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Old July 16, 2008, 06:41 AM   #1 (permalink)
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Tal'Wrath - The Game Of Wits and Strategy

~ Tal'Wrath ~
Of Wits and Strategy



Abstract:

An ancient board game thought to originate from the lush green forest city of Syl'Rosia, it is composed of various playing pieces, and a board. The different pieces have their unique abilities, and the terrain of the board can be varied according to the conditions of the game. Using strategies and tactics to overwhelm their adversaries, Tal'Wrath sets a level playing field for experienced strategists and amateurs alike.

Background:

According to legend, the origins of this game can be traced back to the time when Aelyria was a budding nation, on the brink of its expansionist campaign. Roving bands of rogue humans often skirmished with neighbouring tribes, and sometimes with the peaceful Syl'Rosian Empire. One particular band - Great Band of Strong Men - led by their barbarian leader ravaged the forest edges of Syl'Rosia, raising a considerable army from other tribes with the intent of plundering the riches deep within the forest. Despite the elves’ valiant efforts and guerrilla tactics to slow the advancing army, in the end the army reached the city walls.

The battle at the city walls was long and bloody, as the besieged elves stalled the barbarian tribes with arcana and blood. With the protracted stalemate came severe losses on both sides, thus the Elf Prince of the time sent a challenge to the Barbari King to prevent further futile bloodshed. Using imaginary armies at their disposal, both would pit their wits and strategies over the fate of the City - thus was Tal’Wrath born.

The game was played at the gates of Syl’Rosia, behind a fortified magical barrier that protected each side from possible treachery. The Elf Prince and the Barbari King raised massive armies, and began their onslaught. It was said the skirmishes and war on the imaginary battlefield lasted for over three brightening. According to legend, both sides played with such brilliance, everyone watching were awed in silence. In the end the Elf Prince prevailed; with most of the imaginary battlefield littered with fallen pieces, only four pieces remained.

Against the elusive Barbari King, the Prince managed to finally captured the Barbari piece with an entangling vine, and finished it off with a deadly attack from the Elf piece. With the survival of the city as a testament to his victory, the Elf Prince congratulated with the Barbarian leader for a game well played with a handshake, and finished him off with an Force Bolt from his enchanted ring, engineered to pierce the arcane barrier and thereby finish off the King.

The Moral of the story? Never trust a cunning Elf, especially one who plays Tal’Wrath.

Objective:

1. To eradicate the opponent's army.
2. To hold control over more than 50% of the total map for 5 turns.
3. To eliminate the Army General; either Elf Prince or Barbari King.

Rules of Movement:
1. Each player starts with 9 pieces of their choice, on the row of squares closest to them.
2. Player takes alternate turns to move three pieces, one action each.
3. Defeating each piece requires one turn, however leaving it vulnerable to attack from nearby opponents.
4. Techniques can only affect pieces in the same sector, unless otherwise specified.
5. To eliminate the General, no other piece must remain to protect it.

The Board:
The standard Tal'Wrath board consists of nine large sectors and further subdivided into nine sub-sectors, though there have been variants that have more. The terrain of the game is set prior to each game, with different properties for each.

Terrains:

1. Plains - Normal Terrain
2. Forest - Bonus attack and defence for elves
3. Lake - Barrier, except for Dracon and Grace
4. Mountain - Bonus attack and defence for humans
5. Marsh - Decreased movement

The Pieces:

Elf:

Elf Prince
Health Units: 100
Defence: 20% of attacker's damage is deflected
Attack: 30
Speed: 2 x multiplier of movement points
Abilities: Increases Magic effect of allies in the same sector.







Archer
Health Units: 50
Defence: 10% of attacker's damage is deflected
Attack: 30
Speed: 2 x multiplier of movement points
Abilities: Can attack adjacent sector.








The Unicorn
Health Units: 120
Defence: 20% of attacker's damage is deflected
Attack: 50
Speed: 3 x multiplier of movement points
Abilities: Heals for 50% of damage








Druid
Health Units: 60
Defence: 10%
Attack: 40
Speed: 1 x Multiplier of movement points
Abilities:Summons vines to entrap target for 3 turns, disabling movement and attack.







