U.S. patent application number 12/821427 was filed with the patent office on 2011-12-29 for miniature model skirmish game mechanic.
Invention is credited to Eric Johns.
Application Number | 20110316231 12/821427 |
Document ID | / |
Family ID | 45351796 |
Filed Date | 2011-12-29 |
United States Patent
Application |
20110316231 |
Kind Code |
A1 |
Johns; Eric |
December 29, 2011 |
MINIATURE MODEL SKIRMISH GAME MECHANIC
Abstract
A fantasy role-playing game mechanic method for resolving game
actions between game components having associate dynamic assets
provides each player with a deck of numbered cards. The player
attempting an action involving the game component modifies the
dynamic asset value of the game component by selecting a card from
the deck and adding the number value of the card to the dynamic
asset value of the game component and compares the modified dynamic
asset value with a predetermined target number to determine the
result of the attempted action. Players can "cheat fate" by drawing
cards from the deck to form a control hand, with the player having
the option of replacing the selected first card from the deck with
a card from the control hand and recalculating the modified dynamic
asset value using the card from the control hand.
Inventors: |
Johns; Eric; (Aptos,
CA) |
Family ID: |
45351796 |
Appl. No.: |
12/821427 |
Filed: |
June 23, 2010 |
Current U.S.
Class: |
273/292 |
Current CPC
Class: |
A63F 1/04 20130101; A63F
3/00145 20130101 |
Class at
Publication: |
273/292 |
International
Class: |
A63F 1/00 20060101
A63F001/00 |
Claims
1. A game mechanic method for determining the result of an
attempted action by a game player, comprising the steps of:
providing the player with a deck having a plurality of numbered
cards; assigning a dynamic asset value to a game component; the
player attempting an action involving the game component, the
result of the action governed by relative values of the dynamic
asset value of the game component and a predetermined target number
for the attempted action; the player calculating a modified dynamic
asset value of the game component by selecting a first card from
the deck and adding the number value of the first card to the
dynamic asset value of the game component; and comparing the
modified dynamic asset value with the target number to determine
the result of the attempted action.
2. The game mechanic method of claim 1, further comprising the
steps of: the player drawing a plurality of cards from the deck to
form a control hand held by the player; and the player having the
option of cheating fate by replacing the selected first card from
the deck with a card from the control hand and recalculating the
modified dynamic asset value using the card from the control
hand.
3. The game mechanic method of claim 1, further comprising the
steps of: providing the player with a plurality of markers; and the
player having the option of selecting a second card from the deck
and adding the value of the second selected card to the modified
dynamic asset value in return for the player discarding a
marker.
4. The game mechanic method of claim 1, further comprising the
steps of: requiring the player to select one or more additional
cards from the deck, the first selected card and the one or more
additional cards forming a card pool; and the player using one of
the lowest value card or the highest value card in the card pool to
calculate the modified dynamic asset value.
5. The game mechanic method of claim 2, further comprising the
steps of: providing the player with a plurality of markers; and the
player having the option of selecting a second card from the deck
and adding the value of the second selected card to the modified
dynamic asset value in return for the player discarding a
marker.
6. The game mechanic method of claim 1, wherein the result of the
attempted action further comprising the steps of: successfully
attacking a second game component; triggering an attribute of the
second game component requiring the player to select one or more
additional cards from the deck, the first selected card and the one
or more additional cards forming a card pool; and the player using
one of the lowest value card or the highest value card in the card
pool to calculate the modified dynamic asset value.
7. The game mechanic method of claim 6, further comprising the
steps of: triggering an event attribute requiring the game
component and one or more of a plurality of other game components
to modify a dynamic asset value.
8. The game mechanic method of claim 6, further comprising the
steps of: triggering an event attribute requiring the player to
restrict movement of the game component.
9. A game mechanic method for playing a game contested by a
plurality of players, comprising the steps of: providing a playing
surface; providing each player with a deck of cards, each deck
having similarly numbered cards; providing each player with control
over one or more miniature model figures; assigning one or more
dynamic asset values to each miniature model figure; each player
deploying their miniature model figures on the playing surface;
each player drawing a plurality of cards from their deck to form a
control hand; at least one player initiating an interaction between
a first model and a second model, the interaction governed by a
dynamic asset of the first model and a dynamic asset of the second
model; the player having control over the first model selecting a
first card from their deck and adding the number value of the first
card to the dynamic asset value of the first model to produce an
initial modified first dynamic asset value; the player having
control over the second model selecting a first card from their
deck and adding the number value of the first card to the dynamic
asset of the second model to produce an initial modified second
dynamic asset value; and comparing the initial modified first
dynamic asset value with the initial modified second dynamic asset
value to determine a preliminary result of the interaction,
according to a predetermined correspondence between possible
results of the interaction and the magnitude of difference between
the initial modified first dynamic asset value and the initial
modified second dynamic asset value.
10. The game mechanic method of claim 9, further comprising the
step of providing each player the option of cheating fate by
replacing the selected first card from the deck with a card from
the control hand and recalculating the modified dynamic asset value
using the card from the control hand.
