Strategy Game - Heated April Clash at the 'Shroom HQ

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GBA

do you ever yearn for the soft touch of a pancake
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Core 'Shroom Staff
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(FANCY STRATEGY GAME LOGO)
In Strategy Game, up to 4 players take turns battling against a set of animatronic enemies in a simplified version of DnD grid-based combat, with a bit of a Fire Emblem twist. Team up and defeat your foes with non-instantaneous strategic team coordination!
Overview

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  • Combat takes place on an 11x11 numbered grid map, between Tokens that move one after another, using rolled dice and Evil Math to calculate damage for attacks.
  • Player Tokens are controlled by the participants, and Enemy Tokens are controlled by the host. Each token has unique abilities and stats. All tokens in play are listed in the Status Report, which is the first post of the thread.
  • Gameplay occurs in Turns, which consist of one Player Phase and one Enemy Phase.
  • Players can RP however they wish in-character, provided submissions are valid, and the host may take these flourishes into account when writing action logs.
  • During the Player Phase, active Strategy Game players are given time to submit public thread actions as defined within the parameters of their Player Token. They are then provided with the results of their actions.
  • On the Enemy Phase, enemies will perform actions in retaliation.
  • Back and forth combat occurs until one side is defeated. If all Enemy Tokens are defeated, the game is won. If all player tokens are felled by enemies, the game is lost.
  • The game is intended to be run with similar activity levels to a KG investigation phase. If you cannot be around for the intended times, perhaps reconsider signing up. I will only be running a handful of these, since my time is so limited!

Tokens and Setup (Turn 0)
  • At the beginning of the game, each player must choose a Player Token, which will represent them in battle. All attributes of Player and Enemy tokens are listed in the Status Report.
  • The Status Report, the second post of the thread, will contain all details on tokens, attacks, and assists for that round. Please examine it carefully!
  • A turn count is provided to give you an overview of how many turns you should need to clear the map. Try to finish under that number!
  • Once all players have chosen a player token, you may indicate your readiness using "##Start".
Tokens:
  • Each Player Token has:
    • An HP stat, indicating how much damage you can take before being incapacitated.
    • An ATK or Attack, which indicates how you can deal damage to enemy tokens.
      Each attack has:
      • DAMAGE (DMG), which indicates how much damage you do by spending one clip of ammo. This is usually expressed as a dice or formula (such as 1d4, or 2d3+2).
      • RANGE, shown as an image. This indicates what grid space you need to occupy relative to your opponent's square in order to make a valid attack.
      • TARGET - indicates how many squares in range the attack hits
        • Single target attacks are shown in red. These attacks can hit one square highlighted by the attack's range.
        • Multi target attacks are shown in purple. These attacks will hit every square highlighted in the attack's range.
        • Area target attacks are shown in a mixture of red and purple. These attacks will pick one red square indicated by the attack's range, then attack in an area around that square. This area is indicated by a red outline.
      • You can find these details in the Status Report.
    • AMMO, expressed in icons which indicate how many attacks you can perform before having to RELOAD in your actions.
      • Typically, one AMMO is spent per attack. You can spend additional AMMO beyond the first to increase your damage by +1 for each charge spent, up to a cap of +3.
      • If you have no ammo, you cannot submit to attack.
    • A MOV value that indicates the maximum number of squares on the map you can move in one turn. See "Gameplay - Terrain/Moving" for more details.
    • An ASSIST, which is a special skill a player can perform instead of an attack on their turn (like a heal, or special movement skill). Each Assist has:
      • USES - the number of times the assist can be used per battle, expressed as a number.
      • EFFECT - what the assist does.
      • RANGE - if applicable, what range the effect has.
      • CONDITIONS - a condition that might need to be met in order for the skill to be used.
    • A STARTING POSITION, indicating where on the map they begin. This is shown on the map preview in the first post.
  • Enemy tokens are similar to player tokens, except they have:
    • Generally Higher HP and AMMO.
    • Unique ATKs unusable by players.
    • Lower MOV.
    • May or may not possess ASSISTs.
    • A SIZE, indicating how many spaces on the map they occupy as an area (1x1, 2x2, etc.)
    • A moving style, which determines how and who they target on their turn, and when.
  • All enemy tokens are detailed in the status post, and enemy starting positions are outlined in the same post's map preview.
  • All Attacks and Assists are individually detailed in the Status Post for player reference.

