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The Game of Plutis
16:06:31 Aug 21st 08 - Mr. Killer:

Ok, for the time being, at least, this will be a story. I might get around to making it into a game, similar to War,
http://visual-utopia.com/forum.asp?forum=9&topicID=48773&replyes=352.

However, that would just be as a board game, and along with that it would be sort of like the place(or, for you that don't remember the place, sort of like Prominence, but not as good), but neater and I'd hopefully do something in it everyone once in a while.


The young boy trundled blindly through the trees, no idea what lay in front of him, or behind him. He was a young orphan, coming on to the age of seven. He had lived his life in the undergrowth, fortune favoured him, as he managed not to poison himself once. Many learned men would have died within a few days, but the boy had gradually learnt the secrets of the wild. He was a hobbit, a mere two foot five in height, not small for a hob*beep*ild. He came to the edge of the forest, an experience shared with the past, but he had never ventured far. This day, he felt adventerous, and strolled along without a care in the world, until he came to a halt beside a wooden hut. The boy had seen the like of it before, but never in such close proximity. He had only caught glimpses of other beings, of humans, trolls and dwarfs. The door opened, and from it emerged an old wizened being, only a foot or so taller than the boy, and bushy hair lined his face, his beard past shoulder length, hair following close behind. A moustache blocked his mouth from view, and the bushy eyebrows lay above bright, blue eyes, as clear as sky.
           The boy looked up in wonder, surprised at his own daring. He was unafraid, and questioned the being in the common tongue. "Who are you?" "Sir," he added, forgetting his manners momentarily. The person looked down at the young hobbit with kindness in his eyes. "Ah, who am I? I am Cutis, son of Hutis, and the great-great-great-great-great-great-great-great grandson of Plutis. A game created quite a while back by him, you must have heard of it, Plutis? And may I ask as  to who you are?"
"I fear sir, that I know of no name that is mine. And no, I do not know of this game called "Plutis", though I'm sure it is a wonderful game."
"Ah, I did not mean to boast of my ancestor's achievements, merely that you may recognize it," the old being replied, hearing the tone. "And I must admit, I am surprised you haven't. No name? Well, come in, and I shall give you something to eat and talk to you of the great game of Plutis. Now I am not one to boast, but I am an excellent player," the man replies, ushering the young boy into the hut."
          The boy sits in a chair at his elder's request. "Now then," the old being says, "did you ever know of a parent, or anyone at all?"
"Not that I can remember, sir."
The gnome goes to his study and collects some books, and brings them down to the small room...


18:54:50 Aug 22nd 08 - Mr. Killer:

The wizened gnome sits in the chair, clearing some tomes of dust. "Do you know how to read?" he queries. "No, sir."
"Well, I shall briefly describe the peoples of Gappolia. Firstly, there is the race of humans, who have no sub-race, though diverse in mind and culture. They excel in little over other races, but are good tacticians and fighters, though maybe not in war, as they stand little chance against twelve foot giants of trolls, or the ferocity of orcs. They are more all-round, and lack no certain ability.
        Next, there are the halflings. They are divided into gnomes and hobbits, which I'm sure you know, you youself are. I am a gnome, if you haven't guessed. Halflings rarely exceed five foot. Hobbits are lovers of the ground, and gnomes of building. However, gnomes also love the earth, and would not usually destroy trees merely to make a weapon to destroy more.
      Thirdly, there are elves. Tall people, much in looks like humans, but fairer of skin and hair. Good at magic, and excellent archers. There are wood-elves, kindly folk who care for woodlands. There are dark-elves, who live in caverns deep, and are shy beings, but despite what many think they are pure of heart also. Lastly, there are high-elves, knowledgable in lore, and respected by many.
      There are also ferocious beings by the name of orcs. Divided up into three, they are. Firstly, goblins, sly and cowardly creatures, who attack only with a group behind them. Next, hobgoblins, who are very like goblins in body, though marginally bigger. However, they fear none, and live alone. Last are the orcs, bigger than both their cousins, but still fairly small, but their lust for blood holds no bounds, and live in packs, like goblins.
     Fifthly, there are the dwarfs. Short and stout, they are all essentially the same, greedy for gold. They do however prove to be good fighters, but mostly are found deep underground mining for gold. They smith weapons and armours, and indeed few things of metal would be made but only for them.
     Finally, there are trolls. Up to thirteen foot high, they are slow-witted, generally, and slow-moving. They have hides as thick as rock. However, the sub-race of ogres have not the thick skins, and lack the calmness of the regular troll. Trolls which live in the northlands are called yetis, practically the same as the regular troll on the street, but have long hair to keep them insulated.
     So now, could you tell me the races and their sub-races?"
The young boy replied without the slightest hesitation, fascinated by the strange beings whose picture were shown to him in the book. "Humans, no sub-race, Elves: dark-elf, wood-elf and high-elf, Dwarfs, no sub-race, Halflings: hobbits and gnomes. Trolls: yetis, trolls and ogres, Orcs: orcs, goblins and hobgoblins."
The old gnome wondered briefly were the young hobbit had learned such good language, and it was only the common tongue. He sighed, for he did not know the language of hobbits, and could not quiz him on it.
     Cutis lifts himself from the chair and passes a book to the boy. "This, is the full instructions of Plutis. There are six races, namely the ones of Gappolia. No sub-races. These races reflect the traits of the real peoples in-game. There is magic and other wonderous things. I fear you could not read it even if you could read, for it is written in the language of gnomes, but there are paintings of the pieces. I shall fetch something to eat, then explain the rules in detail."
    "Ok," the young hobbit replies, already immersed in the book.