11. The game mechanic method of claim 9, further comprising the
steps of: providing each player with a plurality of markers; and
each player controlling at least one model having the option of
selecting a second card from the deck and adding the value of the
second selected card to the modified dynamic asset value in return
for the player discarding a marker.
12. The game mechanic method of claim 9, further comprising the
steps of: specifying conditions which require a player to select
one or more additional cards from the deck, the first selected card
and the one or more additional cards forming a card pool; and the
player using one of the lowest value card or the highest value card
in the card pool to calculate the modified dynamic asset value,
with the specifying conditions defining the number of additional
cards to add to the card pool from the deck and whether the player
uses the highest value card or the lowest value card from the card
pool.
13. The game mechanic method of claim 10, further comprising the
steps of: providing each player with a plurality of markers; and
each player controlling at least one model having the option of
selecting a second card from the deck and adding the value of the
second selected card to the modified dynamic asset value in return
for the player discarding a marker.
14. The game mechanic method of claim 13, further comprising the
steps of: specifying conditions which require a player to select
one or more additional cards from the deck, the first selected card
and the one or more additional cards forming a card pool; and the
player using one of the lowest value card or the highest value card
in the card pool to calculate the modified dynamic asset value,
with the specifying conditions defining the number of additional
cards to add to the card pool from the deck and whether the player
uses the highest value card or the lowest value card from the card
pool.
15. The game mechanic method of claim 10, wherein the result of the
interaction further comprising the steps of: triggering an event of
a first model requiring a second player to select one or more
additional cards from the deck, the first selected card and the one
or more additional cards forming a card pool; and the second player
using one of the lowest value card or the highest value card in the
card pool to calculate the modified dynamic asset value.
16. The game mechanic method of claim 11, further comprising the
steps of: specifying conditions which require a player to select
one or more additional cards from the deck, the first selected card
and the one or more additional cards forming a card pool; and the
player using one of the lowest value card or the highest value card
in the card pool to calculate the modified dynamic asset value,
with the specifying conditions defining the number of additional
cards to add to the card pool from the deck and whether the player
uses the highest value card or the lowest value card from the card
pool.
17. The game mechanic method of claim 9, wherein the interaction
comprises an attempt by the first model to cause an effect upon the
second model.
18. The game mechanic method of claim 17, wherein the result of the
interaction comprises the attempt either succeeding or failing.
19. The game mechanic method of claim 18, further comprising the
step of the result of the interaction triggering a second effect.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to a game mechanic for
character driven fantasy skirmish games including miniature models
with specific dynamic assets which influence game play decisions
and action resolutions.
BACKGROUND OF THE INVENTION
[0002] The general class of role playing games encompasses a wide
genre of character driven games wherein players interact via proxy
characters. One variety of role playing games are miniature model
"skirmish" games in which players control competing/cooperative
factions with the individual members of each faction represented by
miniature models which interact on a game board providing a
character interaction area having terrain features thereon.
[0003] The present invention is a game mechanic for such miniature
model-based skirmish games. These games are generally contested by
two or more players, each of whom controls a crew of miniature
model figures. A game board, modifiable by various terrain
elements, provides the territory over which the models interact. A
set of dynamic assets are associated with the models and terrain
features, and are used to influence the outcome of game
interactions. In order to provide an element of unpredictability,
it is conventional for players to roll one or more dice, or to
utilize other random number generators, with the generated number,
in cooperation with the value of the dynamic asset(s), determining
the outcome of the interaction. A set of rules governs the
determination of outcomes for the various combinations of dynamic
assets and possible dice rolls.
[0004] For example, a typical interaction is an attack by one model
against another, with the relevant dynamic assets being an
attacker's attack rating, a defender's defense rating, and an
attack modifier based on the nature of the terrain upon which the
battle takes place. The attack rating is compared with the defense
rating, and the result is modified if necessary by terrain. A table
is generally provided for players to look up the number and type of
dice to roll, and the correspondence of the rolled numbers to the
different possible outcomes. In this example, the rules could be
that a comparison number is generated by 1) subtracting the
defender's defense rating from the attacker's attack rating, 2)
subtracting 2 if the terrain is swampland, and 3) adding 10, with a
defender required to roll a number greater than or equal to the
resulting number, with a 20 sided die, in order to successfully
defend against the attack. If, for example, the attacker's attack
rating is 10 and the defender's defense rating is 15, and the
conflict is taking place on swamp terrain, the defender would have
to roll a 3 or higher with the 20 sided die, for a 90% probability
of the defender successfully defending. Alternatively, if the
attack rating were 14, the defense rating 8, with no terrain
modifier, the defender would need to roll a 16 or higher, resulting
in a 25% probability that the defender would successfully defend
against the attack.
[0005] The use of dice or other random number generators, while
adding an element of uncertainty, is not entirely satisfactory for
several reasons. First, it adds uncertainty through the generation
of a random number, but it does not increase the strategic or
tactical complexity of the game, features highly desired by fantasy
gamers. Second, many players find the use of dice disruptive, with
a multitude of possible options regarding the number of dice
thrown, the number of sides on each die, and the value required to
achieve a particular result. As a result, players spend much time
consulting rule books and tables rather than actually playing the
game, causing excessively slow and disrupted game play. It is also
often the case that, over the course of the game, one player will
be exceptionally lucky or unlucky with regard to rolling the dice,
leading to player frustration and a feeling that the game was
decided by the dice, not the players. The frequent rolling of dice,
sometimes two or three at a time, can be annoying, particularly as
they tend to bounce and roll where they are not desired, such as
onto the floor or into the gaming area. There is thus a need for a
miniature model skirmish game mechanic which, while adding an
element of uncertainty, is generally equitable to all players,
provides additional strategic and tactical player decisions which
influence the outcome of game interactions, and simplifies and
speeds up game play.
