Monday, February 23, 2004

Wizard's Duel Turn Sequence

Here is an overview of the turn sequence as I envision it. There is much playtesting yet to be done. I'll skip all the setup stuff, drawing starting hands, placing pieces on the board, all that garbage. Just know that players take turns, but there isn't very much difference between what you can do on your turn and what you can do during the other player's turn. Most of these things will become clear as you follow along, or in later posts. Everything will eventually be clearly stated in the rules which will be replacing the current contents of wizardsduel.com.

  1. Transform
  2. Draw
  3. Movement: Sprint
  4. Movement: Endurance

Transform The player whose turn it is plays an animal card from their hand, replacing the one in play.

Draw If that was the last card in that player's hand, a new hand of 6 cards is drawn.

Movement: Sprint Players alternate moving one space at a time until they have moved their entire sprinting distance which is the top number on the animal card that they have in play. If one player runs out before the other they remain stationary while the other player completes his/her turn.

Movement: Endurance The endurance phase of movement follows exactly the same rules as the sprinting phase, except that the bottom number on each player's animal card is used.

Alternative Transform Both players choose an animal card and place it face down on the table. After both players have chosen one the cards are turned over and replace the current animal.

Alternative Movement Each player secretly chooses a cardinal direction and then they are both revealed. Movement is resolved simultaniously, I don't know exactly how attacking will work with this style of movement.

To follow in a later post are the rules concerning legal moves on the board, the rules for attacking, how the game is won, and I'm still considering a set of "cheating" creatures and when they could be brought into play.

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