18:42:42 Aug 25th 08 - Mr. Killer:

The boy gradually learned the different tenses, and it was evident from his writing in his journal, if it could be called as such, the reader thought.

Cutis taught the boy the instructions of Plutis, as well as of all the different troops, and magic, and such. He taught the boy the ways of the world, the importance that berries played in society, used as currency, far more advanced then that of gold. They gradually rotted away, and grew anew. Swindlers couldn't make as much money from that, unless by buying with rotten berries, though only foolish and gullible beings fell for it. They were eaten at just the perfect time, after much trading, and after being washed thoroughly. There were berries for all seasons at any rate, of different plants. The old gnome taught the boy of the different tongues, and he became learned in lore. He gave the young hobbit a name, Ficheall. Ficheall quickly surpassed Cutis in most tongues, he had a keen ear, and Cutis a poor one. He could however, never master the game to such a degree as his mentor, though he played with skill beyond his years.


15:27:35 Aug 26th 08 - Mr. Killer:

[game rules]

Ficheall revised over the many spells.(based on VU, was considering the spells from School of Magic, but there's too many) Each level is the amount of turns it takes to cast.(By magic units)


Level one

Utility scroll :- Happiness - Increases attack by one on on unit for a single turn(same turn as cast on).
Combat spell :- Eye in the sky - Reveals the position of invisible troops.

 Level two

Utility scroll(~) :- Magic Protection - First combat spell cast on casted unit is rendered useless.
Combat spell :- Anger - Decreases target's defence by one for one turn(same turn as cast on).

Level three

Utility scroll :- Cure plague - Cures plague(combat spell, level 9).
Combat spell(" and ') :- Freeze - Freezes a single troop for two turns(Does 2 damage to fire elementals instead).
Combat spell :- Locust - Destroys food.

Level four

Utility scroll(^) :- Bless - Increases defence of target by two for one turn.
Combat spell :- Rain of Fire - Deal one damage to troops within a 2x2 area.(two damage to air elementals)
Combat spell :- Dispel magic - Removes utility scrolls of target.

Level five

Utility scroll(¬) :- Magic weapons - Gives target an extra 1/2 of its attack and defence for two turn.
Combat spell(" and ') :- Earthquake - Freezes troops(well, not freeze them, but stops them) in a 2x2 area for one turns.('freezes' water elementals for two turns.)
Combat spell(*) :- Poison - Deals one damage to a troop each turn.

Level six

Utility scroll(not really needed...) :- Invisibility - Makes target invisible. Once it attacks a unit it becomes visible. You will have to send places they go to me when the time comes)
Utility scroll :- Teleport - Teleports the target to any free space on the board.

Level seven

Utility scroll(+) :- Army of the dead - Raises one dead troop. Undead have -1 to defence and attack.
Combat spell(@) :- Amnesia - Target attacks the nearest troops within range, friend or foe. 

Level eight

Utility scroll :- Call to arms - Creates peasants(up to ten) instantly, if enough space is on the starting position of the board.
Combat spell($) :- Ownage - Takes control of target(keeps it after game if it belongs to the same race, and is still alive).

Level nine

Utility scroll :- Control time - Gives target two turns in one.
Combat spell(*) :- Plague - Causes a plague on enemy army, poisoning the whole army.

Level Ten

Combat spell :- Armageddon - Kills two enemy troops and two friendly troops of your choice.

A maximum of two signy thingies can be on each troop.


21:53:49 Aug 26th 08 - Mr. Killer:

[game rules]

I forgot to add, teleport deals one damage to all earth elementals of the enemy. When I say damage, I mean their defence is lowered by one for that turn or whatever.

The general dudes, 0. Only 1 in each army, and are always the same.