OBJECT AND SUMMARY OF THE INVENTION
[0006] Wherefore, it is an object of the present invention to
overcome the aforementioned problems and drawbacks associated with
the game mechanics currently known in the art.
[0007] Another object of the invention is to provide a game
mechanic which provides an element of randomness without requiring
the user to use dice.
[0008] A further object of the present invention is to provide a
game mechanic for determining the result of an attempted action by
a game player including: providing the player with a deck of
numbered cards; assigning a dynamic asset value to a game
component; the player attempting an action involving the game
component, the result of the action governed by relative values of
the dynamic asset value of the game component and a predetermined
target number for the attempted action; the player calculating a
modified dynamic asset value of the game component by selecting a
first card from the deck and adding the number value of the first
card to the dynamic asset value of the game component; and
comparing the modified dynamic asset value with the target number
to determine the result of the attempted action.
[0009] The present invention relates to a game mechanic wherein the
player draws a number of cards from the deck to form a control hand
held by the player and the player has the option of cheating fate
by replacing the selected first card from the deck with a card from
the control hand and recalculating the modified dynamic asset value
using the card from the control hand.
[0010] The present invention also relates to a game mechanic
wherein the player is provided a number of markers and the player
has the option of selecting a second card from the deck and adding
the value of the second selected card to the modified dynamic asset
value in return for the player discarding a marker.
[0011] The present invention further relates to a game mechanic
which requires the player to select one or more additional cards
from the deck, the first selected card and the one or more
additional cards forming a card pool, and the player is required to
use either the lowest value card or the highest value card in the
card pool to calculate the modified dynamic asset value.
[0012] The present invention further relates to a game mechanic
that provides for the suit or value of a card triggering events
that affect game play based on character talents and association of
characters or groups of characters.
[0013] The present invention further relates to a game mechanic
method for determining the result of an attempted action by a game
player, comprising the steps of providing the player with a deck
having a plurality of numbered cards, assigning a dynamic asset
value to a game component, the player attempting an action
involving the game component, the result of the action governed by
relative values of the dynamic asset value of the game component
and a predetermined target number for the attempted action, the
player calculating a modified dynamic asset value of the game
component by selecting a first card from the deck and adding the
number value of the first card to the dynamic asset value of the
game component, and comparing the modified dynamic asset value with
the target number to determine the result of the attempted
action.
[0014] A game mechanic method for playing a game contested by a
plurality of players, comprising the steps of providing a playing
surface, providing each player with a deck of cards, each deck
having similarly numbered cards, providing each player with control
over one or more miniature model figures, assigning one or more
dynamic asset values to each miniature model figure, each player
deploying their miniature model figures on the playing surface,
each player drawing a plurality of cards from their deck to form a
control hand, at least one player initiating an interaction between
a first model and a second model, the interaction governed by a
dynamic asset of the first model and a dynamic asset of the second
model, the player having control over the first model selecting a
first card from their deck and adding the number value of the first
card to the dynamic asset value of the first model to produce an
initial modified first dynamic asset value, the player having
control over the second model selecting a first card from their
deck and adding the number value of the first card to the dynamic
asset of the second model to produce an initial modified second
dynamic asset value, and comparing the initial modified first
dynamic asset value with the initial modified second dynamic asset
value to determine a preliminary result of the interaction,
according to a predetermined correspondence between possible
results of the interaction and the magnitude of difference between
the initial modified first dynamic asset value and the initial
modified second dynamic asset value.
[0015] These and other features, advantages and improvements
according to this invention will be better understood by reference
to the following detailed description and accompanying
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] The invention will now be described, by way of example, with
reference to the accompanying drawings in which:
[0017] FIG. 1 is a flow chart illustrating a general overview of
the game process;
[0018] FIG. 2A is a flow chart illustrating the process of
obtaining a result based on a card flip and a lookup table which
associates card values with possible outcomes;
[0019] FIG. 2B is a flow chart illustrating an embodiment of the
invention for generating the encounter conditions;
[0020] FIG. 3A is a top view of game area;
[0021] FIG. 3B is a perspective view of the game area of FIG.
3A;
[0022] FIG. 4A is a top view of a game area showing diagonal
deployment areas;
[0023] FIG. 4B is a top view of a game area showing opposite side
deployment areas;
[0024] FIG. 4C is a top view of a game area showing corner
deployment areas;
[0025] FIG. 5 is a flow chart showing a sequence of actions;
[0026] FIG. 6 is a flow chart showing a sequence of actions in an
unopposed duel; and
[0027] FIG. 7 is a flow chart showing a sequence of actions.
