Skip to Content
 

"KNIGHTSHADE"- A Heaven/Hell game where your soul is trapped in between

3 replies [Last post]
knightshade
knightshade's picture
Offline
Joined: 02/08/2013

"Knightshade" A skirmish *style* battle board game with miniatures. 1-3 hero players. 1-6 players.

[I] "A Fantasy themed, arena-type fighting game where you are not quite at the Heaven's Gate, but not quite at Hell's either... but trapped somewhere in between, forced to fight for the absolution of you soul. You are one of The Knights, gifted with the power of The Ancients. The Creators who constructed souls and existence itself; forging the first weapons to fight over them. Will you be forced to bow to sin and damn your soul for it's own existence, or refuse damnation and fight for your forgiveness and entrance beyond the Golden Gates of Heaven? Defeat demons, fallen angels, and the 7 Deadly Sins, before the final test; the 4 Horsemen, to halt the Apocalypse and redeem you soul." [/I]

The setting is in a fictional sort of arena directly in-between The Kingdoms Heaven and Hell. It is a land of fire and brimstone, yet with silver lined clouds with a bright light, not the Sun, but a warm, piercing light which just barely touches the ground and whispers to your soul. A giant Arena exists where the Hordes of Hell and the Angels of Heaven unite... not to fight... this is a place where no fighting may occur, where their own power depends on the Lost Souls whom must fight for not only their own absolution, but the fate of either Kingdom. The Angels and Demons may not assist, but merely whisper. However, a single word of influence may give power, or even cripple a warrior. Influencing The Horde and The Angels may even sway your soul to join The Darkness or The Light. This is The Balance. (adopted from Constantine ;) )

Below The Arena exists deep caverns where demons, halflings, and fallen angels dwell. A place shadowed from The Light. Between battles in The Arena, the Soul Warriors reside here. A group of warriors who's gifted souls' ownership is disputed; Who's souls were forged by The Ancients have the potential to destroy either of The Kingdoms. Merchants, thieves, trainers and more all reside in the caverns under the shade of The Knights. "Money" will be won from bets, and winning matches mainly, but may also be obtained through special events.

http://www.flickr.com/photos/92456596@N03/8467779729/in/photostream (player card with 4 gear cards and 4 special ability cards)

http://www.flickr.com/photos/92456596@N03/8467983025/in/photostream (Arena)

OK! So... basically The Arena is more of a "quadrant" type setup for fighting, offensive and defensive spots and the triangle pieces along the sides are weapons racks, for mid battle if your weapon is knocked loose. Three individual rings to battle, and one giant one in the middle. You must defeat the 7 Deadly Sins who protect the 7 Seals. Once broken, the 4 Horsemen are unleashed. You must defeat them in order to stop their arrival to The Mortal World and from sparking The Apocalypse which allows Lucifer to return. There are Demonic and Angelic weapons and armor, as well as 3 different "suits/grades." and an armor set specific for each player's soul. There will be a huge weapons deck with special abilities and rules for each weapon. Weapons are imbued with both angelic, and demonic properties in this enchanted world of good and evil.

Special Ability cards allow a player to take advantage of their armor grade, matching the colors on the corners of the card. If the entire square can be filled with one color that matches the player character's stat card, then a special Demonic, or Angelic ability is gifted. If all 4 squares are of one grade then... well... you can imagine... they basically become a God of War.

stats are represented as a 3x3 grid of stats, shown in the picture above (stat block). These stats also correspond with body parts that may be injured in battle. Weapons cards upgrade the corresponding squares from what I call the "Stat Block"(instead of tree). These will determine effectiveness and strength of attacks when attacking and ability to defend when not. (I am not quite sure yet but..) I think the stats will also represent the body parts actual number of wounds available... which is symbolic for the link between their body and soul. Angelic and Demonic stat traits will teeter totter. Represented by a D12 (i think), starting at 6 and tipping back and forth like a scale.

There is The Horde and The Angels. The Horde is a mass of demons and vile souls. The Angels are a small group of unknown entities residing in a small chamber from The Kingdom of Heaven. The Horde's thirst for blood and desire for The Knight's destruction hangs thick in the air, affecting The Knights' souls. Their craving to reach the mortal world and destroy it is endless. The desires of The Horde are only lessened by The Angels themselves.

