I've managed to draft out a set of rules for my project and had it revised with the help of a friend. The game is a skirmish/ tactical combat game based on mechanics from Warhammer and League of Legends. I'm looking for notes on what can be made clearer and what I could add / take away...but any and all comments are helpful!
((UPDATE: The current version of the rules are posted near the bottom. This rule set is NOT the most recent version.))
Objective
In Red Scarf, 2 players compete to build the better team and claim victory on the battlefield. The game comes with a cast of fighters, each with an array of unique abilities to let players fully customize their teams to fit their strategies. Whether using pre-made character loadouts to jump right into the fray or tinkering with character builds for advanced strategies, players can experiment to create their perfect team (and then lay waste to enemy teams for bragging rights.)
In battle each character has 3 lives, and lose a life every time they are knocked out. When a character loses all of their lives they are out of the game for good. When a team has no characters left in play, the surviving team (even just one surviving member) stands victorious.
((Setup))
The Board, Markers, Ruler
Characters move around a blank board, a 12” x 12” in. square, representing their in-game battlefield. The only marks on the board consist of the two Starting Rows, lines at opposing ends where players strategically arrange their teams before the game begins. The Starting Rows are also where the characters are placed when knocked out with lives to spare. Advanced players, if they so choose, can make alternative boards for more complex battlefields.
Characters are represented by their markers (flat tokens of varying shapes and sizes) and their stat cards (lists of their stats and available abilities.) Lastly, both players have their own ruler which they'll use to measure attacks and movement across the board.
Characters
Before the start of the game, a player chooses up to 3 characters to form a team, which they'll use to fight the other player. All characters come with a selection of 8 different abilities available for use, but only 4 abilities can be chosen for the battle. Premade ability sets included with the game can help choose said abilities, but players are welcome to select any 4 abilities to tweak the characters to their liking. Whatever abilities are chosen must be kept secret until the game begins.
After selecting characters and abilities, players take before going into battle is to place their characters on their respective Starting Rows in any formation they choose. It is only after this step is taken that ability sets for the battle are revealed to each player’s opponent.
It’s allowed for a character to take on his or her “clone” in opposing teams, but characters can’t be duplicated to max out the size of a team.
Character Stats
Characters have various stats which represent their innate strengths and weaknesses. Understanding these stats will enable the player to choose the right character abilities for the job and create teams that are a force to be reckoned with. All stats are shown numerically.
Hit Points: How much damage a character can take before they are knocked out and sent back to their Starting Row after the respawn period (one whole round). Also represents the maximum limit for a character’s regen stat.
Mana: The size of a character’s mana pool. Using abilities subtracts from a character’s total Mana.
Attack: How much damage a character deals per normal attack. A normal attack is when a character attacks another character Adjacent (within half an inch) to them. This method doesn’t require abilities and can only be done once per turn.
Magic Attack: How much magic damage a character deals per attack. An Attack ability is required to use this stat.
Shield: How much damage is reduced from normal attacks. If an attack’s damage is less than a character's shield, only 1 point of damage is inflicted.
Magic Shield: How much damage is reduced from magic attacks. If a magic attack’s damage is less than character's magic shield, only 1 point of damage is inflicted.
Speed: How far a character can move per action point, measured in inches with the ruler. No character can move on top of another character except when allowed by an ability.
Actions: How many Action Points a character use before their turn ends. Normal attacks spend one Action Point and Movement spends Action Points depending on a character’s speed and the distance traveled. Abilities can also spend action points to activate or remain in effect. Action points are replenished every round by the amount of this stat.
Regen: How many Hit Points and/or how much Mana a character replenishes naturally at the start of a turn, marked as HP and MP respectively. Inevitably characters will take damage or lose Mana from using abilities. This stat gives a character a chance to fall back and regain their strength. But be warned: the regen only takes effect when a character takes his or her turn. This stat cannot shield against a knockout during an enemy’s turn.
Abilities
Every character has 8 abilities to choose from that represent their unique attacks and spells. There are two kinds of abilities: Attack abilities which replace the normal attack during a turn when used, and Effects which encompass a character’s array of skills that don’t count as attacks. Abilities that target characters require the markers to be adjacent unless otherwise stated.
Abilities possess a few unique stats of their own:
Cost: The points required for the character to use the ability. Most abilities spend Action Points (AP), Hit Points (HP), or Mana (MP) while some don't have any cost to using them at all. Certain abilities may list Channeling as a cost as well, which is the number of turns a character must be in the channeling state to prepare the ability.
Cooldown: The number of turns that a character must take before the ability can be used again. The ability is usable again on the last required turn . Abilities that need to be channeled only go into Cooldown after channeling ends or is interrupted by a character becoming blinded. Abilities with Cooldowns can only be used once per turn.