PARTS LIST
[0028] 10 Game area [0029] 20 Trees [0030] 30 Fence [0031] 40 Stone
wall [0032] 50 Building [0033] 100 Players agree on encounter
conditions [0034] 110 Maximum number of control cards [0035] 120
Maximum number of masters in crew [0036] 130 Maximum number of
markers in pool [0037] 200 Generate encounter conditions [0038] 201
Initiative flip [0039] 202 Winner's flip [0040] 203 Lookup chart or
table [0041] 204 Apply result from 203 [0042] 205 Location lookup
table [0043] 206 Terrain Placement [0044] 207 Deployment area
lookup table [0045] 208 Dual flip [0046] 210 Determine encounter
area [0047] 211 Diagonal deployment areas [0048] 212 Opposite side
deployment areas [0049] 213 Corners deployment area [0050] 220
Determine strategies [0051] 221 Strategy lookup table [0052] 230
Hire/Deploy Crews [0053] 231 Hire Crews [0054] 232 Deploy Crews
[0055] 240 Select and announce schemes [0056] 300 Players contest
encounter [0057] 310 Movement sequence [0058] 320 Attack sequence
[0059] 330 Casting sequence [0060] 400 Winner determination [0061]
500 Identify target model [0062] 510 Verify line of sight [0063]
520 Attack fails [0064] 530 Verify target within range [0065] 540
Duel sequence [0066] 550 Attack succeeds [0067] 560 Activate
triggers [0068] 570 Calculate damage [0069] 600 Unopposed duel
sequence [0070] 610 Target number determination [0071] 620 Flip
attack card [0072] 630 Starting total calculated [0073] 640 Cheat
fate [0074] 650 Replace card [0075] 660 Bribe fate [0076] 670
Discard marker and draw card [0077] 680 Final total calculated
[0078] 690 Final total greater than target number [0079] 700
Opposed duel sequence [0080] 710 Calculate AST and DST [0081] 720
AST greater than DST [0082] 730 Attacker is leader, defender is
trailer [0083] 735 Defender is leader, attacker is trailer [0084]
740 Does trailer cheat fate [0085] 750 Replace flipped card with
control card [0086] 760 Does trailer bribe fate [0087] 770 Discard
marker, draw card, add to ST [0088] 780 Does leader cheat fate
[0089] 790 Does leader bribe fate [0090] 800 AFT greater than
DFT
DETAILED DESCRIPTION OF THE INVENTION
[0091] Turning initially to FIG. 1, the present invention relates
to a miniature model skirmish game mechanic. Speaking generally,
the process for setting up and playing a game, or encounter,
comprises four sequential steps, discussed in detail below. First,
the players agree on the encounter conditions 100, they then
generate the encounter area 200, contest the encounter 300 on the
encounter area according to the agreed upon encounter conditions,
then determine the winner 400 of the encounter. Rather than
utilizing dice as random number generators, the present invention
uses a deck of cards to resolve game events. Many game setup and
game play events, such as determining initiatives, damage,
spellcasting, healing and the like, are influenced by the cards.
The cards generally have one side which is identical for all cards,
with the other side having representations of a numerical value and
a suit, similarly to a standard deck of cards. It is preferred that
the deck consists of four suits, each having cards numbered
sequentially from 1 to 13, with two wild cards. The wild cards can
be valued at 0 and 14. As these decks of cards are instrumental in
determining the outcome of various game events, they are sometimes
referred to as "fate decks." The wild cards, or jokers, are often
referred to as a "red joker" and a "black joker," and represent
magic at its highest point and lowest ebb, respectively, with the
red joker having a value of 14 and any possible suit and the black
joker having a value of 0 and no suit.
[0092] The cards are used in several manners. First, each player
draws a set number of cards from the deck to form their "control
hand" which generally represents how effective the crew is at
manipulating magic. The cards in the control hand are referred to
as "control cards" and the control hands will generally have 6 or 7
cards. Game events are resolved by having the player turn over the
top card in the deck and applying the value of the card to the
event. The control cards can be used, for example, to further
influence the outcome of a game event, or to "cheat fate," by
replacing a flipped card with a control card when the situation
allows. Thus, the control hand represents a player resource
requiring tactical decision-making by the player in order to most
effectively employ.
[0093] In addition to using the value of the cards to help resolve
game events, the different suits also affect game play. For
example, a deck having four different suits could have each suit
associated with a different faction of characters within the
fantasy world, with each faction drawing power from a different
source of magic and having different sets of talents. Certain
actions and triggering events during the game can be affected by
any selected card in a player's control hand, and others only by
cards bearing the character's faction's suit. The choice of cards
for the control suit thus provides player options balancing
potentially competing desires for both high cards and suited
cards.
[0094] Players begin by agreeing on the game conditions 100 which
determine the size of the encounter. These conditions include: the
maximum size of each player's control hand 110; the maximum number
of crew members120, including masters and minions; the maximum size
of each player's marker pool 130; and the total number of schemes
permitted each player. The term `scrap" generally refers to an
encounter wherein the control hands have about 6 cards, each crew
has one master, the marker pool has a maximum size of about 45, and
each player can have up to 2 schemes in addition to the main
objective (strategy). A "brawl" refers to a larger, longer
encounter, for example, wherein the control hands have about 7
cards, each crew has 2 or more masters, the total marker pool can
be about 30 to about 70, and the players can have up to 3 schemes
in addition to the main objective. The strategies and schemes have
pre-assigned point values, with points available for partial or
complete accomplishment.