Hero(Strongest general, and cost of troops are decreased by 10%)
Attack: 30, Defence: 40, Speed: 3, Range: 1

Hunter(Only ranged general, increases range of all creatures with more than one range by one, decreases attack by enemy ranged creatures by 1/5(when shooting))
Attack: 15, Defence: 20, Speed: 5, Range: 5

Necromancer(All troops attack and defence decrease by 1, they are undead. necromancer can cast army of the dead every 3 turns)
Attack: 5, Defence: 10, Speed: 3, Range: 1

Paladin(Troops have double attack and defence against undead. Can cast Call to arms every 5 turns)
Attack: 20, Defence: 30, Speed: 3, Range: 1

Pyromancer(Troops are fire elementals, and get +1/5 attack. Can cast rain of fire every three turns.)
Attack: 25, Defence: 20, Speed: 4, Range: 1

Geomancer(Troops are earth elementals, and get +1/5 defence. Can cast earthquake every four turns)
Attack: 1, Defence: 50, Speed: 2, Range: 1

Aeromancer(Troops are air elementals, and get +1 speed. Can cast teleport every five turns)
Attack: 15, Defence: 20, Speed: 6, Range: 1.
Flying.

Hydramancer(Troops are water elementals, and Magic Units have one turn less to have to cast a spell(min. one). Can cast freeze every turn)
Attack: 20, Defence: 25, Speed: 4, Range: 1

Tamer(Friendly animal creatures get +1/2 to attack and defence. Enemy animal creatures cannot attack.)
Attack: 25, Defence: 10, Speed: 6, Range: 1
Charger.

Mage(Can cast all spells. Magic dos not affect friendly troops, and can have 3 MUs towards just 2.
Attack: 5, Defence: 15, Speed: 4, Range: 1

I'll explain abilities like charger and flying later.


16:23:21 Aug 28th 08 - Mr. Killer:

Alright, getting rid of the mage. Instead... Each general can have 2 MUs in his army, and 3 spellcasters, who can only cast one specific spell.

Surgeon(Can create new creatures by merging two other creatures. Takes one turn, of both surgeon and creatures. The creatures have to be adjacent to each other)
Attack: 5, Defence: 10, Speed: 4, Range: 1

All troops(with a few exceptions) have to have food. Troops can gather food from bushes, farms or forests(fruit), enough for 5 troops. Peasants can gather enough for 10 troops. Animals can be eaten(meat), if killed, by the foe of the animal creature, or can be sacrificed for food of the fellow troops. This provides enough for 20 troops. Food can be stored, but stored food can be destroyed by locust. Orcs and trolls are carnivorous, halflings and elves are herbivorous, and humans and dwarfs are omnivorous, unless otherwise noted. Peasants(or other troops) have to be adjacent to the food producing place to gather food(not necessary for meat).

There is 1 common troop to all races(though a few variations here and there), numbered 1.

1. Peasant - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5

Halfling troops are probably the weakest, but have many advantages. They long befriended the ents(in the game of Plutis, supposedly), and call upon their help, which makes them not an altogether useless race for attacking. The Huorns(tree-like ents), are unpredictable, however, though the strongest of their troops by far. Their farmers can make 20 food instead of 10 each turn. They are rather slow, and tend towards defence rather than attack, and have cheap rather than powerful troops.
These are the halfling troops.

1. Farmer - Attack: 0, Defence: 3, Speed: 4, Range: 1, Cost: 10
2. Slingers - Attack: 2, Defence: 2, Speed: 4, Range: 5, Cost: 30
                            Freeze(')
3. Pikeman - Attack: 3, Defence: 5, Speed: 3, Range: 1, Cost: 50
4. Pony riders - Attack: 6, Defence: 3, Speed: 6, Range: 1, Cost: 100
                            Charger, Animal.
5. Illusionists - Attack: 1, Defence: 3, Speed: 3, Range: 1, Cost: 100
                            Invisible, Spellcaster: Invisibility.
6. Ent - Attack: 10, Defence: 30, Speed: 2, Range: 1, Cost: 1,000
                           Doesn't eat.
7. Huorns - Attack: 30, Defence: 25, Speed: 6, Range: 1, Cost: 2,000
                           Berserk, Doesn't eat.
8. Loremasters - Attack: 1, Defence: 5, Speed: 4, Range: 1, Cost: 500
                            MU.
9. Adventurer - Attack: 10, Defence: 10, Speed: 4, Range: 1, Cost: 500
                            Adventerous, Shield.


18:24:50 Aug 29th 08 - Mr. Killer:

Dwarfs troops.(I'm going to make some alterations to the races here and there when I do get his up and running, hopefully)

Dwarf troops are cheap enough, average in power, much more attack than defence, and only have one Magic Unit and animal(halflings will have two, as well as all the rest). Also only a weak, costly range unit. Most of them do however, have good protection against ranged units(shield).

