Medieval & Fantasy Minecraft Roleplaying

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[IC game] - DarkShine

Bartooliinii

An Alteran Bard
Patron
Retired Staff
Pronouns
He/Him
Slimy_Froggy
Slimy_Froggy
Patron
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DarkShine
A strategic game for two players

In
DarkShine, two players wage war on each other in a 15 to 30 minutes game of tactical enjoyment.
Both armies are of equal strength, so it's up to the player's strategic mind to make the difference and come out on top!
The player who takes out their opponents commander wins the game.

The board is 11x7 tiles, with one army at one end of the 11 tiles and the other
on the other end.
The picture above shows the set-up.
Each player returns to the top of their castle to signify they've finished their turn.


A Turn:
A turn is made up of 3 actions. These actions are performed with pawns.
Actions consist of moving and/or attacking. Each pawn can move 1 tile in any direction and they can all attack.


Moving:
A player may choose any combination of moves, as long as the total of moved tiles is no greater than 3.
For instance, you can move a pawn 3 tiles.
You could move 3 pawns 1 tile each.
Or a pawn 2 tiles, and another pawn 1 tile.


Attacking:
To attack, get in range and roll a 6 sided die. The defender rolls too.
If the attacker rolls higher than the defender, the defending pawn is removed from the game.
If the attacker rolls equal or lower than the defender, the defender survives.
Thus, the attacker can not die during its attack action.
Once a pawn has attacked, it cannot perform any more attack actions (fatigue).
However, a player may choose to attack with three different pawns in one turn.


The Pawns:
In DarkShine, each player has three different types of pawns which they can use to win the game.
Each pawn has a single different property that makes it unique.


The Soldier:
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The soldier can attack any pawn adjacent to it, both diagonal and lateral.

The Archer:
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The archer can only attack pawns that are 2 or 3 tiles away from it and only diagonal and lateral.
If a pawn is located right next to the archer, the archer can't attack it and must step away from it to attack it.
The archer cannot shoot over friendly or enemy units.


The Commander:
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The commander can attack any pawn adjacent to it, both diagonal and lateral, like a soldier can.
On top of that, all pawns within 1 tile radius around the commander, both diagonal and lateral, gain +1 on any roll.
The commander itself also has this bonus.


How is it played - Some examples:

Your soldier fights an enemy soldier.

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Your soldier has moved one tile forward and finds itself next to an enemy soldier.
You can now attack the enemy soldier, by throwing a 6 sided die.
You throw higher than the enemy and the enemy soldier is removed from the game.
Your soldier remains on its own spot.
However, you have one action left, so you might choose to move it into the place where the enemy soldier stood.
This is not an obligated move, like it would be in chess.


An enemy archer fights your soldier.
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In this scenario, an enemy archer has moved into a position in which it can attack one of your soldiers.
Notice that it cannot attack the encircled soldier, since it is not in a diagonal or lateral line.
Even if the encircled soldier would move one step forward, to stand next to the archer, the archer could not attack it.
It can only attack pawns that are 2 blocks away, diagonal or lateral, and thus would logically target the soldier in the bottom right.


The heat of the battle.
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You have survived a push forward from the enemy and find yourself in close combat.
The enemy archer is in range of your own archer, so you may choose to attack it.
However, note that the enemy archer is within a 1 block radius of the enemy commander.
This means that it will get +1 on any roll.
Imagine you roll 4 on attacking the archer. The enemy archer rolls 3 to defend.
In this case, the enemy archer survives, because 3 + 1 makes 4.
The same will happen if your forward soldier would attack the archer or the soldier next to it, since they are all within the commander's sphere of influence.


The Variants:
In DarkShine, you can play different game modes.
Ventare's DarkShine.
Same rules apply, except you don't roll any dice.
When an attacker targets an enemy, it always dies.
A quicker game that requires more thought before moves are made.

And that is
DarkShine! Come to The Fairgrounds any time to play this game IC or OOC.
Upon request and an agreeable price, I can build this game set-up IC in your region if you like to!

 

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Bartooliinii

An Alteran Bard
Patron
Retired Staff
Pronouns
He/Him
Slimy_Froggy
Slimy_Froggy
Patron
Mystic Mountain is a game that needs a lot more space and takes a lot longer to play.
I decided I would like a simpler game, which has some of the same elements as Mystic Mountain.
So here we are :) Rules might be subject to change as I haven't tested it out that much, but it seems to work pretty well this way!
 

Bartooliinii

An Alteran Bard
Patron
Retired Staff
Pronouns
He/Him
Slimy_Froggy
Slimy_Froggy
Patron
Changelog:
  • Archers can only shoot 2 tiles away, only diagonally and horizontally, and cannot shoot soldiers right next to them.
    • Archers can shoot 2 or 3 tiles away, but not right next to them, and cannot shoot over friendly or enemy units.
  • Commander gives +1 to those around him, but not to himself.
    • Commander also gets +1 on its own rolls.
 
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