Nymph
Health Units: 50
Defence: 20%
Attack: 20
Speed: 2 x Multiplier of movement points
Abilities: Ethereal beauties, they can seduce target enemies, making them turn coat. Nymphs must accompany their targets along the way, and if killed, the target regains their consciousness, and return to the side of its army.







Stag
Health Units: 100
Defence: 10%
Attack: 70
Speed: 2 x Multiplier
Abilities: Leaping into the defence of the Sylvan city, they can leap up to a sector away, sending the target piece reeling backwards to the next sector. If done along the back row, the target piece is destroyed.








Griffins
Health Units: 80
Defence: 10%
Attack: 50
Speed: 2 x Multiplier of movement points
Abilities:Staunch allies of the Elves, they can carry an allied piece to the next sector in a single jump.








Blade Dancer
Health Units: 70
Defence: 10%
Attack: 70
Speed: 1 x movement points
Abilities: Mystical allies from a realm far away, the Blade Dancer is able to attack all adjacent foes in the sector.








Treant
Health Units: 200
Defence: 50%; 10% against Elementalist and Goblins; 70% against Vysticchi and Halflings
Attack: 10
Speed: 0.5 x movement points
Abilities:Powerful allies that can sacrifice themselves to deflect incoming attacks against an allied piece. Has increased base defence - halving the damage, decreased movement speed.







Barbari:

Barbarian King
Health Units: 100
Defence: 10%
Attack: 70
Speed: 1 x multiplier
Abilities: Boosts morale of all pieces in same sector, granting them an extra attack.








Vysticchi
Health Units: 50
Defence: 10%
Attack: Poison attack damaging 10 units every turn.
Speed: 2 x multiplier
Abilities: Poison attack that damages over time. 20% damage for each taken.








Gnome Gadgeteer
Health Units: 40
Defence: 20%
Attack: 20
Speed: 2 x multiplier
Abilities: Gadgeteer extraordinaire, can increase attack of target piece.








Dwarf Smith
Health Units: 80
Defence: 30%
Attack: 40
Speed: 1x multiplier
Abilities: Raises Defence of a piece by 10% for duration of one turn.








Elementalist
Health Units: 70
Defence: 10%
Attack: 70
Speed: 1x multiplier
Abilities: Can summon spikes to prevent advance of enemy pieces for 3 turns.








Shaman
Health Units: 50
Defence: 10%
Attack: 30
Speed: 1 x multiplier
Abilities: In communing with animal guides, they can manifest their powers by sharing damage of an incoming attack with up to three allied pieces.








Goblin Trappers
Health Units: 70
Defence: 10%
Attack: Delayed damage on a square, dealing 20 damage.
Speed: 1 x multiplier
Abilities: Using their evil cunning, they build traps that damage enemies passing on the trapped sq’s.








Veteran swordsman
Health Units: 120
Defence: 40%
Attack: 80
Speed: 1 x multiplier
Abilities: Standard attacker, magically enhanced to attack to defeat foes








Cether Assassins
Health Units: 50
Defence: 10%
Attack: 40
Speed: 2 x multiplier
Abilities: Sly assassins whose attacks ignore defence of their target.









OOC:
The concept of this game is to allow players to control magic and pieces, and pit their warcraft and stratagems against friends. Also allows beginners to enjoy controlling magic pieces and what not, while waiting on training threads to finish. If two players sit down at the same time to play, they could probably finish a game in one sitting... I guess you can think of it as a pbp warhammer?

I thought I'd just get people's opinions, whether this was feasible or not, and worth pursuing.

Last edited by Xyltha Thanole; July 18, 2008 at 10:06 AM.
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Old July 16, 2008, 07:53 AM   #2 (permalink)
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haha I've only recently learned what Warhammer is, so that's kinda funny... but I really think this is a neat idea. We need more IC games, in my opinion so I definitely think this is something you should develop further. I really don't have any suggestions for you, so I know I'm not a big help in that regard, buuuut...