1. Peasant - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Axethrowers - Attack: 3, Defence: 0, Speed: 3, Range: 3, Cost: 80
3. Axemen - Attack: 8, Defence: 4, Speed: 4, Range: 1, Cost: 100
                          Shield, Greedy.
4. Bull riders - Attack: 10, Defence: 5, Speed: 5, Range: 1, Cost: 200
                         Charger, Berserk.
5. Miner - Attack: 5, Defence: 4, Speed: 4, Range: 1, Cost: 150
                         Shield, Mine.
6. Pikeman(won't be a halfling troops) - Attack: 10, Defence: 5, Speed: 3, Range: 1, Cost: 80
                        Shield.
7. Golem - Attack: 30, Defence: 20, Speed: 2, Cost: 1,000
                        Earth elemental.
8. Runemaster - Attack: 3, Defence: 1, Speed: 3, Range: 1, Cost: 750
                        MU, Shield, Greedy.
9. Cavemaster - Attack: 20, Defence: 1, Speed: 3, Range: 1, Cost: 1,000
                        Bribe, Shield, Greedy.


20:54:02 Aug 29th 08 - Mr. Killer:

Elf troops.(Don't ask me why I alternate(d) between plural and singular, I don't know...)

Elves have decent ranged troops, as well as powerful spellcasters. They are weak overall, and not particularly cheap, but have various boosts, and are fast.

1. Peasants - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Archers - Attack: 6, Defence 4, Speed: 5, Range: 5, Cost: 90
3. Ghosts - Attack: 2, Defence: 0, Speed: 10, Range: 1, Cost: 10
                                  Flying, Air elemental.
4. (Pegasus(i?))Riders - Attack: 5, Defence: 3, Speed: 8, Range: 1, Cost: 100
                                  Charger, Flying
5. Spellweavers - Attack: 2, Defence: 3, Speed: 6, Range: 2, Cost: 500
                                  MU.
6. Scouts - Attack: 3, Defence: 3, Speed: 8, Range: 1, Cost: 80
                                  Invisible.
7. Rangers - Attack: 10, Defence: 5, Speed: 7, Range: 6, Cost: 250
8. Archmages - Attack: 10, Defence: 20, Speed: 5. Range: 3, Cost: 1,000
                                  Magic protection, Spellcaster: Control time.
9. Phoenix - Attack: 10, Defence: 10, Speed: 8, Range: 1, Cost: 900
                                  Flying, Rebirth.


22:37:35 Aug 29th 08 - Sir Revenge:

Killer, you always make your games too complex ;D


22:49:06 Aug 29th 08 - Sir Charley Statler:

"Ok, for the time being, at least, this will be a story. I might get around to making it into a game, similar to War,"

First post kind of explained it -_- although idk if he planned on using all of this if he made it into an RP O_o


14:39:35 Aug 30th 08 - Mr. Killer:

It'll just be like war, except more complicated :) Not going to bother with anything else now.

Troll troops. Strong, defensive troops, and costly. They are slow, but they make up for it in power.

1. Peasants - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Rockthrowers - Attack: 2, Defence: 5, Speed: 3, Range: 6, Cost: 70
3. Ogres - Attack: 12, Defence: 7, Speed: 4, Range: 1, Cost: 150
4. Lions - Attack: 15, Defence: 10, Speed: 5, Range: 1, Cost: 300
5. Seer - Attack: 3, Defence: 5, Speed: 4, Range: 2, Cost: 200
                             Spellcaster: Eye in the sky.
6. Hydra - Attack: 10, Defence: 15, Speed: 3, Range: 1, Cost: 800
                             Triple attack.
7. Berserker - Attack: 20, Defence: 30, Speed: 3, Range: 1, Cost: 700
                              Berserk.
8. Mage - Attack: 2, Defence: 9, Speed: 4, Range: 1, Cost: 600
                              MU.
9. Roc riders - Attack: 20, Defence: 20, Speed: 5, Range: 1, Cost: 1,000
                             Flying.


14:58:10 Aug 30th 08 - Mr. Killer:

Blast, forgot a few things. Ah well, I'll fix them some other day.

Orc troops. The strongest in the game, and costly. They have however, weak defence in comparison to attack.

