StrategyGame.Battlemancer History

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The main resources are differentiated by their domain. These domains have corresponding capacity and ability attributes that pieces may possess.

At the beginning of your turn, pieces gain resources according to their capacities, which can be spent up to their ability as actions during your turn.  When it is not your turn any leftover resource functions as a buffer against damage that is in the relevant domain.  At the beginning of your turn, any remaining resource up to the piece’s ability is converted into a special resource called initiative, before the resource is replenished for the turn.
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In addition a piece has the following features:

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* Equipment
to:
* Property
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Pieces are built according to the character building system of [[RolePlayingGame/Questweaver]].
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A piece can have three particular skills: A melee combat skill, a ranged combat skill, and a support skill.  Skills allow actions on part of a piece, the success of which is determined by what is called a challenge roll.  This involves rolling a die, and multiplying the resulting number with the relevant attribute and any bonus from the mastery level of the skill.  Actions that affect other pieces can be opposed by a relevant skill of their own.

Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and equipment bonuses of the actors.

For instance, the piece Darsic has the skill Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed challenge rolls with their skills.  If Darsic rolls higher than or equal to Goblin, then the attack deals damage, otherwise it misses.  In the first case, Darsic and Goblin calculate the impact to see the resulting effects.

Skill levels between 0 and 4 are considered training levels.  At these levels, you're still learning the fundamentals of the skill.  Skill level determines the type of dice you can roll.  At skill level 5 you are considered to have mastered the skill and subsequent levels provide a mastery bonus to your rolls.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.

||'''Skill Level'''||'''Dice Roll'''||
||0||1d4||
||1||1d6||
||2||1d8||
||3||1d10||
||4||1d12||
||5+||1d20||

A piece's level is the sum total of all their skill levels combined together.  When creating a card, each skill level costs one potential.

All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form that the skill takes when used
.
to:
A piece can have three particular skills: A melee combat skill, a ranged combat skill, and a support skill.  When creating a card, each skill level costs one potential.
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Players can purchase potential at a rate of 1 cent per point of potential, and the amount of potential is attached to the player’s account.  Potential is used to purchase power.

!Power

The central concept of the game is that every element is worth a certain number
of points called power.  The game is thus balanced by forcing the players to choose how to distribute their limited power.

The amount of power a card costs is determined by multiplying together all the attribute values of the card.  A player may craft a card by spending potential equal to its power, and this allows the player to add the card to their collection.
to:
The central concept of the game is that every element is worth a certain number of points called potential.  The game is thus balanced by forcing the players to choose how to distribute their potential.

Players can purchase potential at a rate of 1 cent per point
of potential, and the amount of potential is attached to the player’s account.  Potential is used to purchase cards.

The price of a card is determined by multiplying together all the values associated with a particular feature on the card, and then adding together the values of each feature.  A player may craft a card by spending potential equal to its price, and this allows the player to add the card to their collection.
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* Skills
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* Qualities
to:
* Equipment
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!Skill

A piece can have three particular skills: A melee combat skill, a ranged combat skill, and a support skill.  Skills allow actions on part of a piece, the success of which is determined by what is called a challenge roll.  This involves rolling a die, and multiplying the resulting number with the relevant attribute and any bonus from the mastery level of the skill.  Actions that affect other pieces can be opposed by a relevant skill of their own.

Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and equipment bonuses of the actors.

For instance, the piece Darsic has the skill Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed challenge rolls with their skills.  If Darsic rolls higher than or equal to Goblin, then the attack deals damage, otherwise it misses.  In the first case, Darsic and Goblin calculate the impact to see the resulting effects.

Skill levels between 0 and 4 are considered training levels.  At these levels, you're still learning the fundamentals of the skill.  Skill level determines the type of dice you can roll.  At skill level 5 you are considered to have mastered the skill and subsequent levels provide a mastery bonus to your rolls.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.

||'''Skill Level'''||'''Dice Roll'''||
||0||1d4||
||1||1d6||
||2||1d8||
||3||1d10||
||4||1d12||
||5+||1d20||

A piece's level is the sum total of all their skill levels combined together.  When creating a card, each skill level costs one potential.

All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form that the skill takes when used.

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!Actions

To quantify turn-based actions, we use an action cost system where different actions have values assigned to them.  Each turn, you can spend either resources of the appropriate domain, or initiative, to complete actions.

Any discrete motion that takes less than a second is considered to cost one action.  For instance, taking a step forward or backwards costs 1 action.  Attacking with a drawn weapon also costs 1 action.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 actions.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 actions.