Gameplay - Player Phase (Turn 1 onwards)
  • Once the player action order is decided, the first turn of combat begins. Players will have up to thirty minutes to discuss and submit actions for their turn, but faster submissions are preferred. All players who do not submit actions will skip the player phase, and skipping 3 times in a row results in a player forfeit.
  • On your turn, each player can submit to perform one Preparation Action and one Combat Action. These can be in any order you like.
  • Preparation actions include:
    • MOVE to another space in range. See Gameplay - Terrain/Moving for more details.
    • STAY in your current space without moving.
    • SKIP your turn entirely, including combat actions.
    • FORFEIT. This will drain your HP and remove you from the map as if you were defeated. This will allow someone to sub in for you if you can no longer commit to playing.
  • Provided you haven't skipped or forfeited, you may perform one of the following combat actions:
    • ATTACK. Uses your attack on a specified opponent, if they are in range.
      • You must specify which token you are attacking, even if there are not multiple.
      • A die corresponding to the attack's damage will be rolled to calculate how much damage you inflict on the token.
      • You may submit to spend more than 1 ammo in your attack post, increasing your damage by +1 damage for each charge spent, up to a cap of +3 damage. This may help you secure some kills, at the cost of needing to reload more often.
    • ASSIST. This will allow you to use your assist, provided it still has uses and the usage is valid. Some assists will require a target.
    • DEFEND. This will halve any incoming damage for the next enemy turn.
    • RELOAD. This will replenish your ammo, but you will take +2 damage if attacked that turn.
    • NPC ASSIST. These are powerful once-per-map effects that are detailed in the first post of the thread. If no NPC assists can be used, the action is invalid. See "Gameplay - NPC Assists" for more details
    • REVIVE. When standing next to an incapacitated ally, you may spend 2 ammo to revive them, which will restore them to 1HP, and allow them to act again. This will not restore their ammo.
    • END TURN. You may end your turn without performing any additional action after moving/staying.
  • Once all players have submitted, the Player Phase ends. The order of actions is the order they were submitted in the thread. Please coordinate them properly if one action requires another player to do something else.
  • In all cases, please highlight actions in bold.
  • The host will resolve your submissions in order, and post an updated map and combat log in response. Please wait warmly while it is ready.
  • If an enemy's HP is reduced to 0 as a result of submitted actions, they are defeated, and their token removed from the game. This empties up any spaces the enemy once occupied.
  • Players have a grace period of two invalid submissions per turn. The third invalid submission will instead be treated as a SKIP. An invalid submission will be reacted to with a Thinking emoji by the host. A valid submission will be given a Like. Open communication is encouraged to ensure minimal confusion between player/host.
  • ***If a valid submitted action is predicated on a prior actions success, and said action fails, the action will be halted at the point where the failure occurs, and it will not make the action retroactively invalid. For instance, if a path being taken relies on an enemy's defeat, the player will stop in front of the enemy and proceed no further. If an attack targets an enemy that no longer exists, ammo will still be depleted.
Example actions:
Here are some examples of valid player actions/formatting.

