**updated** I've dropped the time-traveling aspect of the game entirely though I might use that mechanic in another game.
We know the game of tic tac toe.. boring. if you can't remember how to force a draw..
We know the game of rock paper scissors.. luck or psychology, i don't know/ doesn't matter.
But! When you start putting them together.. things start to get interesting.
Basic Game (need this game in order to understand the basic concepts)
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Rules for TECH
(i've put these in my blog) **updated/edited**
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I replaced rock paper scissors with:
Shieldsman --> Swordsman --> Archer --> Shields
(--> = defeat)
I understand this game comes down to winning rock paper scissors and winning the center spot is game changing. There are immediate fixes to these problems including:
-Limiting the number of pieces by luck or choice players have.
-limiting where players can go.
-pieces are destroyed if lost and must be played elsewhere
-if ties both players must play elsewhere
-and a host of other things i haven't even thought of.
Alright, your thoughts? I'm looking for ideas to make this basic game more clear and the rules more concise. These rules need to be very clear and concise.
Here are the Rules to TECH
This is a step up from the previous posts rules. This still does not include special powers, variants, expansions etc. But like any tutorial, takes a player from one understanding to a (hopefully) higher understanding.
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Rules for TECH
2 players
Object
After a player reaches the final phase;
To be the sole player with 3 of your units in a row.
(x-x-x)
If both players have 3 in a row when the board is full, the player with more pieces on the board wins.
(0=5, X=4.... O win)
Contents
2 Player Screens
-8 Boards (3 by 3 grids)
1 Blue Board (X's)
1 Red Board (O's)
6 Turn boards
-60 Player pieces
5 Swordsmen in Red
5 Archers in Red
5 Shields in Red
5 Swordsmen in Blue
5 Archers in Blue
5 Shields in Blue
15 Neutral Red Markers
15 Neutral Blue markers
How to Play
The first turn of the game goes as follows:
###### 1 ######
The turn is simultaneous
1. Each player secretly chooses 1 of their pieces (Swordsmen, Archers and Shields)
and places it on their board.
You MAY NOT play on a space that is occupied.
(FINAL BOARD spaces correlate directly with player board spaces and if a space is occupied on the FINAL BOARD that player space is also occupied)
2. When both players have placed on their boards, reveal the player boards.
3. Players then move their piece to the same space that correlates onto the FINAL board
IF their is a Conflict (both players play in the same space) the following resolution takes place
If both play the same piece, the Turn is redone
Otherwise, the superior piece takes the space, while the losing piece must play to ANY unoccupied space on the final board.
The superior piece is in this order:
Swordsman defeat Archers
Archers defeat Shields
Shields defeat Swordsman
##### ALL other Turns ######
The Turn is simultaneous
1. Each player secretly chooses 1 of their pieces (Swordsmen, Archers and Shields)
and places it on their board.
2. Each player ALSO secretly chooses which TURN to play in. (1 through 5)
You MAY NOT play on a space that is occupied.
(FINAL BOARD (of that turn) spaces correlate directly with player board spaces and if the spaces are occupied on the FINAL BOARD those player spaces are also occupied)
3. When both players have placed on their boards and chosen which turn to play, reveal the player boards/turns.
4. Players then move their piece to the same space that correlates onto the FINAL board for the turn they are on.
IF their is a Conflict (both players play in the same space) the following resolution takes place
If both play the same piece, the Turn is redone
Otherwise, the superior piece takes the space, while the losing piece must play to ANY unoccupied space on the final board.
The superior piece is in this order:
Swordsman defeat Archers
Archers defeat Shields
Shields defeat Swordsman
IF a player moves to a TURN that they have ALREADY played in, REPLAY that TURN.
players may then in sense change a choice that they have already made..
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for example:
Turn 1
Board Turn 1
Red-Sword center vs Blue-shield center
Result: Red-Sword top left vs Blue-Shield Center
Turn 2
Red: Board Turn 1
Archer Center vs Blue-Shield Center
Blue: Board Turn 2
No play yet vs Blue-Shield Top middle
Result: Board Turn 1: Red-Archer Center vs Blue Shield Top Left
Result: Board Turn 2: Blue-Shield top middle...... and this is where it gets muddled through text.. Pictures to follow
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How the game ends
AFTER the board is full,
The first player to move to Turn 6 Ends the Game. Players are not “bumped” or auto moved to Turn 6 but stay on turn 5 “passing” until they elect to move to Turn 6.
However,
If Ripples have moved all the way to turn 5, and player passes on turn 5 then Both players are bumped to turn 6 where the final scoring and end of game takes place.
(players will race to win)
How Ripples work
because you can change the state of the game prior to when you play things get interesting
The state of each game state moves 1 BOARD TURN EVERY TURN.
States DO NOT "Ripple" through all the board turns every turn. in other words, the future is unwritten.
Thus you can have a winning condition earlier in the game but not win if you can't get the state of the board to BOARD 6 quick enough.
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Okay, so it is a work in progress. We're gonna play test this more tonight and work out some of the details.
Any comments or insight would be appreciated!!
Thanks