maverick hunter board game

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Set of rules for attempting to make a conversion of the megaman x games to a tabletop game

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Maverick Hunter Board Game:In this game you and up to three friends will form a team of hunter robots to go out and take down the evil renegade robots known as Mavericks the game is played by going through a series of levels: over the course of these levels your reploid will become stronger and move able as a hunter, a typical game consists of 8 levels and a final two end boss levels Reploid creation : basic DATADATA: 6 tokens between them must have at least 1 no more than 3 starting , however you can later find upgrades that can raise them to a max of 5{D}rive: how many squares you can move on the grid per turn as well as turn order{A}im: how powerful ranged attack are also how many squares they travel on the grid{T}orque: how powerful your melee attacks are{A}rmor: protects you from damage from ranged and melee Power Core: 20 tokens split between the twoEnergy: your life force Special Weapon: amount of ammo for your special weapons

Affinity: Fire > woodAqua > fireWood > electricElectric > waterNo Element: = hitting an opponent with your special weapon that is > than their affinity will stun them for 1 turn Special weapons and abilities: flat cost is a point investment from your point pool pt cost is how many special ammo tokens it takes to fire a shotdetermine melee or shot : melee 1 pt shot base cost 2 ptsdetermine attack template: Line 1 pt per square of range, a melee line can move you along the line or be a distance melee attack starting at your location and extending out Radius: 2 pts per square of radial distance Homing : ranged only 1 pts per round of chasing 1 pt per square of speed Specials: charge shot 2 pt flat cost per round of charging : from special weapon token pool . you can charge your weapons to increase the Aim or Torque for up to two rounds, if you are hit you lose the charge Flight: 2 +1 per round of continuous flight. pt flat cost from special weapon token pool

weapon examples: flame buster : shot based line 2 squares fire affinity: 4 special units per shotIce field: melee based 1 square radius aqua affinity: 3 special units per shotHoming torpedo: shot based homing 2 rounds of chasing 2 pts of speed : 6 special units per shot

Level Design: Standard Levels: should be designed as a 2nd dimensional side scrolling map with up down and left right levels consist of screens and squares, a screen is a map of play that is made up of an 8 x 8 set of squares level usually consist of 5- 10 screens, the final screen is always the Maverick boss's arena End Boss Levels are usually 6- 12 screens and usually have multiple mid bosses and very strong maverick bosses if they overcome these levels the hunters will have to face the Final Boss in a climactic showdownEnergy capsules: small restores 2 energy( 1 resource token), medium 4 energy( 3 resource token), large 8 energy( 5 resource token)Special unit capsules: small restores 1 special unit( 1 resource token), medium 3 special units( 3 resource token), large 5 special units( 5 resource token)Level hazards: tend to do 1 to 2 points energy damage on average ignoring armorhazards can have speed as well for moving partsBasic Enemies: simple specsEnergy : usually 2 - 3 pointsDrive: usually 1- 2shot: usually 1- 3 pointsStrike : usually 1-3 pointsArmor : rarely above 1

Mid Boss enemies: simple specsEnergy : usually 5 - 10 pointsDrive: usually 2- 3Aim: usually 2- 4 pointsTorque : usually 2-4 pointsArmor : usually 1-2 occasionally 3 might have a weak point with 0

Maverick level bossDATA: 12 pts between them no more than 5 in one spec{D}rive: how many squares you can move on the grid per turn as well as turn order{A}im: how powerful ranged attack are also how many squares they travel on the grid{T}orque: how powerful your melee attacks are{A}rmor: protects you from damage from ranged and melee Power Core: 30- 40 tokens split between the two Energy: your life force Special Weapon: amount of ammo for your special weapons

Affinity: Fire > woodAqua > fireWood > electricElectric > waterNo Element: = hitting an opponent with your special weapon that is > than their element will stun them for 1 turn

Special weapons and abilities: weapons have built in affinityflat cost is a point investment from your token pool you lose these points permanently but they allow you to get abilities other players don't normally havetoken cost is how many special ammo tokens it takes to fire a shotdetermine melee or shot : melee 1 pt shot base cost 2 ptsdetermine attack template: Line 1 token cost per square of range Radius: 2 Token cost per square of radial distance Homing : ranged only 1 token cost per round of chasing +1 token cost per square of Drive Specials: charge shot 2 Token flat cost per turn of charging up to two turns total . you can charge your weapons to increase the Shot or Strike up to two rounds, if you are hit you lose the charge when you charge you may still move on your turn you retain your charge as long as you do not strike or shoot Flight: 2 +1 per round of continuous flight. flat cost from special weapon token pool Vanish: 2 flat cost + 2 token cost per round of vanishingFinal BossDATA{D}rive:6 how many squares you can move on the grid per turn as well as turn order{A}im: 6 how powerful ranged attack are also how many squares they travel on the grid{T}orque: 6 how powerful your melee attacks are{A}rmor: 6 except his weak point a one square area that is armor 2 protects you from damage from ranged and melee Power Core: 50 tokens split between the two, the final boss also has two full energy bars meaning he has to be defeated twiceEnergy: your life force Special Weapon: amount of ammo for your special weapons

After level Upgrades, players; upon defeating the maverick boss of a Level can either upgrade one of their DATA stats by one token or can add 5 tokens to their energy pool you may take this no more than 3 times or 5 tokens to their special weapon token pool you may take this no more than 3 times: finally refill your current token pools to full for the start of the next level

Upon Entering a Level on the first screen give the Maverick token to the Player with the highest Drive, it is this players responsibility to act as the screens enemies hazards in addition to his own Reploid, upon entering a new screen pass the Maverick token to the player on the left. Every time the maverick token player damages himself or another player with an enemies strike or shoot he receives one stage resource token, these tokens may be used to place energy or special weapon capsules for the hunter team after an enemy is destroyed, no such tokens are awarded if a player is damaged by a stage hazard, if a hunter is loses his last Energy pool token he is defeated and returns to Hunter base for repairs he may not get an upgrade after the maverick boss is defeated , but he is still included in the maverick token rotationTurn order, the player with the highest Drive will go first: on your turn you may perform two actions you may : Move, Shoot, Strike A move will let you move your playing piece up to a number of squares equal to your Drive these can include any movement to a non obstructed square as long as they are made in one square increments, the only exception is if you move to the air , this is called a jump, without the flight ability a player may only spend one turn in the air and will, unless they use a later move to adjust their position ,fall directly down to the ground at the start of their next turn you may also shoot: when you shoot you may pick one of the four directions up down left or right and from your tokens location an Aim attack will appear and travel in a straight line for a number of squares equal to your Aim if it hits an enemy they will take damage equal to your Aim- the enemies Armor or you may strike: when you strike you may pick one adjacent square and make a Torque attack if it hits an enemy they will take damage equal to your Torque- the enemies Armor you may make any combination of move, shoot, or strike in a turn so long as you do not make more than 2 actions per turn, you may also save one of your actions to act later in the turn should you so choose perhaps in response to an enemies move, shoot, or strike action. you may however only save up one such action per turn Variant Play: One Maverick player Three hunters: in this style of play rather than pass the Maverick Token around one player has it all the time , this player ( the Maverick) only controls the stage enemies now and wins the game by defeating all the hunters, in this mode the maverick player does not acquire resource tokens and instead the hunters have a pool of resource tokens equal to 2 for every screen in the stage that they can use as they see fit for capsulesVariant Play: May the best Hunter win: in this mode of play the four hunters are on a training mission and trying to deactivate each other. The Maverick Token is still in effect and works normally however even though the hunters are out to beat each other they still have to contend with the stage enemies and hazards