1. Gaia - Attack: 2, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Hammerthrowers - Attack: 3, Defence: 1, Speed: 4, Range: 3, Cost: 50
3. Goblin - Attack: 2, Defence: 0, Speed: 4, Range: 1, Cost: 20
                                 Mob.
4. Wargs - Attack: 10, Defence: 2, Speed: 5, Range: 1, Cost: 250
                                 Animal, Charger.
5. Witchdoctor - Attack: 3, Defence: 1, Speed: 3, Range: 1, Cost: 300
                                Spellcaster: Plague
6. Hobgoblin - Attack: 5, Defence: 0, Speed: 5, Range: 1, Cost: 80
7. Balrog - Attack: 30, Defence: 20, Speed: 4, Range: 1, Cost: 1,500
                              Fire elemental, Magic Protection
8. Shaman - Attack: 1, Defence: 0, Speed: 4, Range: 1, Cost: 600
                              MU.
9. Nazgul - Attack: 60, Defence: 5, Speed: 6, Range: 1, Cost: 4,000
                              Animal, Flying, Charger, Scare.


21:35:14 Aug 30th 08 - Sir Charley Statler:

"It'll just be like war, except more complicated :) Not going to bother with anything else now."

There is no way you can make things more complicated -_-


00:08:46 Aug 31st 08 - Mr. Killer:

You'd be surprised... War was, in my opinion, one of my least complicated games. Also one of my most successful, and the best.

Human troops. Average in most things, and have a few tricks up their sleeve. They have the strongest and further ranged unit.

1. Peasants - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Spear throwers - Attack: 4, Defence: 2, Speed: 5, Range: 4, Cost: 60
3. Swordsmen - Attack: 2, Defence: 4, Speed: 4, Range: 1, Cost: 50
                                      Shield.
4. Knight - Attack: 10, Defence: 5, Speed: 6, Range: 1, Cost: 300
                                      Animal, Charger.
5. Magician - Attack: 3, Defence: 5, Speed: 4, Range: 1, Cost: 200
                                      Spellcaster: Dispel magic.
6. Defender - Attack: 1, Defence: 20, Speed: 3, Range: 1, Cost: 800
                                      Shield, Protect allies.
7. Elephant rider - Attack: 30, Defence: 40, Speed: 3, Range: 1, Cost: 2,000
                                      Animal.
8. Wizard - Attack: 3, Defence: 5, Speed: 6, Range: 1, Cost: 500
                                     MU.
9. Catapult - Attack: 20, Defence: 5, Speed: 0, Range: 10, Cost: 3,500
                  Moveable, No melee attack, Decreasing ranged attack.

I'll add the finishing touches tomorrow then start it about 2 months :)


02:01:59 Aug 31st 08 - Prince Waldorfius Septim III:

I thought the Place was the most successful...:-(


02:20:17 Aug 31st 08 - Sir Charley Statler:

It was the most hijacked I think....I never saw war...but SIMPLE RPs that do not involve 1501957 pages of stats attract me...


14:46:25 Aug 31st 08 - Mr. Killer:

Hell, I'll just refine it a bit now, and that's it. How can you find anything here complicated? And don't say all of it. Pick out something you don't understand and I'll explain it.


14:49:36 Aug 31st 08 - General Zondervan:

...


17:04:24 Aug 31st 08 - Mr. Killer:

Generals


Hero
(Strongest general, and cost of troops are decreased by 10%)
Attack: 30, Defence: 50, Speed: 3, Range: 1
Shield.

Hunter(Only ranged general, increases range of all creatures with more than one range by one, decreases attack by enemy ranged creatures by 1/5(when shooting))
Attack: 15, Defence: 20, Speed: 5, Range: 5

Necromancer(All troops attack and defence decrease by 1/5, they are undead. necromancer can cast army of the dead every 3 turns)
Attack: 5, Defence: 10, Speed: 3, Range: 1
Undead.

Paladin(Troops have double attack and defence against undead. Can cast Call to arms every 5 turns)
Attack: 20, Defence: 30, Speed: 3, Range: 1

Pyromancer(Troops are fire elementals, and get +1/5 attack. Can cast rain of fire every three turns.)
Attack: 25, Defence: 20, Speed: 4, Range: 1
Fire elemental.

Geomancer(Troops are earth elementals, and get +1/5 defence. Can cast earthquake every four turns)
Attack: 1, Defence: 50, Speed: 2, Range: 1
Earth elemental.

Aeromancer(Troops are air elementals, and get +1 speed. Can cast teleport every five turns)
Attack: 15, Defence: 20, Speed: 6, Range: 1.
Flying, Air elemental.

Hydramancer(Troops are water elementals, and Magic Units have one turn less to have to cast a spell(min. one). Can cast freeze every two turns)
Attack: 20, Defence: 25, Speed: 4, Range: 1
Water elemental.

Tamer(Friendly animal creatures get +1/5 to attack, defence and speed. Enemy animal creatures cannot attack.)
Attack: 25, Defence: 10, Speed: 6, Range: 1
Charger.