[0095] After the players agree on the conditions 100 for game size,
the physical manifestation of the encounter is generated 200. This
generally consists of determining the nature of the encounter area
210, the crew strategies 220, the identity and deployment of the
crew members 230, and the selection and announcing of secondary
schemes 240.
[0096] Once the schemes have been selected and announced, the
encounter begins 300. An encounter 300, or game, consists of a
number of turns in which the players alternate activating
individual models until all sides have activated their entire crew,
with games generally consisting of six or more turns, or any other
number agreed upon by the players. Each turn has three phases,
draw, activation and closing. Once a closing phase of a turn is
completed, the next turn commences or the encounter concludes.
During the encounter, various game effects start, occur and end at
specific phases of the turn. The timing of effects can be at any
point in the draw, activation and closing phases of the turn.
Within the activation sequence, during which most of the game
action takes place, models can be directed to take any action
allowable by the rules, for example, an activation sequence can
include one or more of a movement sequence 310, an attack sequence
320 and a casting sequence 330. Certain models or game effects
optionally allow additional movement 310, attack 320 and casting
sequences 330.
[0097] After the specified number of turns has been played, a
winner is determined 400 by adding together each crew's total
points earned during the encounter 300. These points include any
points for completing strategies 220 and schemes 240, and any other
measurable game results as agreed upon in advance by the
players.
[0098] As many actions during the game require one player to have
initiative, a standard method for determining initiative is
required. FIG. 2A illustrates a sequence for generating results
used regularly throughout the game, and particularly during the
encounter generation 200 phase of the game. Each player flips over
the top card in their deck, with the highest (or lowest, as
previously agreed upon) card giving that player the initiative. If
both players flip the same value card, they flip again until
different value cards are revealed. This process is referred to
herein as "flipping for initiative" 201. The term "flip" means a
player turning over, and revealing, the top card in their deck. The
player winning the initiative takes the action. Shown in FIG. 2A is
an initiative flip 201 followed by the winner flipping the next
card in the deck 202, which is immediately used in conjunction with
a lookup chart or table 203. The value and or suit of the card is
found in the lookup table 203, and the specified result is applied
204.
[0099] FIG. 2B illustrates in detail the process of generating an
encounter. As a preliminary step, each player shuffles their deck
of cards. The players can optionally flip for initiative 201a, with
the winner flipping 202a for location in which the encounter takes
place, as specified by a location lookup list 205. The location is
determined by a predetermined correspondence between the card
values and possible locations, for example, villages, bogs, swamps,
ruins, mountains, cities and whatever other type of setting the
players agree to in advance. If the location flip 202a is one of
the two wild cards in the deck, one joker generally gives the
flipping player their choice of location while the other joker
gives the opposing player choice of location.
[0100] Next, the players again flip for initiative 201b, then
alternate placing 206 location appropriate terrain elements on the
game area. FIG. 3A is a top view of a typical game area 10 having
various terrain elements emplaced thereon. FIG. 3B is a perspective
view of the game area shown in FIG. 3A. The terrain elements
include trees 20, a fence 30, a stone wall 40 and a building 50.
The game area is generally an area from about 3 feet by 3 feet to 4
feet by 4 feet, although any agreed-upon size for the encounter
area can be employed. When placing terrain elements, the players
alternate placing one or more terrain elements. The players
continue alternating placing terrain elements until one player
decides not to place any more elements, at which point the other
player has the option to make an additional placement, at which
point the physical encounter area is complete.
[0101] Returning to FIG. 2B, the players next flip 202b to
determine the deployment areas in which the players will deploy
their respective crews, with the flipping player determined by an
initiative flip 201c, if necessary. As with the location
determination, the specific deployment areas are listed in a lookup
table 207, each represented by different card values, with the two
wild cards giving choice of deployment areas to one or the other
player. FIG. 4A, FIG. 4B and FIG. 4C illustrate deployment areas on
the game area 10 which are diagonals 211, opposite sides 212 and
corners 213, respectively.
[0102] As shown in FIG. 2B, each player then flips 208a to
determine their crew's primary objective, or strategy, using a
strategy lookup table 221. It is referred to herein as a "dual
flip" when each player flips a card from their deck and the order
of flipping does not affect the result. This term is intended to
cover situations involving more than two players. Strategies
include, for example, "treasure hunt," "assassinate," "slaughter"
and "claim jump," with the jokers giving the player their choice of
strategy. Each player's strategy is revealed to all other
players.
[0103] Once the encounter area has been completed and the players'
strategies determined, each player chooses, or hires their crew
231, for the encounter, within the limitations agreed to by the
players in setting the encounter conditions as described above.
Each crew consists of one or more Masters, who are generally the
crew leaders, and one or more Minions to do the Master's bidding.
Masters are typically the strongest, most versatile and most
magical characters in the crew, and come with a specified number of
markers, the general currency used in the encounter. The markers
can be called by any fanciful name appropriate to the genre, for
example, "soulstones." Each player selects at least one Master. The
Master hires Minions by removing markers from the player's marker
pool. Players can hire as many Minions as their markers allow.
