M. Jared Swenson Productions

This blog chronicles my projects, developments, and all things related to tabletop gaming. I will try to avoid rants and reviews. Mostly games I'm developing, and progresses from my campaigns.

Friday, April 20, 2012

Angry Miniatures Part 3: Gameplay Basics

So now you've created your team, and your opponent has created his/her team. Next you battle them out.

For simplicity the game is made to be played on a 1" square grid map. Ones like in the DnD modules or with the dry erase blank maps that DMs use for quick drawn dungeons. I am trying to design the game to be utilized with cave and dungeon maps as well as outdoor maps.
Each player agreeing on a map and which edge they start their characters at is proper etiquette. I'll define deployment and such at a later point in the games development. Players will also need to agree with what's difficult terrain, blocking terrain, hazards, water, etc.

This game uses Poker Dice. Each dice side has a purpose and use. Rolls in this game are resolved by rolling pools of Poker Dice and examining what sides come up. Like playing cards, poker dice have Faces and Numbers. The suit of the dice doesn't matter at all in this game.
  • Face: King, Queen, and Jack. These are considered 'hits' for rolls. Each die that comes up with a face side is counted toward total hits.
  • Number: 10 and 9. These are considered 'misses' for rolls. Each die that comes up with a number side is not counted up and usually discarded.
  • Ace: This is treated as a wild in a way. Ace sides don't count toward hits, but having 2 or more of them means the character has made a Crit roll, and Ace beats all other sides in superiority. More on that later.
These sides have a superiority order. This of course goes Ace > King > Queen > Jack > 10 > 9. Superiority matters for things like determining wins in ties, and initiative. More on this later.

When both players have their characters deployed, each player rolls 1 die. The die with the superior side may go first. Re-roll ties.

First player activates 1 of his characters, and marks it with a token as having acted. The next player activates 1 of his characters, and marks it with a token as having acted. This goes back and forth until all characters have acted. Then both players re-roll initiative again and do the process again.

During an activation a character may move and attack, or attack and move. He may choose to skip any of those actions as well. With moving, a character references his Speed value and can move any amount of squares up to that value. Moving through difficult terrain and water takes up 2 Speed per 1 square. Pretty standard stuff.

Next part I will be discussing Combat.

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