Players may fight 3v3 with AI cards for each enemy, and may also battle each other. 3 enemies and 3 players may be fighting and suddenly choose to join another player and team up on an enemy, or may even team up with the enemy and fight another player. Players may also be able to trade weapons during a battle (out of the limited number available during a fight) at a sacrifice. Players that have a higher Demonic stat are heavily influences by The Darkness and therefore may not team up or have anything to do with players that are influenced by The Light. ( The end battle might end up being one Angelic player VS another Demonic player..... :) )

questccg
questccg's picture
Offline
Joined: 04/16/2011
I had a game about Heaven and Hell too...

Hi,

My Heaven/Hell game was called *Rain of Fire*. It was a mix between Heaven/Earth/Hell.

One thing my game concept had was a resource system: you could use cards to produce Heaven/Earth/Hell resource points. So instead of playing that card, you would play it as a resource card. With sufficient resources you could attack an opponent, equip items (such as rings, armor, helms, etc.)

It (the game) had things like *Burnt Offering* (religious undertones) or *Sacrificial Lamb* (Self-sacrifice), etc.

knightshade
knightshade's picture
Offline
Joined: 02/08/2013
action points

I am actually using action points. The start of turn event card will have the starting AP, and your stats determine how much more you get. You can also turn AP into Endurance, and the two are different forms of points. Endurance cannot be trasferred back to AP since unused AP is reset at the beginning of next turn.

Also, there will be three figures per player. One for normal play (normal warrior looking), one demonic looking with wings where "the darkness has consumed their soul and demonic voices echo through their mind", and one angelic looking with gold armor and angel wings where "the light has drowned out the sorrows of despair, filling the person with great spiritual power."

Or maybe I will just do magnetic wings...? We will see. I still do not know if I would want to do removable.limbs for swords/axes/shields and the such.. I am guessing so... but that is in the not-so-near future so I am not terribly worried about it.

My opening post is an overview of the game, there are a lot more details. I just have to get this basic templates uploaded. But what do you all think about it? I think it is really solid.

knightshade
knightshade's picture
Offline
Joined: 02/08/2013
Updated

OK. So here are the newly updated game board and hit location cards: http://www.flickr.com/photos/92456596@N03/

So the game board is split into "levels" and if the game is every completely finished and maybe possibly published, then these will actually be raised steps. Dark to lighter shades as it goes up (6 levels).

So the gameplay (PLEASE let me know what you think):

The game setup is merely setting up the board and the decks. Players each roll a D6 to determine what board "level" their NPC opponent will start. For a normal game, players always start on the bottom level by the weapons racks (little black triangles). Opponents have 2 (maybe 3) sets of "difficulty" levels which is determined by the level of the player, using the opponent level that is closest to your own. You then draw/choose your scenario card; following any special directions which will usually only be starting points, figure placement, and status/turn effects. The possibilities are near endless though.

1. Special Event Card- draw and play (active for 1 player and NPC turn) and follow any directions/actions it says, if any.
2. Movement Phase
- AP is determined by stats (agility and endurance)
- The board is split into rings, with the rings being split into four "quadrants", each movement space is 1 AP
- It is important to consider where you are at before the attack phase!
3. Attack Phase
- Any figure that is on higher ground, has an attacking advantage. Buffs: +1 Attack, +1 Endurance, +1 Critical (defending advantage: +1 Defense, +1 Endurance). Attacking from behind grants +2 Attack, +2 Critical.
- Move figures to attack position
- Attack! Choose your attack and spend the designated AP to do so. Use any special attacks that require use before roll.
4. Draw translucent hit location card according to attack level, and play on top of enemy's image/silhouette.
5. Count possible hits, add Strength stat minus NPC Defense, make sure it is in between the MIN/MAX possible hits.
6. Roll 1 Red and 1 Yellow dice for each hit. (1-10, usually about 2-6)
7. Use an special abilities required after attack roll.
8. Match up areas. ( If the hit location card has a "slash" symbol in the "head" of the silhouette, and you roll a "slash" with the red dice, and a "head" with yellow, then that area is wounded)... attacker allocates what hits land where, if multiples or odd numbers. (1 attack type, and 2 body parts that match silhouette for example)
9. If total wounds is 1-2, then you stay on your space. If 2-4, then you get knocked back two spaces and lose 2 AP next turn. If 5+, then you are knocked back to the wall (bottom level) and lose half of you AP for your next turn.
10. Rebound phase, any end of turn special abilities/cards played, and movement if able. "1 turn" effects fizzle last.

