I posted this idea in the previous forums... but now I have a first draft of rules (but no cards or pieces yet) for the game. I would love to get some feedback on it, and especially to hear what I'm missing! The concept is that each player represents a poet, their goal being to write the most lines of the epic poem about the war. The end of the game will be triggered by the burning of a number of Greek ships (the rules for which I haven't come up with yet), the sack of Troy (ditto), or some sort of other event. Without further ado, some rules:
Each player plays a full turn, consisting of all of the following phases, before moving on to the next player’s turn.
Turn
1. Play Cards
2. Movement
3. Action
4. Scoring
5. Replenish Cards
1. Play Cards
A player may play a number (to be determined) of cards from their hand for the following purposes:
a) Action Points: the number displayed on the card is the number of action points the player is allowed this turn. Each character has a points requirement (i.e. “Value”) associated with them (displayed on their reference card), and performing any number of movements and/or actions with that character depletes that number of action points from the player’s pool.
b) Special Effect: The special effects are explained on the individual cards and last through the end of the current player’s turn. Some cards allow certain hero characters to kill other hero characters, some add Lines (i.e. victory points) for performing actions with specific characters, some allow the use of gods’ powers, &c.
2. Movement
On their turn, each player may move characters who are not engaged in combat up to their maximum allowed movement in any direction or combination of directions, assuming enough Action Points are available. The base movement for a unit on foot, before any bonuses, is four (4) (or some number to be decided). For example, ‘’Achilles’’ may move up to four (4) hex grids in any direction. Facing does not matter. The only exception to the facing rule are chariots, which occupy two hexes. Chariots may only move to the immediately anterior hex or either of the hexes adjacent on the left and right of that hex, up to a maximum of eight (8) hexes (or whatever number works out).
3. Action
The action phase is subdivided into the following series of rounds (Special Effects cards are applied during the phases specified on the card):
0. Healing
Healers can heal wounded hero characters... somehow.
1. Shooting
Characters armed with bows may shoot, as long as they did not move during the movement phase and there are enough Action Points remaining.
2. Spear Throwing
Assuming the character has already moved or there are enough Action Points remaining, as long as that character is within range (normally three (3) hexes, or whatever number), a player may choose to have that character throw a spear at another, thus initiating combat. Of the two characters, as long as neither are pursuing or being pursued, the one with the higher initiative throws first, followed by the one with the lower initiative. Note that the character not initiating combat can still engage in combat, and does not consume Action Points to do so. Resolve combat as below.
3. Charging
Characters only charge if either one or both threw spears at each other in the previous player’s turn. Characters who threw spears that did not result in the defeat of one of the characters ‘’must’’ charge. The character with the higher initiative moves up to their maximum movement toward the other character, stopping immediately once they reach an adjacent hex. Note that this does not consume any additional Action Points.
[[rivers affect this somehow]]
4. Melee
After all charges have been completed, resolve combat as below for all characters engaged in combat, not just those controlled during this turn (note that this does not consume Actions Points).
4.1. Retreat
4.2 Loot Armor
Adds Lines, but reduces characters initiative to 0 for next turn.
4. Scoring
Lines (i.e. victory points) based on actions succeeded and the Value of the characters on which those actions succeeded (i.e. healing, attack, defeat, armor looting, etc.). The actions of deities do not earn the player any Lines. Include bonuses from any cards played for their Special Effect. Move the player’s poet marker along the poetry track the number of Lines earned this turn.
5. Replenish Cards
Players draw a number of cards somehow (to be determined).
Combat Resolution
Stats
Weapon Skill = WS (javelin, melee, bow)
Armor = A
Defense Skill = DS
Movement = M
Initiative = I
If at any time a hero character is currently suffering from two wounds (i.e. that character's card is rotated 180º), that character's attack and defense stages of combat are skipped.
Bow - if within range (cannot shoot if moved)
1) Attack: attacker rolls 1dn to attack; <(WS-A) hits, otherwise misses
2) Resolve:
non-hero character: if hit, remove from game; otherwise, do nothing
hero character: if hit, rotate character's card 90º clockwise; otherwise, do nothing
Spear - if within range, character with higher initiative is attacker first (bonus for initiating combat/charging)
1) Attack: attacker rolls 1dn to attack; <(WS-A) hits, otherwise misses
2) Resolve:
non-hero character: if hit, remove from game; otherwise, repeat steps 1-3 once, the defender is now the attacker
hero character: if hit, rotate character's card 90º; EITHER repeat steps 1-3 once w/ defender as attacker OR defender attempts to retreat
Melee - if within range, character with higher initiative is attacker first (bonus for initiating combat/charging)
1) Attack: attacker rolls 1dn to attack; <(WS-A) hits, otherwise misses
2) Defend: defender rolls 1dn to defend;
Thanks for the response! Yes, players can control the characters of either sides. They spend their Action Points to do that. I'll make that clearer when I revise the rules. I think I'll take out the healing phase, but spell it out as an ability on the character reference card of healer hero characters (like Machaon). I strongly want to award players victory points for actions other than defeating other characters in battle.
When you say streamline, what do you mean? Cut down on the text, organize it better, or..? To streamline the rules, would it make sense to first outline what it means to "control" a character, and then go over what you can do with controlled and uncontrolled characters during each phase?
I was hoping having a limited number of Action Points for each player would limit the time it takes to play each turn, but hopefully they won't suffer analysis paralysis deciding which cards to use for APs and which for their Effects.
Thanks again!