Move: A5 to A3 to C3
Attack: Deadline A

Move: A5 -> C4
Defend

Stay
Reload

##Move: A5 to D3
##NPC Assist: Kammi

Gameplay - Terrain/Moving
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dont worry the actual game doesnt look like this
  • In order to move around the map, you must submit to use the MOVE action. Wow!
  • Each space on the map has an associated terrain. Some types of terrain have special effects when moving through or landing on the space.
  • You can only move in cardinal directions: up, down, left, right.
  • When moving, a token's MOV stat is depleted by -1 per space it moves across, until it is out of MOV and can no longer progress. This creates an upper move range. You can end your movement on any space within your move range, even if you have MOV remaining.
  • Be mindful of terrain that costs 2 MOV to enter, or is impassable.
  • If choosing to MOVE after performing ATTACK, you are penalised -2 MOV. This is to discourage hit-and-runs while still allowing for some manueverability.
  • Before submitting to move, players should count spaces to determine what their valid range is, and submit a valid grid number movement in their action, similar to Chess. If the move is invalid, or outside of the grid, the action will not be accepted.
  • Players cannot pass through spaces occupied by enemy tokens. You can pass through spaces occupied by player tokens, taking into account the terrain, but you cannot share a space with another token.
  • Types of terrain include:
    • Neutral Terrain - Costs 1 MOV to pass to.
    • Forest Terrain - Costs 2 MOV to pass to. Enemy attacks do half damage while occupying Forest Terrain. Using DEFEND in Forest terrain nullifies all damage.
    • Rocky Terrain - Cannot be moved to.
    • Sparkly Terrain - Costs 1 MOV to pass to. Will automatically restore all AMMO the first time it is passed through or landed on, then terrain becomes Neutral Terrain.
    • Healing Terrain - Costs 1 MOV to pass to. The first time a token lands here, restores HP fully, then terrain becomes Neutral Terrain.
    • Frosty Terrain - Costs 1 MOV to pass to. At the end of each turn, deplete 2HP damage to any player/enemy standing on it.

Gameplay - NPC Assists
  • In the Status Post, three NPC symbols are listed under NPC ASSISTS. These powerful abilities can be used once per game, by any player. Their effects are detailed under the same tab. Be sure to co-ordinate and use these powerful stratagems at just the right moment!

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In Strategy Game, enemies like Deadlines, the looming spirits of time, will appear.

Gameplay - Enemy Phase
  • After the player phase, the enemy phase occurs.
  • During the enemy phase, each enemy token will move in succession similar to the players', however, all combat, map updates and such will be calculated at once by the host, pretty much immediately ending the turn once updated. Please also wait warmly until it is ready.
  • Like players, enemies can:
    • MOVE to another space. Sometimes an enemy will only move if a player token is in its attack range.
    • STAY in their current position.
    • ATTACK the closest player in range, or, if a player can potentially be eliminated, attack that player. A dice corresponding to their DMG will be rolled to calculate how much damage they inflict on a player in range.
      • If a player's HP is reduced to 0, they are incapacitated. Incapacitated players must be revived before more actions can be taken. Players can revive each other, but if all players are downed, the match is over.
    • ASSIST. Enemy Assists are detailed in the Status Report along with other moves. Some assists are similar to player actions such as DEFEND.
  • Once the enemy phase ends, a results log is posted, the Player Phase begins again and the next Turn commences. Turns will continue in sequence until the game is over.

Gameplay - Ending the Game
  • Once all enemies or players have been defeated, the game ends.
  • If all player tokens were defeated, then it's a loss! If all enemy tokens were defeated then congrats your team won!
  • If you finish under the turn count, you may receive a prize. Your total turn count will equal the number of turns spent to clear PLUS one turn penalty for each revive action used.



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So, those are the rules. Any questions? I've spent ages building these simulations, y'know. Bowls of ramen went cold over this.

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Blimey! And you want us to appear in this simulation as weapons dealers? Bill, ol' boy, what say you, eh?

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....sure.

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Oh I am in, pal. My investors'll never know what hit 'em. Persni, stop sipping your nightshade tea and look up for a moment, there's a fantastic role here for you.

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Oh I should say, you're free to decline, but this investment is sure to bring us back some... interesting returns, and you certainly wouldn't want to miss out.

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..tch. I admit I am intrigued. Fine. One round. I'll have your head by the time my latest poison finishes titrating.



Sign ups open before !
Further info to come.
 
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