taken its turn before.
(effectively he has two ActionTurns within one Game Turn)

-Pick any one of your opponents fighters, that fighter cannot take its Action Turn for the remainder of this Game Turn.

-Pick any one of your own fighters, that fighter cannot take its Action Turn for the remainder of this Game Turn.

-The Game Turn ends! This Game Turn is effectively over even if there are still tokens left in the bag.


Combat:

Quote:
Close Combat

Close combat represents the exchange of blows between one or more fighters who are in close vicinity to each other. While a fighter may be engaged with several opponents at any given time, the combat round itself involves only two fighters at a time. The fighter who's Action Turn it is always counts as the attacking player.

To resolve a close combat both players need to roll an amount of D6's equal to their Attack value (ATT) at the same time. You need to roll equal to, or higher than the opponent's Defense value (DEF) to score a hit.

Take the number of hits scored and take into account any modifiers from weapons, special abilities or magic spells in play and subtract the opponent's Resilience value (RES). The difference is the total amount of damage caused that round and this is how many Life Points (LP) that fighter loses.

If the fighter's LP is reduced to zero it is considered killed and is removed out of play. Consequently, if the fighter's LP is reduced to half of its original LP value (rounding up) it is considered wounded. For each wound below half of its original LP value the fighter loses one point of its ATT, DEF and Will values.


Shooting:

Quote:
Shooting:

Sometimes fighters carry balistic weapons which they use to harass their enemies from afar with. Single shots or hails of bullets to slow down, or even kill their opponents. Each weapon has its own specific use and strengths and these specifics are written down on the appropriate stat cards of each weapon.

On the stat cards is shown a value the player needs to roll equal to or higher then with a single (or more if stated!) six sided die. If the roll is succesfull then it means the target is hit. Subtract the enemy fighter's RES to see how many hits cause wounds.


Statistic cards:

Quote:
Character cards;

Each fighter has its own specific statistics card which shows all the values he has and which are used in this game, as well as descriptions for any special abilities it might have. Below are the explanations for all the values shown.

SPEED-SPD:

There are two movement values given in inches. One is the distance a fighter can move while walking at a regular pace and the other one is the distance a fighter can move while it is running. Fighters with the ability to fly have a standard third option and can move up to 18''.

When a move takes your fighter into contact with an enemy fighter while at running speed it is considered as a charge and you get a bonus ATT die. If a fighter gets into contact with an enemy fighter at walking speed then it may still fight but gains no bonus ATT die like when it would charge.

ATTACK-ATT:

The Attack value shown is the number of dice a player needs to roll to see if it can score any hits on its opponent. This value shows how good a fighter is at close combat fighting. The higher the value shown, the better the fighter is at finishing off its opponents. The lowliest of fighters usually have an ATT value of 1 or 2 while some of the better fighters are at ATT 5 or even 6!


DEFENSE-DEF:

This value shows how good a fighter is at fending off blows from its opponent and how well he can handle himself against its opponents attacks. This is the score opposing players need to roll equal to or higher, to be able to wound the other fighter.


RESILIENCE-RES:

Some fighters are tougher than others and the difference in this is shown by the Resilience value. It shows just how hard the fighter is and how well it is protected. If there are succefull hits scored in close combat then the RES value is subtracted from this number. If there are any hits left over after this than only then do they cause any real wounds.


WILL:

Most often the strongest willed fighters are also the leaders of a force. WILL is used to take any psychological tests as well as leading the other fighters in the force. Sometimes gifted individuals are blessed with magical powers and when they want to cast any spells they must test their WILL to see if they are succesfull.

LIFE POINTS-LP:

Every fighter has a certain amount of Life Points. It represents how much damage a fighter can take before it dies. If the fighter's LP is reduced to zero it is considered killed and is removed out of play. Consequently, if the fighter's LP is reduced to half of its original LP value (rounding up) it is considered wounded. For each wound below half of its original LP value the fighter looses one point of its ATT, DEF and Will values.