Surgeon(Can create new creatures by merging two other creatures. Takes one turn, of both surgeon and creatures. The creatures have to be adjacent to each other)
Attack: 5, Defence: 10, Speed: 4, Range: 1


Troops

Halflings

1. Farmers - Attack: 0, Defence: 3, Speed: 4, Range: 1, Cost: 10
2. Slingers - Attack: 2, Defence: 2, Speed: 4, Range: 5, Cost: 30
                            Freeze(')
3. Hounds - Attack: 5, Defence: 3, Speed: 6, Range: 1, Cost: 70
                            Animal.
4. Pony riders - Attack: 6, Defence: 3, Speed: 5, Range: 1, Cost: 100
                            Charger, Animal.
5. Illusionists - Attack: 1, Defence: 3, Speed: 3, Range: 1, Cost: 100
                            Invisible, Spellcaster: Invisibility.
6. Ents - Attack: 10, Defence: 30, Speed: 2, Range: 1, Cost: 1,000
                           Doesn't eat.
7. Huorns - Attack: 30, Defence: 25, Speed: 6, Range: 1, Cost: 2,000
                           Berserk, Doesn't eat.
8. Loremasters - Attack: 1, Defence: 5, Speed: 4, Range: 1, Cost: 500
                            MU.
9. Adventurers - Attack: 10, Defence: 10, Speed: 4, Range: 1, Cost: 500
                            Adventerous, Shield.

Dwarfs

1. Peasants - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Axethrowers - Attack: 3, Defence: 0, Speed: 3, Range: 3, Cost: 80
3. Axemen - Attack: 8, Defence: 4, Speed: 4, Range: 1, Cost: 100
                          Shield, Greedy.
4. Bull riders - Attack: 10, Defence: 5, Speed: 5, Range: 1, Cost: 200
                         Charger, Berserk, Animal.
5. Miners - Attack: 5, Defence: 4, Speed: 4, Range: 1, Cost: 150
                         Shield, Mine.
6. Pikemen - Attack: 10, Defence: 5, Speed: 3, Range: 1, Cost: 80
                        Shield.
7. Golems - Attack: 30, Defence: 20, Speed: 2, Cost: 1,000
                        Earth elemental.
8. Runemasters - Attack: 3, Defence: 1, Speed: 3, Range: 1, Cost: 750
                        MU, Shield, Greedy.
9. Cavemasters - Attack: 20, Defence: 1, Speed: 3, Range: 1, Cost: 1,000
                        Bribe, Shield, Greedy.

Elves

1. Peasants - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Archers - Attack: 6, Defence 4, Speed: 5, Range: 5, Cost: 90
3. Ghosts - Attack: 2, Defence: 0, Speed: 10, Range: 1, Cost: 10
                                  Flying, Air elemental.
4. Pegasus Riders - Attack: 5, Defence: 3, Speed: 8, Range: 1, Cost: 100
                                  Charger, Flying
5. Spellweavers - Attack: 2, Defence: 3, Speed: 6, Range: 2, Cost: 500
                                  MU.
6. Scouts - Attack: 3, Defence: 3, Speed: 8, Range: 1, Cost: 80
                                  Invisible.
7. Rangers - Attack: 10, Defence: 5, Speed: 7, Range: 6, Cost: 250
8. Archmages - Attack: 10, Defence: 20, Speed: 5. Range: 3, Cost: 1,000
                                  Magic protection, Spellcaster: Control time.
9. Phoenixes - Attack: 10, Defence: 10, Speed: 8, Range: 1, Cost: 900
                                  Flying, Rebirth.

Trolls

1. Peasants - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Rockthrowers - Attack: 2, Defence: 5, Speed: 3, Range: 6, Cost: 70
3. Ogres - Attack: 12, Defence: 7, Speed: 4, Range: 1, Cost: 150
4. Lions - Attack: 15, Defence: 10, Speed: 5, Range: 1, Cost: 300
                             Animal.
5. Seers - Attack: 3, Defence: 5, Speed: 4, Range: 1, Cost: 200
                             Spellcaster: Eye in the sky.
6. Hydras - Attack: 10, Defence: 15, Speed: 3, Range: 2, Cost: 800
                             Triple attack, Water Elemental.
7. Berserkers - Attack: 20, Defence: 30, Speed: 3, Range: 1, Cost: 700
                              Berserk.
8. Mages - Attack: 2, Defence: 9, Speed: 4, Range: 1, Cost: 600
                              MU.
9. Roc riders - Attack: 20, Defence: 20, Speed: 5, Range: 1, Cost: 1,000
                             Flying, Animal.