Thus, most standard actions such as attacking cost 3 actions.  This can allow unique situations if you manage to for instance get more than the average of 5 actions.  For instance, with 6 actions you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 action to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.

Counters are made in response to attacks to a character, and are designed to disrupt them.

Opportunities are made in response to any adjacent movement, ranged attack or magic cast.

* Move
** Places the piece in the targeted empty hexagon that is no further away than its speed.  Pieces may only pass over an opponent’s pieces if they have a speed higher than any of those pieces.
* Attack
** Pieces may only attack hexagons that are within range.  If the attack occurs after a move it is considered a charge and the attack multiplier is modified by the difference between the distance moved in hexagons and the range of the attack.  This generally is advantageous to melee type pieces, representing the power of a melee charge, and disadvantageous to longer ranged pieces, representing the difficulty of aiming while moving.
* Fix
** Pieces may only fix pieces in adjacent hexagons.  Depending on the amount of energy or initiative spend, this actions allows the targeted piece to recover lost points in an attribute.  Self-targeted fixing costs double.
* Train
** Pieces may only train pieces in adjacent hexagons.  Depending on the amount of energy or initiative spend, this action allows the targeted piece to gain points in an attribute that it has fewer of, or if the training is self-targeted, to gain points in any attribute, albeit at double the cost.

!Stance

A piece may be assigned a stance, which determines its behaviour when it is not your turn.

* Engage
** The default stance.  A piece is visible and actively participates in nearby combat.
* Evade
** A piece in this stance is invisible when it is not your turn.  It is temporarily revealed whenever it interacts with another piece, such as if a piece attempts to enter or attack its square.

!Support

Pieces that are next to a defender can provide combat support.

* Walls
** A wall is a multiplier to defence and resistance based on the number of visible allied pieces that are adjacent to the allied defender and also the enemy attacker.
* Flanking
** A flank is a multiplier to attack and damage based on the number of visible allied pieces that are adjacent to the enemy defender but not adjacent to the allied attacker.

!Reactions

On your opponent’s turn, if a piece has unspent energy of the relevant domain from your previous turn, it may react.

Stance: Engage
* Block
** When the piece is attacked, if it can react and is equipped with a shield, the piece will automatically make an attack after the attacker has attacked, assuming the piece is still alive.
* Counterstrike
** When the piece is attacked, if it can react and both attacker and defender have a range of one, the piece will automatically make an attack after the attacker has attacked, assuming the piece is still alive.
* Interception
** Whenever an opponent’s piece attempts to move out of a targetable square, if a piece can react it will automatically attack the piece.
Stance: Evade
* Dodge
** When the piece is attacked, if it can react and there is an adjacent empty hexagon that is not within the range of the attacker, it will move there and the attack automatically misses.
* Parry
** When the piece is attacked, if it can react and both attacker and defender have a range of one, the piece will automatically make an attack that if it hits will do no damage but instead negate the attack.

!Costs

0 Actions
* Move
** Drop Item
1 Action
* Magic
** Instant <Spell Name>
* Move
** Step: Move one step
** Draw Item
** Fall Prone
* Counter
** Dodge: Chance to evade attack.
** Block: Chance to avoid damage with shield.
** Parry: Chance to avoid melee attack.
** Counterattack: Strike back.
** Instant Magic Barrier: Chance to avoid damage with magic.
* Opportunity
** Interrupting Strike: Hit enemy with quick melee response to action.
2 Actions
* Attack
** Quick <Attack Type>: A quick attack with less accuracy/damage.
** Feint: Misdirect to increase accuracy on next attack.
* Move
** Rush: Move twice as far as normal.
** Shift: Move half as far as normal.  Do not provoke opportunity.
** Use Item
** Pick Up Item
** Stand Up
* Counter
** Parry Riposte: Chance to avoid melee attack and make attack in response.
** Negate Spell: Chance to negate enemy attacking spell completely.
* Opportunity
** Strike Out: Hit enemy with calculated melee response to action.
3 Actions
* Attack
** Aimed <Attack Type>: A basic attack.
** Double Quick <Attack Type>: Two quick attacks in succession.
** Triple Flurry <Attack Type>: Three attacks at much less accuracy/damage.
** Charge: Move your speed.  Strike at end of move.
* Magic
** <Spell Name>: Basic spell cast.
* Move
** Sprint: Move twice your speed.
* Opportunity
** Counter Spell: Chance to negate enemy spell cast.
** Readied Interrupt: Make a delayed Attack or Magic.
4 Actions
* Attack
** Power <Attack Type>: Single solid attack with more damage.
** Double <Attack Type>: Two coordinated attacks.
** Feint and Strike: Distract then hit with greater accuracy.
** Precise Shot: A ranged attack with greater accuracy.
* Magic
** Complex <Spell Name>: Slower spell cast.
5 Actions
* Attack
** Triple <Attack Type>: Three coordinated attacks.
* Magic
** Intricate <Spell Name>: Very slow spell cast.