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Tim Dutch
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Re: [WIP] Skirmish game ruleset (combat-10-04-'12)
No replies at all....

Well anyhoo, this one is about combat:

Quote:
Close Combat

Close combat represents the exchange of blows between one or more fighters who are in close vicinity to each other. While a fighter may be engaged with several opponents at any given time, the combat round itself involves only two fighters at a time. The fighter who's Action Turn it is always counts as the attacking player.

To resolve a close combat both players need to roll an amount of D6's equal to their Attack value (ATT) at the same time. You need to roll equal to, or higher than the opponent's Defense value (DEF) to score a hit.

Take the number of hits scored and take into account any modifiers from weapons, special abilities or magic spells in play and subtract the opponent's Resilience value (RES). The difference is the total amount of damage caused that round and this is how many Life Points (LP) that fighter loses.

If the fighter's LP is reduced to zero it is considered killed and is removed out of play. Consequently, if the fighter's LP is reduced to half of its original LP value (rounding up) it is considered wounded. For each wound below half of its original LP value the fighter loses one point of its ATT, DEF and Will values.
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Bob James
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Re: [WIP] Skirmish game ruleset (Turn system-10-02'12)
Quote:
No replies at all....


Ok, I'm game. It could be because your terminology is confusing and possibly circularly defined:


Quote:
The Game Turn encompasses all actions made within the Action Turn


versus:


Quote:
all the Action Turns have been taken and the Game Turn effectively ends


An "action" appears to be what would normally be known as an "action" within most skirmish games. On the other hand and "Action Turn" appears to be what would be often considered a "round". So what's "Game Turn"?

You say the Game Turn ends when the Action turn ends. So what's the difference between the two?

Is the Game Turn encompassed within the Action Turn or the other way around?

It would be more helpful to understand your game with clearer definitions I think. (Sorry if I'm getting all SPI on you here, but that legalistic rules format does have some advantages.)



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Tim Dutch
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Re: [WIP] Skirmish game ruleset (Turn system-10-02'12)
rjmq wrote:
Quote:
No replies at all....


Ok, I'm game. It could be because your terminology is confusing and possibly circularly defined:


Thank you for taking the time to respond!

A lot of the confusion will be because I am not a native English speaker and I sometimes do not know how express myself clearly. That is one of the major reasons I am asking for help here!

rjmq wrote:
Quote:
The Game Turn encompasses all actions made within the Action Turn


versus:


Quote:
all the Action Turns have been taken and the Game Turn effectively ends


An "action" appears to be what would normally be known as an "action" within most skirmish games. On the other hand and "Action Turn" appears to be what would be often considered a "round". So what's "Game Turn"?

You say the Game Turn ends when the Action turn ends. So what's the difference between the two?

Is the Game Turn encompassed within the Action Turn or the other way around?

It would be more helpful to understand your game with clearer definitions I think. (Sorry if I'm getting all SPI on you here, but that legalistic rules format does have some advantages.)



Each fighter in a force has one Action Turn (represented by a token in the bag). Once all the fighters have taken their Action Turns then the encompassing Game Turn ends. So all Action Turns being performed by the fighters is one Game Turn.

Maybe if I call the Action Turn an Action Round it would be more understandable?
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Re: [WIP] Skirmish game ruleset (combat-10-04-'12)
Although your terminology may not be what most people are used to, I understood what you meant. I personally kind of like your random pulling idea. It is similar to what AT-43 and Confrontation had as an optional round system.

I think the random pulling also limits, in a way, power gamers who know an army or strategy so well that the game simply seems like a programmed "dance" for them. I have dealt with this in many miniatures games that I have played. Sure I appreciate strategy and skill as much as the next guy, but I also think it isn't as much fun when a game feels like a series of "programmed" steps.

