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Gladiator Arena: Rules and Instructions
(Rules version 0.75)
1. Player has following qualities:
Hit points (HP): player has certain starting amount, depending on race (see 6); player loses HP when struck by another player; when player has 0 or less HP, player is removed from game
Movement per Turn (MpT): player has amount of MpT depending on race and weapon (see 6,7); these are used during one turn, on moving and/or striking (see 2)
Damage caused when striking other player: amount of HP that is removed from other player when striking that player; depends on race and weapon (see 6,7)
Range: area to which player can strike, measured from the square player moves to or remains in during that turn; depends on weapon (7)
2. Players actions during one turn:
Player can move and/or strike. (Player is allowed to not do either.)
Player can only move one square per turn (except when playing halfling), not diagonally. Doing so costs one MpT; player can choose to not move and then can use that one MpT on striking.
If two players would move to same square, they "bump" and both remain in squares they were; they still used the MpT.
Player can try to move into square where another player is. If the other player doesn't move (or is "bumped" back), player gets "bumped" without affecting the other player.
Strike is an attempt to harm another player. Player can strike as many times as he/she has MpT (left after he/she has moved or not). When player strikes more than once during turn, he/she can strike any number of times at same square or every strike in different square.
Striking happens always after moving of all players.
Player strikes by choosing the square(s) to which attack that turn. If another player moved to or remained in a chosen square, that player takes damage, losing HP.
If players "bump", they are considered to have temporarily been in the square they tried to enter and did their strikes from that square, meaning they attacked the squares they chose, despite it might not be possible from the square they were returned to. Players do not take damage if the square they "bumped" in was struck, only when there was an attack on square they remained/returned to.
If halfling is "bumped" after moving two squares, the player returns to the square he/she was in after previous turn.
Player doesn't damage himself/herself if striking the square he/she was and got "bumped" back.
Player can't strike the square he/she is moving into or remaining in.
3. Turns are simultaneous. All players do their moves and strikes before results of the turn are resolved.
4. The game is played on chess board, 8X8 squares marked as "A-H 1-8" (as default; different size variations may be used).
5. In start of game each player chooses race, weapon (see 6,7) and square to start; if two players choose same square, the one who posted later is moved to square opposite center of board. If three or more choose same square, they must choose again.
If player has to choose starting square again, he/she must play with race and weapon originally chosen.
6. Each player has one of following races:
Human: starts with 8 HP, MpT 3
Dwarf: starts with 9 HP, makes one extra damage over base damage of weapon, MpT 2
Elf: starts with 7 HP, makes one less damage than base damage of weapon (thus elf can't use spear as damage would be 0), MpT 4
Halfling: starts with 5 HP, makes one less damage than base damage of weapon (thus halfling can't use spear as damage would be 0), MpT 3, halfling can use two MpT to move twice in one turn
Giant: starts with 11 HP, makes one extra damage over base damage of weapon, MpT 2, giant uses two MpT to move (one square)
7. Each player has one of following weapons:
Axe: base damage 4, range 3x3 squares area centered on player
Sword: base damage 2, range 5x5 squares area centered on player
Spear: base damage 1, range 7x7 squares area centered on player
Bow: damage 1 on all races, range infinite but can't strike 5x5 squares area centered on player, uses two MpT to strike once
(Note: bow is extremely weak weapon for 1-on-1, but in multiplayer can "steal" kills.)
Catapult: damage 2 on all races and damage 1 on all races to the (8) squares surrounding one player targets, range infinite but can't strike 3x3 squares area centered on player, striking with catapult spends MpT the amount player has (player can only strike once per turn and can't strike if moving that turn)
Catapult is considered to "strike" at one square despite causing damage on surrounding squares
(Note: Catapult human/elf/dwarf have no advantage over catapult giant, making them useless combos. Similarly, bow dwarf has no advantage over bow giant. It can as well be rule that those are forbidden.)
8. End of game/scoring (default; come up with your own variant)
Game ends when there is only one player or none left.