!Combat

Combat is essentially dealt with by making rolls with relevant skills.  When initially creating a skill that can be used for combat, make sure to indicate their domain and tool.  Combat occurs whenever a piece makes the attack action against an acceptable target.  First, the attacker makes an attack roll and the defender makes a defence roll.  If the attack roll meets or exceeds the defence roll, it is a hit.  On a hit, the targeted piece loses resources equal to the difference between the attacker’s damage and the defender’s resistance.  If the resource is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.

||'''Attack'''||'''Domain'''||'''Tool'''||'''Attack Roll Multiplier'''||'''Defence Roll Multiplier'''||'''Damage Multiplier'''||'''Resistance Multiplier'''||
||Strike||Physical||Melee Weapon||Dexterity||Dexterity||Strength||Strength||
||Feint||Magical||Melee Weapon||Dexterity||Wisdom||Strength||Intelligence||
||Intimidate||Spiritual||Melee Weapon||Dexterity||Charisma||Strength||Passion||
||Blast||Physical||Spell Implement||Wisdom||Dexterity||Intelligence||Strength||
||Sleep||Magical||Spell Implement||Wisdom||Wisdom||Intelligence||Intelligence||
||Fear||Spiritual||Spell Implement||Wisdom||Charisma||Intelligence||Passion||
||Smite||Physical||Prayer Beacon||Charisma||Dexterity||Passion||Strength||
||Bind||Magical||Prayer Beacon||Charisma||Wisdom||Passion||Intelligence||
||Rebuke||Spiritual||Prayer Beacon||Charisma||Charisma||Passion||Passion||

!Critical Effects

A critical hit occurs on when the attacker’s roll is a natural 20 or the defender’s roll is a natural 1.  On a critical hit the damage is calculated as if the resistance was zero.  This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.
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!Summary

Battlemancer is a hybrid strategy game that mixes customizable cards and pieces on a tiled board. 

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The Trinity strategic game system combines the character building system of [[RolePlayingGame/Questweaver]] and the tactical combat system of [[StrategyGame/Battlemancer]].
to:
Battlemancer is a strategy game based around the [[Game System/Trinity]] game system.  It is a hybrid of collectible card game and board game where the cards are custom designed by the player and turn into pieces on the board when played.
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Pieces are built according to the character building system of [[RolePlayingGame/Questweaver]].
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!Attributes

See [[RolePlayingGame/Questweaver]] for detailed descriptions.

|| ||'''Physical'''||'''Magical'''||'''Spiritual'''||
||'''Capacity'''||Strength||Intelligence||Passion||
||'''Ability'''||Dexterity||Wisdom||Charisma||
||'''Resource'''||Energy||Glory||Grace||

!Equipment

See [[RolePlayingGame/Questweaver]] for detailed descriptions.

Tool Qualities
* Forces
* Spells
* Truths
* Ranges
* Zones

Gear Qualities
* Protections
* Secrets
* Mysteries
* Speeds

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Each turn, a piece may carry out one action per energy of the relevant domain or initiative spent.
to:
To quantify turn-based actions, we use an action cost system where different actions have values assigned to them.  Each turn, you can spend either resources of the appropriate domain, or initiative, to complete actions.

Any discrete motion that takes less than a second is considered to cost one action.  For instance, taking a step forward or backwards costs 1 action.  Attacking with a drawn weapon also costs 1 action.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 actions.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 actions.

Thus, most standard actions such as attacking cost 3 actions.  This can allow unique situations if you manage to for instance get more than the average of 5 actions.  For instance, with 6 actions you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 action to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.

Counters are made in response to attacks to a character, and are designed to disrupt them.

Opportunities are made in response to any adjacent movement, ranged attack or magic cast.