Minions have great variety in physical and magical power, with
corresponding variety in their cost. After hiring Minions, the
Masters' markers are combined with any unspent markers to form the
crew's starting marker pool. Optionally, these starting marker
pools can have a prearranged maximum size, for example, 8 for
scraps and 10 for brawls. The markers, in conjunction with the
control cards, provide the player with a broad range of unique
strategic, tactical and resource management options during game
play.
[0104] Each crew Master and Minion has a set of actions points and
other attributes which determine their strategic and tactical
advantages in movement, attack, and casting and other actions. Each
crew also has a defense rating that determines their ability to
avoid and withstand attacks. The players' respective crews are then
deployed 232 in the selected deployment areas, with the players
flipping for initiative 201d to determine the first player to
deploy a crew's model. Players can alternate deploying models or
can agree otherwise, for example, to have the player with
initiative place all their models first. Each player places all
members of their crew within the designated deployment area.
[0105] After the crews are deployed, the players can optionally
select and announce one or more schemes 240, or secondary
objectives, up to a predetermined maximum, for example, 2 for
scraps and 3 for brawls. The players can keep the schemes secret
until completed, or they can announce schemes to the other players
after crew deployment. Private schemes earn a set number of Victory
Points, while announced schemes earn bonus points.
[0106] Once the schemes have been selected and announced, the
encounter begins. An encounter, or game, consists of a number of
turns in which the players alternate activating individual models
until all sides have activated their entire crew. Games generally
consist of six or more turns. Each turn has three phases, draw,
activation and closing. Once a closing phase of a turn is
completed, the next turn commences or the encounter concludes.
During the encounter, various game effects start, occur and end at
specific phases of the turn. The timing of effects can be at any
point in the draw, activation and closing phases of the turn.
[0107] Draw Phase
[0108] At the beginning of the draw phase, any player having more
cards than the maximum allowed, usually 6 or 7, must discard
control cards until they have no more than the maximum number. The
players then have the option to discard any cards in their control
hand. Finally, the players draw cards into their control hands
until the maximum number is reached. In the first round, the
players simply draw their control hands. The control hands are kept
hidden by the players as a strategic asset.
[0109] Activation Phase
[0110] The activation phase is where the game action occurs, as the
players alternate activating the models in order to achieve their
objectives. The activation order in which the players activate the
models is determined by a flip for initiative, with each player
turning over the top card of their deck. The ordered value of the
cards, from highest to lowest, is the activation order of the
players, from first to last, respectively. If any of the cards are
tied, all players re-flip until all the cards have different
values. At this point, the player with the lowest value card has
the option to discard a marker and re-flip (turn over the next card
in the deck to replace their first initiative card). Each of the
players, in order from lowest initial initiative card to highest,
has one opportunity to spend a marker in order to re-flip their
initiative card. If any players have tied values, the tied players
re-flip and all players have the option to pay a marker and re-flip
again. The process continues until all players have different value
cards and the activation is ordered from highest card to lowest
with the player with the highest value taking a first turn.
[0111] Once the activation order then controls the taking of turns
by other players. Following the activation order, activating one of
their models and using all of its action points available for the
turn, until all models have been activated. The action points
encompass the models ability to move, attack, cast, and various
other actions. Once all of a player's models have completed their
activations, the remaining players skip that player in the order,
if they have remaining unactivated models. Some models may be
activatable more than once per round, and some models may be
activated simultaneously. After all models have been activated and
have completed all of their actions for that turn, the activation
phase of that turn ends and the closing phase of that turn
begins.
[0112] Closing Phase
[0113] The players collect all the cards which are not in their
control hand and shuffle them in the control deck for re-use in the
next turn. The control hand is not shuffled back into the deck. At
the end of the closing phase a turn ends and either the game ends
or the players continue to a subsequent turn and repeat the draw,
activation and closing phases. A game may end based on a set number
of turns or on predetermined set of conditions or one or more
specific objectives as agreed on in advance by the players.
[0114] The ratings associated with models, weapons and terrain are
dynamic assets which can be modified under specifically defined
conditions, for example, by certain effects during gameplay.
Weapons and characters have specifically defined talents, including
special abilities, triggers and actions. These talents can be
unique to a particular character or can be shared by different
characters, either in the same faction or in different factions.
Each faction preferably has their own exclusive set of common
talents related to their particular source of magic.
[0115] Abilities are talents which are always considered active
during the game and are applied whenever called for in the rules.
They are generally modifications to the standard action resolution
procedures, but can also involve separate additional actions which
occur under specific conditions. An example of an ability is Hard
to Wound 1, Hard to Wound 2 and Hard to Wound 3, in which a damage
flip against the model receives -1, -2 and -3 "twists,"
respectively. That is, one, two or three additional cards are
flipped along with the damage flip, and the lowest card is chosen.
Another example is Slow to Die, which allows a model to immediately
take another action before being removed from play.
