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ΩmastahcheeseΩ-Empty-
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Hello after watching some Extra Credits and this specific
video, along with remembering my previous failed attempts at forum games I created then abandoned I decided... fuck it let's try this again!
Behold my latest maesiter poice!
Pretty damn amazing right? Anyway let's get started and since this ain't clavinball here are da rules and such!
The Intro!
Do you like Chess, Connect Four, Checkers, Go and ASCII art? What's that!? Yes! Oh, but you suck at all those aspects of life... well don't worry one bit! Because this game definitely doesn't take certain aspects and mechanics of those games and tries to serve you those bits on an unholy platter! Nope! NOT ONE BIT!
So you start your game on this chess like 15X15 grid board and after choosing a color and character to represent your goishi board pieces you choose two specific perks that affect your gameplay experience. Also yes you can play this alone. That's boring though but if you have another person to play with you; then it's a fun game to play.
How do I crush my opponents???
So what's the objective? Easy, the player with more pieces on the board says "pretty sneaky sis" that are their own color after a certain amount of turns wins!
-Great googalee moogalee! This sounds awesome! But how do I play this game?-
Easy on the first turn all participating players will place one of their pieces anywhere on the board. *No player is allowed to place their first piece next to other pieces during the first turn. This continues until the turn limit is reached. The player with the highest point count wins. Giving up is also an option but let's be honest we're all in this to win it!
Players gain points via placing new pieces on the board or converting other player pieces to their own color.
A piece is converted when one of two things occur. The first, when a new piece is put into play it will automatically convert all pieces adjacent to it to its color. The second way is through active perks (I'm getting to that subject).
Red Player places piece next to blue
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Blue Becomes red! Red player's score up by two!
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*The colored areas represent territory. Player pieces can only be deployed in their respective colored territory. The magenta colored area is disputed territory, blue and red can both place pieces there. Also when you have no pieces left you're allowed an "invincible one turn only put it anywhere you want piece like in the first turn" piece.
-O.K. This is gay I'm losing what can I do now?-
If you ever find yourself on the receiving end of a "getting your ass handed to you" stick after ten full turns have passed, there are two extra options you can make to level the playing field.
The first, you can retreat from the board, this action completely removes all of your pieces from the board. Next your entire score is cut to 2/3 your original amount ergo your owned pieces as well. On your next turn you have another two options, option one: place your pieces anywhere on the board that you feel like (your first piece is the only one that can convert) or bide your time and wait it out to redeploy your pieces another turn (you lose one piece a turn while doing this).
The other "level the playing field move" you can dish out is drop a bomb. Each player normally starts with two bombs. A single bomb is generated at ten points a turn. You need one hundred for a new bomb. Points begin generating after your tenth turn. And since I don't want you guys nuking each other on the first turn, to reiterate bombs can only be used after the tenth turn!
Anyway bombs clear out a 3X3 space on the board think of it like spring cleaning your neighborhood but with explosions instead.
All right that wraps it all up for the game mechanics. If you have any questions post them in the topic! And if you plan on playing start by filling out these player cards. Also perks are explained after this next bit
If you want to play, then fill this out!
*Refer here for Character
________________________________
/Name: ___________ |
|Rank: | ||
|Color: | ||
| | ||
| |___________||
|Character: |
|Cats or Dogs?: |
|Your battle cry: |
| |
| |
\______________________________/
*The vacant space is designated as your digitized identifying depiction. Your photograph will be selected with omission of your consent by a panel of highly respected but petty, chicaner, frivolous, over qualified and disorganized coalition of okapi, the pond frogs in my backyard and various species of the coleoptera order. Your chosen image will possibly lead to unintentional (completely intentional) coltish interactions that will illicit various shenanigans between you and other participants in this game. We hope.
EXAMPLE!
Now pick your perks! Limit two each!
Perks
When choosing perks it's a first come first served type of event. In other words a player with their chosen active and passive perks is the only one allowed to have those two perks per game.
If you need something to change immediately Active perks are designed to change the flow and your presence on the battle field in one turn. Most active perks have a cool down rate.
(1)
All around: Capture all enemy pieces in a 1X radius within your territory.
Three turn cool down(2)
Possesion jump: Allows you to directly convert any piece on the board to your own side.
It is immune to conversion by the original player that owned it for one turn. Activates at your sixth turn.
Three turn cool down(3)
Culture bomb: Your bombs convert pieces instead of destroying them but generate
30% slower.
(4)
Saving it for later: A 6 spaced horizontal line, vertical line or rectangle area is reserved for all of your pieces within your territory for the turn this perk is active and
only for your next turn.
Your pieces cannot be converted or convert other pieces around them in this area.
Three turn cool down(5)
Three for one: You can place three pieces on the board within your territory for this turn.
The second and third piece cannot convert enemy pieces.
Four turn cool down, activates at your fifth turn(6)
Bo-Bomber: You use and can only use two bombs at once, you also start with an extra bomb.
(7)
Blast: After setting a piece down which has converted enemy pieces choose a 3 spaced size horizontal or vertical long line adjacent to the territory your last piece gained. All pieces within the area you chose are immediately cleared from the board as if hit by a bomb.
One turn cool down(
Can't touch this: Your pieces are completely immune to the actions of a single player of your choosing for one turn.
Your pieces cannot be converted or bombed on their turn.
The other participating players still affect your pieces.
Two turn cool down(9)Wall up: For two turns, set up in any configuration a 1-5 sized wall within your territory that cannot be maneuvered upon by enemy pieces. Your pieces can still deploy on the tiles and are immune to conversion but conversely do not convert adjacent pieces.
Three turn cool downIf your defining strategy is through attrition rather than maneuver or vice versa, picking a passive perk that allows you to more easily convert pieces or block off certain areas will certainly let you gain the upper hand with your strategy on the board.
(A)Slow poison: A single enemy piece within your territory is converted to your side every turn.
(B)Tactical Retreat: Instead of placing a new piece on the board you can instead shift one of your pieces around within your territory and save your current move for next time so that you can deploy two pieces at once next turn; this perk does not stack over two actions!
(C)Long reach: Your territory size from where your last piece deployed is temporarily doubled for your next turn.
(D)I got you diagonally: When deploying a piece to convert, you have the option of converting pieces diagonally positioned around it instead.
(E)Bomber Man: Your bombs affect a 4X4 area but generate 25% slower
(F)Bomber Boy: Your bombs affect a 2X2 area but generate 30% faster, you also start with an extra bomb.
(G)The kinda great wall: Within your own territory you are able to choose three tiles to act as walls that prevent other players and yourself from deploying onto. There is no option to not have the walls setup.
(H)Stalwart: Two of your pieces on the board are immune to conversion for two turns. They cannot be chosen over and over again, two different pieces must be chosen each time.
(I)Feeling lucky: There is a 50% chance that any enemy piece on the board of your choosing will be converted to your side. This passive perk activates after your seventh turn.