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!Costs

0 Actions
* Move
** Drop Item
1 Action
* Magic
** Instant <Spell Name>
* Move
** Step: Move one step
** Draw Item
** Fall Prone
* Counter
** Dodge: Chance to evade attack.
** Block: Chance to avoid damage with shield.
** Parry: Chance to avoid melee attack.
** Counterattack: Strike back.
** Instant Magic Barrier: Chance to avoid damage with magic.
* Opportunity
** Interrupting Strike: Hit enemy with quick melee response to action.
2 Actions
* Attack
** Quick <Attack Type>: A quick attack with less accuracy/damage.
** Feint: Misdirect to increase accuracy on next attack.
* Move
** Rush: Move twice as far as normal.
** Shift: Move half as far as normal.  Do not provoke opportunity.
** Use Item
** Pick Up Item
** Stand Up
* Counter
** Parry Riposte: Chance to avoid melee attack and make attack in response.
** Negate Spell: Chance to negate enemy attacking spell completely.
* Opportunity
** Strike Out: Hit enemy with calculated melee response to action.
3 Actions
* Attack
** Aimed <Attack Type>: A basic attack.
** Double Quick <Attack Type>: Two quick attacks in succession.
** Triple Flurry <Attack Type>: Three attacks at much less accuracy/damage.
** Charge: Move your speed.  Strike at end of move.
* Magic
** <Spell Name>: Basic spell cast.
* Move
** Sprint: Move twice your speed.
* Opportunity
** Counter Spell: Chance to negate enemy spell cast.
** Readied Interrupt: Make a delayed Attack or Magic.
4 Actions
* Attack
** Power <Attack Type>: Single solid attack with more damage.
** Double <Attack Type>: Two coordinated attacks.
** Feint and Strike: Distract then hit with greater accuracy.
** Precise Shot: A ranged attack with greater accuracy.
* Magic
** Complex <Spell Name>: Slower spell cast.
5 Actions
* Attack
** Triple <Attack Type>: Three coordinated attacks.
* Magic
** Intricate <Spell Name>: Very slow spell cast.

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Combat occurs whenever a piece makes the attack action against an acceptable target.  First, the attacker makes an attack roll and the defender makes a defence roll.  If the attack roll meets or exceeds the defence roll, it is a hit.  On a hit, the targeted piece loses resources equal to the difference between the attacker’s damage and the defender’s resistance.  If the resource is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.
to:
Combat is essentially dealt with by making rolls with relevant skills.  When initially creating a skill that can be used for combat, make sure to indicate their domain and tool.  Combat occurs whenever a piece makes the attack action against an acceptable target.  First, the attacker makes an attack roll and the defender makes a defence roll.  If the attack roll meets or exceeds the defence roll, it is a hit.  On a hit, the targeted piece loses resources equal to the difference between the attacker’s damage and the defender’s resistance.  If the resource is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.

||'''Attack'''||'''Domain'''||'''Tool'''||'''Attack Roll Multiplier'''||'''Defence Roll Multiplier'''||'''Damage Multiplier'''||'''Resistance Multiplier'''||
||Strike||Physical||Melee Weapon||Dexterity||Dexterity||Strength||Strength||
||Feint||Magical||Melee Weapon||Dexterity||Wisdom||Strength||Intelligence||
||Intimidate||Spiritual||Melee Weapon||Dexterity||Charisma||Strength||Passion||
||Blast||Physical||Spell Implement||Wisdom||Dexterity||Intelligence||Strength||
||Sleep||Magical||Spell Implement||Wisdom||Wisdom||Intelligence||Intelligence||
||Fear||Spiritual||Spell Implement||Wisdom||Charisma||Intelligence||Passion||
||Smite||Physical||Prayer Beacon||Charisma||Dexterity||Passion||Strength||
||Bind||Magical||Prayer Beacon||Charisma||Wisdom||Passion||Intelligence||
||Rebuke||Spiritual||Prayer Beacon||Charisma||Charisma||Passion||Passion||
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!System

Many of the same
game mechanics and statistics can be found in [[RolePlayingGame/Questweaver]].  The underlying game system is called Trinity.
to:
!Trinity

The Trinity strategic
game system combines the character building system of [[RolePlayingGame/Questweaver]] and the tactical combat system of [[StrategyGame/Battlemancer]].
Changed lines 38-39 from:

The name is simply an identifier of the piece, and can be any acceptable alphanumeric string.  The icon is a square containing art that represents the piece when placed on the board.  The attributes are determined according to a point-buy system in which the player can choose attributes and a piece is balanced by the fact that its power is proportional to its cost.
to:
* Qualities