Winner is the player who kills (strikes to cause HP become 0 or less) most other players. When two or more players have same amount of kills, winner is one who survived longer. If they were removed from game on same turn, the one with more HP wins (a player can have 0 or negative HP at the time of being removed). If even that's tied, winner is one who caused more damage during whole game.
If time limit rule (8c) is used, player loses one kill(point) if dying on time limit. (Otherwise it could be better for a player to die than give a kill to other.)
8 b. Kill (only relevant for scoring)
A kill is defined as successful strike (including damage caused by catapult) that removes another player from game. If two players kill third, the scoring is decided as follows:
- if both would've individually killed the third, both are awarded half kill (if more players are involved, 1/3, 1/4 etc.)
- if one (or more) player(s) wouldn't have caused kill on his/her own, that player is not awarded (partial) kill
- if none of the players would've killed alone, kill is awarded to player(s) who did most damage; if there are more than one such player, the kill is divided between them.
8 c. time limit (optional rule)
Starting turn 15, every third turn all players lose 1 HP. This is necessary as there could be a defensive standoff.
This damage happens after play events; if player would die on time limit on same turn he/she is killed, the time limit rule has no effect.
8 d. acknowledging surrender or standoff
When only two players remain and one is in no-win position, he/she can choose to acknowledge loss and game ends with the other player gaining a kill.
Standoff is a situation where each player is outside other's range and can hold other off by continuously striking only square other can move to to enter striking range. (This can happen when both players have same weapon which is axe, sword or spear and neither is halfling. Also two bow elves can be in standoff.)
If time limit rule is used, the player in standoff with less HP is in no-win situation, but in position to let either other player or time limit kill him/her. That player may acknowledge the situation and end game, choosing to either lose a kill or award one to the other player.
If time limit rule is not used or players have as many HP left, players can agree that both will be killed by time limit and take loss of kill or they can agree to resolve standoff by taking a turn during which striking is forbidden.
(If time limit rule is not used and players don't agree to the above, then I guess the game continues forever...)
Last edited by Kaunisto, 6/12/14, 2:33 am
6/10/14, 9:32 am
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Re: Gladiator Arena: Rules and Instuctions
This is how you play:
Once we have agreed players, you make a topic, let's call it GA Game 1 YOURNAME.
On that first post (turn 0) you put your weapon, race and starting square:
sword human D4
Once all players have posted, I make topic Gladiator Arena Game 1 where you see the status:
1 Kaunisto sword human 8HP
and same for all players
Once I have posted this, you may post your first move:
Turn 1 (it'll be clearer if you put turn number to each post)
(Try not make any extra post in your playing topic, it makes it easier for me to see whe everyone has played their turns.)
1 Kaunisto sword human 8HP (or for example 5HP if an elf hit me with axe)
Move to: D5
Strike: E6,E5 = miss, miss (or for example "hit Pastor Rick 2 damage")
- YOU'RE NOT SUPPOSED TO LOOK OTHER PLAYERS' TOPICS, only your own and the Game topic (these two you may check anytime)
- if playing halfling and moving two squares, you only post the (second) square you move to
- on catapult you (and I in game topic) post only the center square you strike; I do mark on it all the damage caused
- my general idea is to aim for turn/day, but I post turn status as soon as I can after all players have posted turns; the game goes as fast as it does
- if you're in position where you can't mathematically hit anyone, it's polite not to strike
- remember the scoring: deathly strikes score!
- THE TIME LIMIT RULE IS ON! If you live to turn 10 and have least HP, you might want to quit dodging.
- to remind, the following race/weapon combos are allowed:
dwarf: axe, sword, spear
human: axe, sword, spear, bow
elf: axe, sword, bow
halfling: axe, sword, bow, catapult
giant: axe, sword, spear, bow, catapult
6/10/14, 9:38 am
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Sorry I will take the Axe instead. And start in the same place.
8/23/14, 3:52 pm
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