Terms
Certain terms are used to describe the effects and mechanics of Red Scarf Tactics and it is essential to understand them to play the game well:
Normal Attack / Attack normally: As mentioned before, a normal attack is when a character attacks another character adjacent to them without an ability. Abilities can increase the power of a character's next normal attack, or allow a character to use their normal attack more than once in a turn. Again, characters can (usually) only attack once per turn.
Damage / Magic Damage: Two different types of damage caused by normal attacks or magic attacks respectively. Some abilities may deal “additional” damage or magic damage if certain conditions are met.
Lives/Knockout: How many times a character needs to be knocked out until they are out of the game. Knockouts occur when a character loses all of their Hit Points, in which case they are temporarily removed from the game (marker removed from the board) until the second round after knockout occurs. This is when they “respawn” or reappear on the board with full hit points and mana on their respective starting rows. By default characters need to be knocked out 3 times before they are removed from the game. The length of the game can be altered by adding or taking lives off of the total count.
Adjacent: Means to be ½ of an inch in range of another character or spawn. As a unit of measurement, all normal attacks must be conducted with the enemy adjacent to the attacking character. All abilities (namely attack abilities) that don't specify range require characters to be adjacent to one another, and only target 1 character.
Inches: Units of measurement used heavily in the games mechanics. Attacks, Abilities, and Movement are all measured in inches. Players must predict the length of their character and their enemy during attacks to make a hit or miss their target completely. Measurements start from a character marker’s edge.
Exact/ Within: Keywords which determine how strict an ability’s requirements of range are. Abilities that use “Within X inches...” allow players to target anyone between 0 inches and the specified range; whereas “Exactly X inches” means the player has to precisely calculate the distance and only hit their mark if the measurement stops on the character marker being targeted.
Rounding: Some abilities and effects require numbers to be rounded. In this event, all rounding is done to the nearest 5.
DpT/ Damage per Turn: Effects that inflict damage on a character for a set amount of turns. Only the target character's turns count toward DpT.
Knockback: An ability effect that causes the target character to be moved backwards a certain number of inches. Character's are always knocked back in a straight line and must occupy an empty space when they land. If there is another character on the last square, or if the character would be knocked off the board, then they land on the closest available square. Terms such as “Thrown” or “Knocked back” are commonly used.
Immobilize: An ability effect that negates the target character's ability to move for a certain number of turns. Furthermore, an Immobilized character is unable to dodge attacks until the duration of the effect ends. The character can still be affected by other ability effects that force them to move, such as knockback.
Blind: An ability effect that negates the target character's use of their abilities for a certain number of turns. Abilities that need to be “channeled” can be stopped by blinding the channeling character before the turn where their ability takes effect.
Stun: An ability effect that negates the target character's use of attack abilities and stops them from using normal attacks for a certain number of turns.
Slow: An ability effect which reduces a character's max Actions or Speed for a certain number of turns.
Knockup: A powerful ability effect that Immobilizes, Stuns, and Blinds target characters with the trade off that they cannot be targeted by abilities or attacks. Knockup's can be used to temporarily remove certain characters from the fight, or make sure enemy abilities can't target them. Such as heals or buffs.
Paralyze: An ability effect similar to Knockup's in that they Immobilize, Stun, and Blind target characters all at once. It is a rare ability effect with slightly more versatility than Knockup's.
Channeling: Some abilities require characters to spend a certain number of turns to channel, or prepare, in order to use them. Abilities that need to be channeled must always be used at the start of the character's turn and automatically ends that turn. The characters upcoming turns are then skipped until the turn where the ability takes effect.
Spawning: A minion or object that is put on the board through the use of an ability. Anything spawned will either have a certain amount of Hit Points (making them targetable for attacks and effects) or will be removed from the board after a certain period of time. Only the player that used the spawning ability can control whatever is spawned, during their turns. Unless stated otherwise, players cannot spawn anything on top of another character, or another spawn.
((Core Mechanics))
Starting the Game
Gameplay is divided into two phases: a single Turn and an entire Round. Turns make up an individual character’s actions, whereas an entire round progresses after every character has had a turn. After player's teams have been made and characters have been set in their respective Starting Rows, players must determine which character takes their turn first. Instead of having players go back and forth acting out a whole team’s actions at a time, each round starts with the “fastest” character and goes down until the round ends with the “slowest” character, regardless of which team said characters are on.
The fastest character is determined by adding up each character’s respective Speed and Actions together. The character with the highest number is the “fastest” and is first in the order of character turns for a round. At the start of each new round the fastest character must be redetermined if any abilities deployed affect a character's Speed or Actions. In the event where two opposing characters have the same number, players determine which of the two should go first with either a coin toss or by whoever rolls a higher number on a die of their choosing.
