I designed a game which I quite like, but the fights are a bit too complicated to explain. When writing this I've made quite some progress in simplifying the description, so I'd like to check out if it works.
The fight is fully deterministic (and must stay so). There are fights of two armies each consisting of up 7 units. There are 5 kinds of units:
- R, P, and S (rock, paper, scissors; the real names are of course different)
- K=knight (heavily armored)
- L=leader (weak but important; at least one in each army)
By "RPS unit" I denote any of R, P, or S.
Each fight has two phases: One army (determined by things not explained here) strikes the other and then the remainder of the second army strikes back. So it's enough to describe one phase.
The units in the striking army act and either kill or injure the units in the other army. An unit which has already acted gets ignored for the rest of the phase. A killed unit gets removed from the game and an injured unit returns to its owner, in any case it gets ignored for the rest of the whole fight.
The following rules are sorted according to precedence, any rule conflicting with a previous one gets ignored. The potentially conflicting rules are given in parentheses as "(check X)". Reading from the top, find what unit(s) act(s) and how, then start over. The phase ends where no more actions can be found, i.e., when either all units the striking army acted or all units in the other one were killed.
- 1a: As long as there's any RPS unit in the struck army, no other gets harmed.
- 1b: As long as there's any other unit in the struck army, no leader gets harmed.
- 1c: Unless the rule requires differently, leaders act before other units.
- 2: Single R kills one S, single S kills one P, single P kills one R.
- 3: The RPS units get harmed in the order R, then P, then S (check 2).
- 4a: Any two units kill one RPS unit.
- 4b: A single unit injures an RPS unit (check 4a).
- 5a: Any four units kill one K.
- 5b: One to three units injure one K (check 5a).
- 6a: Any non-leader unit kills one leader.
- 6b: Any two leaders kill one leader.
- 6c: A leader injures one leader (check 6b).
As an example consider LLRP (i.e., two leaders, one rock, and one paper) striking LRR:
- According to 1a, R gets harmed.
- Keep in mind 1c.
- According to 2, P kills R (forget 1c since the rule requires P acting).
- Now P acted, R got killed, and we continue with LLR striking LR.
- According to 1a, R gets harmed.
- Keep in mind 1c.
- According to 4a, R gets killed by two units. The two units are LL because of 1c.
- Now LL acted, R got killed, and we continue with R striking L.
- According to 6a, L gets killed.
- Now we're done with the phase, since all units of the acting army acted (moreover, nothing remained of the other army).
- The whole fight ends, since there's nobody to strike back.
Do you understand my above description? Can you find out what happens e.g. when LLRPSS strikes LKRPS?
Any improvement ideas are welcome.
This sounds good, although currently I don't know how to do it. Some example could help.
I was already thinking about it, but came to no solution. I need the following to hold:
Here I can quote myself:
Obviously, this is more easily said than done.
I've been recently reading nearly all posts here, but can't recall this; could you provide a link?