Orcs

1. Gaia - Attack: 2, Defence: 0, Speed: 5, Range: 1, Cost: 5
2. Hammerthrowers - Attack: 3, Defence: 1, Speed: 4, Range: 3, Cost: 50
3. Goblins - Attack: 2, Defence: 0, Speed: 4, Range: 1, Cost: 20
                                 Mob.
4. Wargs - Attack: 10, Defence: 2, Speed: 5, Range: 1, Cost: 250
                                 Animal, Charger.
5. Witchdoctors - Attack: 3, Defence: 1, Speed: 3, Range: 1, Cost: 300
                                Spellcaster: Plague
6. Hobgoblins - Attack: 5, Defence: 0, Speed: 5, Range: 1, Cost: 80
7. Balrogs - Attack: 30, Defence: 20, Speed: 4, Range: 1, Cost: 1,500
                              Fire elemental, Magic Protection.
8. Shamans - Attack: 1, Defence: 0, Speed: 4, Range: 1, Cost: 600
                              MU.
9. Nazguls - Attack: 60, Defence: 5, Speed: 6, Range: 1, Cost: 4,000
                              Animal, Flying, Charger, Scare.

Humans

1. Masons - Attack: 0, Defence: 0, Speed: 5, Range: 1, Cost: 5
                            Build wall.
2. Spear throwers - Attack: 4, Defence: 2, Speed: 5, Range: 4, Cost: 60
3. Swordsmen - Attack: 2, Defence: 4, Speed: 4, Range: 1, Cost: 50
                                      Shield.
4. Knight - Attack: 10, Defence: 5, Speed: 6, Range: 1, Cost: 300
                                      Animal, Charger.
5. Magician - Attack: 3, Defence: 5, Speed: 4, Range: 1, Cost: 200
                                      Spellcaster: Dispel magic.
6. Defender - Attack: 1, Defence: 20, Speed: 3, Range: 1, Cost: 800
                                      Shield, Protect allies.
7. Elephant rider - Attack: 30, Defence: 40, Speed: 3, Range: 1, Cost: 2,000
                                      Animal.
8. Wizard - Attack: 3, Defence: 5, Speed: 6, Range: 1, Cost: 500
                                     MU.
9. Catapult - Attack: 20, Defence: 5, Speed: 0, Range: 10, Cost: 3,500
                  Moveable, No melee attack, Decreasing ranged attack.

Spells

Level one

Utility scroll :- Happiness - Increases attack by 1/5 on on unit for a single turn(same turn as cast on).
Combat spell :- Anger - Decreases target's defence by 1/5 for one turn(same turn as cast on).

 Level two

Utility scroll(~) :- Magic Protection - First combat spell cast on casted unit is rendered useless.
Combat spell :- Dispel magic - Removes utility scrolls of target.

Level three

Utility scroll(^) :- Bless - Increases defence of target by 1/5 for one turn.
Combat spell(" and ') :- Freeze - Freezes a single troop for two turns(Does 2 damage to fire elementals instead).

Combat spell :- Eye in the sky - Reveals the position of one invisible troop.

Level four
Utility scroll :- Cure plague - Cures plague(and poison)(combat spell, level 9).
Combat spell :- Rain of Fire - Deals one damage to troops within a 2x2 area.(two damage to air elementals)
Combat spell :- Locust - Destroys food.

Level five

Utility scroll(¬) :- Magic weapons - Gives target an extra 1/2 of its attack and defence for one turn.
Combat spell(" and ') :- Earthquake - Freezes troops(well, not freeze them, but stops them) in a 2x2 area for one turns.('freezes' water elementals for two turns.)
Combat spell(*) :- Poison - Deals one damage to a troop each turn.

Level six

Utility scroll(not really needed...) :- Invisibility - Makes target invisible. Once it attacks a unit it becomes visible. You will have to send places they go to me when the time comes)
Utility scroll :- Teleport - Teleports the target to any free space on the board.

Level seven

Utility scroll(+) :- Army of the dead - Raises one dead troop. Undead have -1/5 to defence and attack.(comes back in starting position)
Combat spell(@) :- Amnesia - Target attacks the nearest troops within range, friend or foe. 

Level eight

Utility scroll :- Call to arms - Creates peasants(up to ten) instantly, if enough space is on the starting position of the board.
Combat spell($) :- Ownage - Takes control of target(keeps it after game if it belongs to the same race, and is still alive).

Level nine

Utility scroll :- Control time - Gives target two turns in one.
Combat spell(*) :- Plague - Causes a plague on enemy army, poisoning the whole army.

Level Ten

Combat spell :- Armageddon - Kills two enemy troops and two friendly troops of your choice.

A maximum of two signy thingies can be on each troop.


Abilities


Adventerous -  Can deal 5x the damage to level 7, 8 and 9 troops.

Animal - Can't attack an enemy tamer, or its troops. Other troops can eat animals, unless a halfling or elf troop.