Defend phase:
1. Opponent movement (set number of movement spaces per NPC, always towards you, and always to higher ground if possible
2. Follow any special rules listed on the Special Event AI card for the opponent. (usually at least 1) and movement, almost always wherever you are at.
3. Opponent attacks within desirable range. Draw one Opponent AI attack card, play it and follow any special rules. Apply
4. Draw Hit Location card (according to level of opponent). Match up areas with your image/silhouette. Count possible hits, and subtract opponents Offense skill from you Defense. These are the places where the opponent will strike (how many dice to roll).
5. Use any special defense abilities that require use before the roll.
6. Roll 1 blue and 1 yellow dice for each strike.
7. Use any special defense abilities that require use after the roll
8. Match up areas that were successfully defended from dice, take wounds everywhere that was not defended.
9. If total wounds is 1-2, then you stay on your space. If 2-4, then you get knocked back two spaces and lose 2 AP next turn. If 5+, then you are knocked back to the wall (bottom level) and lose half of you AP for your next turn.
10. Rebound phase, any end of turn special abilities/cards played, and movement if able. "1 turn" effects fizzle last.

Players are able to have either 2 weapons or a weapon and a shield. If 2 weapons are equipped, then you play 2 translucent hit location cards on top of the silhouette. Any doubled up (stacked) strikes only count as 1.
If a player has a weapon and shield equipped then, they get to roll the extra number of defense dice that is indicated on the Shield's card, added just before the roll. (only having one item equipped in the weapons slots ensures death...fyi)

A player can move around The Arena at will. Most NPC enemies will have an ability to "leap" at you, being able to reach you anywhere during their movement phase. So you cannot "hide" from them.

A player can go to the weapon/shield rack and draw one card per turn at a cost of all AP. The player will be unable to move toward the opponent for his attack phase, or attack. The player will also be facing toward the weapon rack with his back against the enemy for it's next attack. This is a bigger part of the gambling mechanic in the game.

2 human player's may also attack each other, or join together in a fight.
- Fighting together- must follow special rules, and enemy attacks both players each turn
- Fighting each other- Follow the human attack and defense steps listed above, negating the NPC turns.

The Horde and The Angels will create status effects and sort of battle back and forth (a scale) for control of The Knights' souls. every turn. Creating status effects, and AoE to battle around. I am not quite sure yet as to how critical of a role this will play, but it will be evident and affect decisions in the game. Those decisions, in turn, effect the next round of battles, So make good, moral choices!

The Caverns under The Arena is where you go between battles. After a battle, you are awarded gold; how much depends on the choices you made as well by There will be a set number of merchants and random encounters. there will be one card that you draw at the beginning of this phase that will tell you what is happening and who you are available to "interact" with at the time. You will be able to purchase weapons, bet on matches, battle thieves/pickpockets, and solve simple side quests. "If you accomplish A, B, and C, in your next battle, then you get Z for free." Side Quest, missions of sorts. You carry these cards with you in battle until accomplished.

The Caverns are meant to be a nice throw back to The Arena. The Caverns are the flip side to The Arena. A place where you can spend almost as much time as in the battle, or as little as you want... The more Side Quests accomplished here, will grant you more rewards, which will make success beating the whole game a little easier. (which can take quite a bit, battles lasting about 30min and as long as an hour depending on Scenario you want to play and number of players. There will be at least 12 different levels to complete, it will take at least 24 hours of playing to fully "beat" the game, quicker with more people. 1 player can play this game and have a blast, 2+ players adds trickery to the mix and PvP angel VS demon battles.

I am not sure what I want to do if a players dies, I think if you are trying for the entire campaign, then The Knight would lose all of their gear, being reshuffled into the deck. Drawing 4 new gear cards to replace them.

PHEW... I think that is it for now, I am burnt out.
I would really love to know what you all think though, thanks for any feedback too! And let me know what you think about the game board as well. I have made about 8 versions now and I really like the one I have now. A king of the hill battle of sorts. :D

Syndicate content


forum | by Dr. Radut