Your third objective "3. Destroys the Elf and Prelate." left me a little confused. What exactly does this mean? xD
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Old July 16, 2008, 08:41 AM   #3 (permalink)
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Meh, just like capture the king and what not, except in this case it happens to be the Elf and the Prelate. Maybe I should right a background story behind the whole thing, like a legend or something.
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Old July 16, 2008, 08:46 AM   #4 (permalink)
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I think a background story would be good I was just a little confused by the wording because if this originated as a Syl'rosian game (or at least is thought to have been) I don't know if one of the objectives should include the words "Destroy the Elf" XD hahaha

Mm... but yes, background story ftw!

Also, rereading this I have some questions about
Quote:
The concept of this game is to allow players to control magic and pieces, and pit their warcraft and stratagems against friends. Also allows beginners to enjoy controlling magic pieces and what not, while waiting on training threads to finish.
Does this mean a person has to be arcana-inclined to play this game? Do you intend this just as a fun past time like chess or something, or as an actual learn-through-playing strategy game? I guess I'm curious as to the purpose of the game -- both IC and OOC.

EDIT: Also, on the rules of movement: Okay, so there are nine pieces per player? With three pieces to a square and nine squares total? So that means there is just three squares in between for maneuvering on a normal board? How do the pieces move, exactly? And how do certain pieces affect other pieces?

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Old July 16, 2008, 08:59 AM   #5 (permalink)
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Well, I had intended for this game to be an IC game, but also if ppl are bored OOC, and have friends online at the same time, they could have a sit down and play the game at the same time IRL. So, IC and OOC reasons. Hope that made sense. You don't have to be arcanically inclined, yes think of it like chess I guess.

As for the squares, I was thinking each would be "big" enough to accomodate up to three pieces. Opposing pieces in the same square can attack each other therein, or otherwise use their special abilities.

As for the pieces.. each would have special abilities;
E.G Smith could increase defence capabilities of other pieces in the same square. Unicorn can heal other pieces in the same square... etc... I'm still thinking of more stuff and all. Feel free to jump in with suggestions, criticisms, etc...

EDIT: Regarding the three sq in the middle, I thought it wouldn't be prudent to have too many squares to maneuvre, else a single match might outlast its enjoyment.

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Old July 16, 2008, 09:12 AM   #6 (permalink)
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I don't suppose you know how to get the tables format working? I have no idea how to use it properly, but I think it'll come in handy for keeping track of this game when pbp-ing. How do you format it into 9 squares?
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Old July 16, 2008, 10:48 AM   #7 (permalink)
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As a Warhammer fan, a Warhammer 40K and a LoTR: Battles for Middle Earth player not to mention a chess adicted (well...used to be when I was younger) I'm loving this new project!

In what regards to game-play I'd advise to have more squares otherwise whatever strategic maneuvers will be severely limited. It's either more squares or no squares at all although having squares helps alot the concept of playing the game in a pbp. Maybe each of the nine already existing squares could have a name (sector name) and then be divided in 9 squares as well. It would give you 81 squares to use
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Old July 16, 2008, 10:54 AM   #8 (permalink)
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Yes, that may work. In fact, I like it.

*steals idea.*

I guess that makes sense. I never played warhammer, but have a vague idea of the concept. Anyway, keep the suggestions rolling in.

Ok, officially stolen.

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Old July 16, 2008, 11:13 AM   #9 (permalink)
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heh

Aside of the special abilities each character has there is also the need to create some profiles. i.e. the Human swordsman would be more powerful in melee than the elven archer.

Here is the basic each profile should contain:
Wounds - number of wounds the character can receive until it's dead
Attack - number of wounds the character can cause to an opponent (this can either be a permanent number of just the maximum number of attacks, depending on the rules you create)
Movement points - how many sub-sectores can be crossed in each turn of the game.
Range - this only for the archers and mages

Secondary attributes:
Defense and Strength - if you want to have some attacks causing more or less damage to certain characters i.e. the archer would do more damage to an unarmored druid than to a human swordsman that uses an armor for sure.
Special ability points - these can be used for mages saying the number of spells they can cast (some spells would spend more points, others less depending on how powerful they are) and this can also be added to the archers as if they were ammunitions, although this would add too many rules to a simple character as an archer, depends on how realistic you want the game to be.

Steal ideas at will just send me a board once this is implemented IC
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