I also like your simultaneous close combat idea. It seems similar to one of my favorite miniatures systems; Song of Blades and Heroes. So far I think you're on a good track.
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Tim Dutch
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Re: [WIP] Skirmish game ruleset (combat-10-04-'12)
Thank you Lexthilian for the feedback!

I will have some native English speakers go through my terminology to smoothen things out but I am glad you understood which direction I'm heading at already! Of course a lot of things will seem familiar or have a familiar feeling as I am a long time gamer myself. I guess my subconcience is taking things from my past here and there and puts them in a new coat. Atleast I am hoping so!

I am not a game designer so its very daunting for me to have gotten this far! I am enjoying every minute of it so far though and can't wait to play my own game!

I want to make a universal set of rules but the game I am working on is about a struggle between several different factions of vampires. If any one wants to read more about it I can share the short intros I've written so far. All work in progress though...

Meanwhile, my thoughts on shooting;

Quote:
Shooting:

Sometimes fighters carry balistic weapons which they use to harass their enemies from afar with. Single shots or hails of bullets to slow down, or even kill their opponents. Each weapon has its own specific use and strengths and these specifics are written down on the appropriate stat cards of each weapon.

On the stat cards is shown a value the player needs to roll equal to or higher then with a single (or more if stated!) six sided die. If the roll is succesfull then it means the target is hit. Subtract the enemy fighter's RES to see how many hits cause wounds.


Some examples of different guns will follow shortly!
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Tim Dutch
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Still wip but here's a part of the stat cards I will be using for the fighters.

Statistic cards:

Quote:
Character cards;

Each fighter has its own specific statistics card which shows all the values he has and which are used in this game, as well as descriptions for any special abilities it might have. Below are the explanations for all the values shown.

SPEED-SPD:

There are two movement values given in inches. One is the distance a fighter can move while walking at a regular pace and the other one is the distance a fighter can move while it is running. Fighters with the ability to fly have a standard third option and can move up to 18''.

When a move takes your fighter into contact with an enemy fighter while at running speed it is considered as a charge and you get a bonus ATT die. If a fighter gets into contact with an enemy fighter at walking speed then it may still fight but gains no bonus ATT die like when it would charge.

ATTACK-ATT:

The Attack value shown is the number of dice a player needs to roll to see if it can score any hits on its opponent. This value shows how good a fighter is at close combat fighting. The higher the value shown, the better the fighter is at finishing off its opponents. The lowliest of fighters usually have an ATT value of 1 or 2 while some of the better fighters are at ATT 5 or even 6!


DEFENSE-DEF:

This value shows how good a fighter is at fending off blows from its opponent and how well he can handle himself against its opponents attacks. This is the score opposing players need to roll equal to or higher, to be able to wound the other fighter.


RESILIENCE-RES:

Some fighters are tougher than others and the difference in this is shown by the Resilience value. It shows just how hard the fighter is and how well it is protected. If there are succefull hits scored in close combat then the RES value is subtracted from this number. If there are any hits left over after this than only then do they cause any real wounds.


WILL:

Most often the strongest willed fighters are also the leaders of a force. WILL is used to take any psychological tests as well as leading the other fighters in the force. Sometimes gifted individuals are blessed with magical powers and when they want to cast any spells they must test their WILL to see if they are succesfull.

LIFE POINTS-LP:

Every fighter has a certain amount of Life Points. It represents how much damage a fighter can take before it dies. If the fighter's LP is reduced to zero it is considered killed and is removed out of play. Consequently, if the fighter's LP is reduced to half of its original LP value (rounding up) it is considered wounded. For each wound below half of its original LP value the fighter looses one point of its ATT, DEF and Will values.
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Tim Dutch
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Hi,

I'm not getting many replies and I'm wondering why that is?

Is it because the system is not interesting/good enough or just the opposit maybe? Or is this because skirmish/wargames are maybe not that popular/not not considered 'boardgames'?

I'm asking because I really would like more feedback! whistle

Cheers!
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Nate K
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For me, it's just an intimidating amount of material to read through...
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