Berserk(@) - After five of its own troops have died, this troop attacks the closest troop to it, friend or foe. (For equal distanced troops, it's the closest to the enemy's side of the board and up towards the top.)

Bribe - Uses the gems that miners mine to force troops not to attack them. Only works when threatened to die, and automatically then.(range doesn't count because of cavemaster's shield)

Charger - Can move AND attack in the same turn(Regular troops can only move or attack)

Decreasing ranged attack - Attack decreases by two for every square.

Doesn't eat - Guess...

Elemental(whatever) - Belongs to whatever element. Only for whatever magic it is affected more by. I was going to do a sequence where elementals took more damage from one elemental than another, but no doubt everyone would be complaining about its "complexity".

Flying - Can fly over troops and various objects

Freeze(') - Does same as freeze spell for one turn(fire elementals are only affected differently by the spell)

Greedy - Eats enough for two troops each turn.

Invisible - Is invisible. Can be seen by using eits spell.

Magic protection - Combat spells can't be cast on this troop.

Mine - Mines gems for cavemasters to use. See "Bribe".

Mob - For each troop attacking a single enemy troops, damage is increased. So, taking goblins... 1 = 2 attack. 2 = (4x2) 8 attack. 3 = (6x3) 18 attack. 4 = (8x4) 32 attack. It gets very high very quickly(well, quite quickly) :)

Moveable - Can be moved by friendly troops. One must be either side of it. Can only move one square at a time being pushed.

MU - Casts all spells.

No melee attack - Can't attack in less than one range.

Protect allies - Friendly troops attacked adjacent to this troop attack this troop instead. Very useful.

Rebirth - Can be killed then comes back to life(in starting position) once per game.

Shield - Ranged attacks have no effect on this troop.

Spellcaster - Cast a certain spell.

Triple attack - Can attack three different troops in range.

Hope I haven't proved Charley wrong...


17:49:07 Aug 31st 08 - Sir Charley Statler:

[[You only proved that there is no way I would do somethin this complex]] O_O


19:08:17 Aug 31st 08 - Mr. Killer:

[So I haven't proved you wrong then? Good.]

Now, I forgot a few of the abilities.

Undead(+) - Loses 1/5 of attack and defence. Can only become undead once. That is, having the effects of undead, you can raise as many times as you like. :)
Scare - Moves whatever target you attacked to anywhere you want within their range.


Now, as for the surgeony dudes. You can't cast ownage on some troop and then merge it, unless it's the same as your own army. The new troop will take highest of the two troops attack, defence, range, speed and both troops' abilities, unless they are in the list which I will gradually make.

I will need some testers. But first I'll explain range, speed etc. (Don't worry, I reckon you already know how it works)


19:11:50 Aug 31st 08 - Sir Charley Statler:

*Has a seizure and throws up on the floor and bites off tongue*


12:59:26 Sep 14th 08 - Mr. Killer:

Alright, having a test game, who wants to play me? Pick your class(not surgeon) and race and then we'll start :) Just before(a week) I go on holidays, I'll see what this is like.

Edit: Moving and range(A is the piece, numbers are movement and range. Cannot move diagonally, it takes a horizontal and vertical step(2 move/range)

0 0 0 0 0 0 0 0 0 0
0 0 0 0 4 0 0 0 0 0
0 4 4 4 3 4 4 4 0 0
0 4 3 3 2 3 3 4 0 0
0 4 3 1 1 1 3 4 0 0
4 3 2 1 A 1 2 3 4 0
0 4 3 1 1 1 3 4 0 0
0 4 3 3 2 3 3 4 0 0
0 4 4 4 3 4 4 4 0 0
0 0 0 0 4 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0


13:04:32 Sep 14th 08 - Mr. Killer:

For moving around a rock or something, it's just however many steps it takes. You can shoot over a rock though.


23:20:58 Sep 22nd 08 - Mr. Killer:

*bump* (sorry, when I come back from holidays there'll be less stuff to scroll through. And yes, I will be bringing this back and forcing people to join when I come back, but no need to worry, I'll be a month away. I'm also planning on doing a nice story thingy.)


23:23:00 Sep 22nd 08 - Lord Charley Deallus:

Comon Killer...I cannot make any sense out of this -_- you need to make something less complicated...you are TOO smart and in depth XD


17:56:01 Feb 7th 10 - Sir Lanoc:

Woah... Anyone want a game of this? Sorry to bump this up, it just looks very interesting.


19:25:36 Feb 7th 10 - King Charley Deallus V:

Well, the person who created the game no longer plays as far as I know.


23:16:09 Feb 7th 10 - Sir Lanoc:

All the rules are there, I think. The only thing I can't make out if how he would have shown on the board the effects of poison, freeze etc. Also missing how much money one has. And most importantly of all, how attack and defence works.


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