[0116] Triggers are talents that require certain conditions to
occur, including an activating event and one or more suits in the
model's Duel total, before its game effect begins. When the trigger
is reached, the player declares their intention to use the trigger
and then applies its effects. A model can only activate one trigger
during an action or in response to an event. As with other talents,
triggers can be unique to particular characters, shared by
unrelated characters or common within factions. An example of a
trigger common to a faction is Flay, an effect exclusive to members
of a faction drawing their magical power from a source associated
with control, deception, defense and speed. When a model from this
faction damages a defender with a melee strike, the Flay event is
triggered and damage to the defender is automatically increased by
a factor of for example 2. Triggers can be as complex as desired by
game designers. For example, the unique trigger Entangle occurs
when the character having the trigger damages a defender touching a
forest terrain piece using a claw strike. Because of the Entangle
event, the defender is slowed and must end any further moves by
touching the forest terrain piece. The trigger attributes held by a
character results in increased strategy and maneuvers to advantage
one character over another as resultant events are triggered or in
avoidance of confrontation with characters having known trigger
attributes.
[0117] Actions are, in essence, what the player instructs the
models to do in furtherance of the objectives and schemes. During
the activation phase a model is activated and is able to take one
or more actions, up to the limit of the model's action points.
Actions can include, for example, general actions, movement related
actions, combat related actions and magic related actions. General
actions are available to all models whereas specific actions are
available only to certain individual or classes of models. For
example, actions such as walk, interact and pass are general
actions, while search is available to graverobbers and scavengers
only and heal is only available to models able to use markers.
Other actions include, for example, Strike, Charge, Cast, Channel,
Drain Souls, Defensive Stance, Focus, Climb and Jump. Each action
has a defined number of action points required for its initiation.
In addition to the base number of action points each model starts
with, certain talents and effects can modify this number up or
down. For example, the effects Fast, Slow, Paralyzed and Reactivate
modify the models action points (+1, -1, -all and restore all,
respectively).
[0118] A model's movement rating is a quantified dynamic asset
indicating the maximum distance it is able to travel. For example,
a model having a "(1) Walk" rating of 7 is able to walk up to 7
units for every 1 action point used. Units are any agreed upon
measure of length, for example, 1 inch or 1 centimeter. Other
movement ratings can be employed as desired and as appropriate, for
example Charge or Run, or for characters having special mobility
abilities such as Flight and Float.
[0119] Models have other dynamic assets which help define the
character and affect gameplay. Typical dynamic assets include, for
example, Height (Ht), which generally represents the size of the
character, affecting line-of-sight actions. Willpower (Wp)
indicates the model's strength of will, determination and
self-control. Casting (Ca) measures the model's magical ability,
for example, used in casting spells. A Defense (Df) rating
represents the model's ability to avoid attacks and otherwise
defend itself. Wounds (Wd) is the amount of damage a model can
sustain before being killed. Each model also has a marker value.
For masters, the marker value represents the cache of markers which
the master adds to the crew's marker pool. For minions, the marker
value represents the marker cost that the master must pay to hire
the minion.
[0120] Weapons also have ratings. Range (Rg) indicates the furthest
effective distance a weapon can reach. This rating can include
separate ratings for ranged and melee weapons. Combat (Cb)
represents the character's skill of attack, with higher numbers
indicating greater attack skills and greater probability of
successfully hitting another model during an attack. Damage (Dg)
indicates an ability to wound, depending on the quality of a hit.
For example, an attack could result in a miss or a hit which causes
weak, moderate or severe damage. In such a scenario, a weapon would
have a rating expressed in the form Dg 3/4/6, with 3, 4 and 6 being
the damage inflicted by a weak, moderate or severe damage hit,
respectively. The value of a damage card flipped from the control
deck determines the severity of the damage inflicted.
[0121] Each player has cards in their deck and control cards in
their hand, in addition to their pool of markers. These cards and
markers are used to modify the dynamic assets and resolve game
conflicts, and accordingly their use presents many strategic and
tactical options regarding how and when to best utilize them. In
most game situations, each player will have decks with similarly
numbered and suited cards. The use of differently numbered and
suited decks of cards, however, can also be employed. For example,
suits with different proportions of high and low cards would
provide means for incrementally handicapping players having
different skill levels or crew strengths. The size of the control
hands and number of markers in the marker pool can also differ
between players, as determined by the players in setting up the
encounter.
[0122] FIG. 5 illustrates generally an activation sequence
consisting of one model attempting an effect on another model, for
example, an attack sequence 320 as shown in FIG. 1. The controller
for the attacking model first identifies 500 the target and the
attempted attack/effect. If the attack/effect requires the target
model to be visible from the attacking model's point of view, the
controller verifies the line of sight 510 between the models. The
attempt fails 520 if the target is not within line of sight. The
controller next measures the distance between the models to
determine if the target model is within the range 530 of the
attack/effect. If the target is not within range, for example, of
the weapon or spell, the attempt fails 520. If the target is within
range, the success or failure of the attempted attack/effect is
determined. The success or failure of an attempt is determined
through a duel sequence 540. If the result of the duel sequence is
that the attempt is successful (a "hit"), the controllers for the
models activate all required triggers 550 which were tripped by the
hit, and calculate damage 560 caused by the hit.
