Group name : ZElementZ
Group members :
Tan Tsu Shen C18627
Lee Wooi Yee C18734
Leow Kean Tat C18363
Lim Ken Gee C18802
Melisa Lim C18788
(Continued from previous post ...)
Game play / Game Mechanics:
Special Features of the game :
- Practically the teleport structure capable of sending units to the next adjacent square upon stepping on it and player’s choice. It will trigger Attack Sequence if the other side of the wormhole has units from opposing nation.
- Subject to weather conditions.
2. Hills/Rivers
- The secret passages/shortcut to another nation.
- Takes 10 rotations to build.
- Once built, player’s units standing adjacent to their respective Hill/River will be considered at adjacent range to their enemies’ units (Even though the opposing nation has not finished building their secret passage).
3. Weather
- Based on 4 different weather carries 4 different effects:-
A) Blizzard
- Construction of bridges on Rivers are halted for the corresponding
player having this weather card on effect.
- Neutral Effect, no negative nor positive effect. A good day to send
your troops to die.
C) Earthquake
- Construction of bridges on Hills are halted for the corresponding
player having this weather card on effect.
D) Sandstorm
- Wormholes cannot be entered as long as this weather is on effect for
the corresponding nation. Units standing adjacent to the wormhole
will be sent over immediately IF there is no opposing nation units
at the adjacent squares on the other end (triggering an attack
sequence if there is any units) if the Sandstorm weather
subsides.
(Weather Card Deck in the center, with each nation's having a weather card picked during Buying phase and placed at their corner)
(Coins of nations is kept at their side as well)
Buying Pase
- The phase whereby players gain coins based on a die's roll per rotation (Is not valid during first turn of each nation's game play)
- Then the nation chooses to buy any units based on the prices stated below AND select the weather of their nation based on the weather cards at the center of the board
Warrior - 3 Gold Coins
Archer - 4 Gold Coins
Magus - 5 Gold Coins
Lance Knight - 9 Gold Coins
(All Pawns used in this game are paper-made with the labels "W" for Warrior , "A" for Archer, "M" for Magus, "L" for Lance Knights)
Attacking Phase
- The first nation to start will move each unit available based on dice rolls. (Every unit goes by only 1 die roll except Lance Knight which goes by 2 simultaneous dice rolls)
- Player can choose to skip some unit's movement albeit to defend their nation.
Victory Condition : All units cleared within the nation and an enemy nation's unit is Adjacent to the Headquarters (Labeled by the name of the respective nation - SUN,MOON,ARMS,CROWN).
Preview of the board with units on it.