Combat
Combat is an integral part of the game's mechanics and is handled very simply. Attacking can be done using an ability (aka Special Attacks) or using a character's normal attack; either way attacks are always conducted using measurements with a ruler, starting from the edge of an attacking character’s marker, to determine whether or not the attack misses or hits. The first step to attacking is to declare an attack and pay its cost. When attacking normally the cost is 1 Action Point. An ability will always specify a cost other than spending an Action point. Only after that does the attacking player use their ruler to measure the distance between their character and the target.
A miss results when the player's attack goes under or over the specified range (measured in inches) listed on their attack. A hit, of course, is when the attack falls exactly into range. Some character’s markers are larger or smaller than others, making them easier or harder targets to accurately hit. Hitting any part of the character's marker results in a successful hit.
There are two types of attacks, as mentioned before. Ones that use Special Attack abilities and a character's normal attack powered by the Attack stat. The range of Special Attacks vary with each ability. Normal attacks, however, are always initiated between characters who are ½ an inch in range of one another. This measurement also qualifies as being “Adjacent” to another character.
Attacking a character and hitting them deals damage to their Hit Points equal to the attacking character's Attack stat unless the attacking character has a Shield stat. Shield depicts how much damage is taken off of an attack before it is subtracted from the character's remaining Hit Points. Alternatively, some Attack abilities utilize the Magic Attack stat, which is only ever used for abilities, and always deal Magic damage as opposed to normal damage. Likewise, some character's have a Magic Shield stat which reduces the amount of Magic damage a character takes.
When a character loses all of their Hit Points, they are knocked out and consume a life to respawn on the 2nd round after knockout. When all 3 lives of a character are consumed, they are out of the battle for good.
I could see the game being played better on a larger scale. Like you said, 12” x 12” will just be to play-test characters. As for lives I do enjoy your idea over what I had planned originally. Both your points are easily implemented and helpful!
Another thing I should mention about the game is that I have several different sets of characters I could use. For example, I originally started this project as a scaled down version of League of Legends. Not just in gameplay, but in terms of the characters as well. With basically a bunch of Animal Crossing-esque characters battling it out. As the project went on I started yearning for something with more “badassery” behind it. Which was when I made another set of characters to reflect that. I'll post pictures soon.
For now this is a WIP example of what one character would look like on paper.
Van
Stats:
Hit Points 25
Mana 15
Attack 3
Magic Attack 2
Shield 1
Magic Shield 1
Actions 4
Speed 5 inches
Regen 1 Hitpoint/ 2 Mana
Passive:
Rush: When you knock back an enemy you can move adjacent to them.
Tunnel Vision: If you move in a straight line towards an enemy your Speed increases by 2 inches.
Abilities:
Thunder Knuckle (Attack)
(Electricity surges through your fists, launching you from the force of your punch alone.)
You are moved 3 inches and attack any character adjacent to you afterward.
+ 2 Magic Attack Cost: 3 Mana, 1 Action
Hop (Effect)
(Tenacious and aggressive; you will never let yourself be pushed out of a fight.)
If you are moved due to the effect of any ability you can move back to your original spot on the board before being moved at any time during the turn.
Shocking Brawler (Effect)
(An electrical current continues to course through your veins, temporarily improving your combat abilities.)
After attacking with an ability you can activate this ability to attack again normally without spending an action.
Cost: 1 Mana Cooldown: 1 Turn
Sprint (Effect)
(You suddenly take off in a full sprint to close a gap.)
Until the end of your turn increase your total Speed by 2 inches.
Cost: 1 Action
Tackle (Effect)
(After lunging yourself at an enemy you grab them, holding them down for your allies.)
When you move adjacent to an enemy you can activate this ability dealing 2 damage to them. Until the start of your next turn you and that character are immobilized.
Cost: 2 Actions
Hyper Charge (Effect)
(A bolt of lightning strikes you, focusing raw power into your attacks for a short time.)
By spending your Attack action this turn, you can increase your Attack an Magic Attack by 2 on your next turn. Until the end of your next turn when you are attacked the enemy takes 1 Magic damage.
Spiral Kick (Attack)
(A quick roundhouse kick knocks all enemies around you.)
All enemy characters within 1 inch of you are knocked back 1 inch.
+ 2 Attack Cost: 4 Mana, 1 Action Cooldown: 1 Turn
Mega Impact (Effect)
(Power you've built up explodes, adding to the impact of your next attack.)
Whenever you attack normally or with an ability you can pay 5 Mana to knock back the enemy character 2 (accumulative) inches and increase your Attack by 1 for that attack only.