[0123] FIG. 6 and FIG. 7 each illustrate duel sequences. FIG. 6
shows a sequence of actions for an "unopposed" duel, while FIG. 7
shows a sequence for an "opposed" duel. In an unopposed duel, an
attempted action or effect is resolved against a set target number,
rather than against another model's modifiable dynamic assets. In
other words, the defender's role is passive in unopposed duels. In
an opposed duel, the defender's controller plays a more active
role, with opportunities to cheat fate, twist fate, modify dynamic
assets and spend markers.
[0124] An unopposed, or simple duel 600, as illustrated in FIG. 6,
is contested against a set Target Number (TN) 610 as determined by
the specific game conditions. For example, a defending model might
have an ability that requires an attacking model to win a
preliminary Wp (weapon) 12 duel in order for the attack to
progress. In other words, the attacker, using their weapon's attack
rating, would have to win an unopposed duel against a TN of 12. The
player controlling the attacking model flips a card 620 from the
deck, and the value of the card is added to the Wp. The player next
calculates 630 their Starting Total (ST) by applying any
appropriate modifiers to this combined value. Certain effects and
conditions allow the combatants to modify the results. For example,
a fate "twist" requires the player to flip one or more additional
cards and to choose either the highest or lowest value card from
the flipped cards. In this type of modifier, a +2 twist allows the
player to flip two additional cards and choose which of the total
of 3 flipped cards to add to use. A -2 twist requires the player to
choose the lowest of the three flipped cards. If the ST.gtoreq.TN,
then the attempted action succeeds, otherwise, the attempt is
failing. In either event, the player may have further options for
changing the result.
[0125] The player next has an opportunity to "cheat" fate 640 by
replacing the originally flipped card with any card in the player's
control hand 650. A player may also, if the character has a marker
and the ability to use markers, which generally represents magical
ability, "bribe fate" 660 by discarding a marker, flipping a second
card and adding its value to the total 670. Once the players have
applied all possible modifications, the final attack number is
calculated 680 and compared 690 with the target number to determine
if the attempt succeeds 550 or fails 520.
[0126] An opposed duel 700, as illustrated in FIG. 7, is a contest
between an acting model's rating and a defending model's rating.
First, each player flips 208 a card from their control deck, then
calculates their starting totals 710, referred to herein as the AST
(attacker's starting total) and the DST (defender's starting
total). The AST and DST are calculated 710 as described above
regarding unopposed duels, with each player applying modifiers as
required. For example, if a model attacks another model with a
weapon, each model's controller flips a card from the deck and adds
its numerical value to a dynamic asset, the Combat rating of the
weapon for the attacker and the Defense rating for the defender. If
the AST is greater than or equal to the DST, the attacker is
leading 730, otherwise the defender is leading 735. Each player
then has the opportunity to cheat and/or bribe fate, as described
above, with the non-leading, or trailing, player having the first
opportunity. The trailing player has the first option, to cheat
fate 740 by replacing the flipped card with a card from their
control hand 750, then to bribe fate 760 by discarding a marker and
drawing an additional card 770 to add to the starting total. A
player can employ none, one or both of these options. After the
players exercise or pass on all the options to change their
starting total, their totals are final. After the trailing player,
the leading player also has the option to cheat fate 780 or bribe
fate 790, after which each player has determined their final total.
If the AFT (attacker's final total) is greater than or equal to the
DFT (defender's final total), the attempt/attack succeeds 550,
otherwise the attempt/attack fails 520.
[0127] If the attack succeeded, the players go on to determine
damage done to the defender. For this, the final defense rating is
subtracted from the final attack rating and the difference is the
"combat total." The combat total determines how many "twists" the
attacker's damage flip receives, in order to determine the damage.
For example, if the combat total is 0, the attacker receives a -2
twist (three cards are flipped and the lowest card chosen); if the
combat total is between 1 and 5, the attacker receives a -1 twist
(two cards flipped, lowest chosen), between 6 and 10, no twists,
greater than 11, the attacker receives a +1 twist (two cards
flipped, highest card chosen). The final card chosen determines the
level of damage. The low wild card results in 0 damage, a value of
1 to 5 results in weak damage, a value of 6-10 results in moderate
damage, and a value greater than 11 results in severe damage. The
strong joker results in severe damage plus additional damage
determined by a second damage flip. The damage is applied to the
target model, and if the target's Wounds rating is reduced to 0 or
below, it is killed.
[0128] With regard to schemes and strategies, strategies are each
faction's main objective in the game. Strategies for each faction
are known to all factions. Completing a strategy earns a full
complement of Victory Points (VP) at the end of the game. A
partially completed strategy earns the player partial VP. Players
can also earn VP by completing their schemes, which are lesser
objectives which can be kept secret from other players until they
are completed. Alternatively, players can "announce" (make known to
the other players) their schemes in advance, in which case extra VP
are earned if the scheme is completed. The player who accumulates
the most VP at the end of the game is the winner of the
encounter.
[0129] Since certain changes may be made in the above described
game mechanic without departing from the spirit and scope of the
invention herein involved, it is intended that all of the subject
matter of the above description or shown in the accompanying
drawings shall be interpreted merely as examples illustrating the
inventive concept herein and shall not be construed as limiting the
invention.
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