The
name is simply an identifier of the piece, and can be any acceptable alphanumeric string.  The icon is a square containing art that represents the piece when placed on the board.  The attributes are determined according to a point-buy system in which the player can choose attributes and qualities and a piece is balanced by the fact that its power is proportional to its cost.
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See [[RolePlayingGame/Questweaver]] for detailed descriptions.
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See [[RolePlayingGame/Questweaver]] for detailed descriptions.
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** Forces multiply the physical damage dealt in combat.
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** Spells multiply the magical damage dealt in combat.
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** Truths multiply the spiritual damage dealt in combat.
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** Ranges are how far you can use actions such as attack.  Zero means you can target only yourself.  One is considered the melee combat range.
** Note that weapons have the limitation that they suffer an effective penalty on the attack multiplier if the distance from the weapon to the target is greater than their ranges. Thus, they do not technically have a fixed maximum range, the range penalty ensures that they have a maximum effective range.
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** The zones are how many rings of surrounding hexes are also hit by the effect of this tool.
to:
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** Protections multiply the physical resistance enjoyed in combat.
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** Secrets multiply the magical resistance enjoyed in combat.
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** Mysteries multiply the spiritual resistance enjoyed in combat.
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** Speeds are how many steps you can take for each Move action.  Zero means that you cannot move.
to:
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* Image
to:
* Icon
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The name is simply an identifier of the piece, and can be anything acceptable.  The image is a square picture that represents the piece when placed on the board.  The attributes are determined according to a point-buy system in which the player can choose attributes and a piece is balanced by the fact that its power is proportional to its cost.
to:
The name is simply an identifier of the piece, and can be any acceptable alphanumeric string.  The icon is a square containing art that represents the piece when placed on the board.  The attributes are determined according to a point-buy system in which the player can choose attributes and a piece is balanced by the fact that its power is proportional to its cost.
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Battles may take place at different power levels.  You may only play a deck with a power level less than or equal to the power level of the battle being played.  A deck’s power level is determined by adding up the total power of all the cards in it, plus starting energy.  In a fair battle, the power level of each player’s deck should be close to the same.
to:
Battles may take place at different power levels.  You may only play a deck with a power level less than or equal to the power level of the battle being played.  A deck’s power level is determined by adding up the total power of all the cards in it, plus starting initiative.  In a fair battle, the power level of each player’s deck should be close to the same.
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Many of the same game mechanics and statistics can be found in [[RolePlayingGame/Questweaver]].  Together these form the Trinity System.
to:
Many of the same game mechanics and statistics can be found in [[RolePlayingGame/Questweaver]].  The underlying game system is called Trinity.
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Battlemancer is a hybrid strategy game that mixes customizable cards and pieces on a tiled board.
to:
Battlemancer is a hybrid strategy game that mixes customizable cards and pieces on a tiled board

!System

Many of the same game mechanics and statistics can be found in [[RolePlayingGame/Questweaver]].  Together these form the Trinity System
.
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Further details about attributes can be found in [[RolePlayingGame/Questweaver]].
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Further details about attributes can be found in [[RolePlayingGame/Questweaver]].
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to:
||'''Resource'''||Energy||Glory||Grace||
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The main resources are differentiated by their domain.  There are three basic domains, physical, magical, and spiritual.  These domains have corresponding capacity and ability attributes that pieces may possess, as well as the corresponding resources:  energy, magic, and spirit.
to:
The main resources are differentiated by their domain. These domains have corresponding capacity and ability attributes that pieces may possess.
Deleted line 54:
Added lines 54-55:
** Note that weapons have the limitation that they suffer an effective penalty on the attack multiplier if the distance from the weapon to the target is greater than their ranges. Thus, they do not technically have a fixed maximum range, the range penalty ensures that they have a maximum effective range.
Deleted lines 169-171:
!Ranged Weapons

Ranged weaponry have the limitation that they suffer a range penalty on the attack roll equal to the distance from the weapon to the target. Though they do not have a fixed maximum range, the range penalty ensures that they have a maximum effective range.
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!Critical Effects

A critical hit occurs on when the attacker’s roll is a natural 20 or the defender’s roll is a natural 1.  On a critical hit the damage is calculated as if the resistance was zero.  This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.

!Ranged Weapons

Ranged weaponry have the limitation that they suffer a range penalty on the attack roll equal to the distance from the weapon to the target. Though they do not have a fixed maximum range, the range penalty ensures that they have a maximum effective range.
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Combat occurs whenever a piece makes the attack action against an acceptable target.  First, the attacker makes an attack roll and the defender makes a defence roll.  If the attack roll meets or exceeds the defence roll, it is a hit.  On a hit, the targeted piece loses energy equal to the difference between the attacker’s damage and the defender’s resistance.  If the energy is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.
to:
Combat occurs whenever a piece makes the attack action against an acceptable target.  First, the attacker makes an attack roll and the defender makes a defence roll.  If the attack roll meets or exceeds the defence roll, it is a hit.  On a hit, the targeted piece loses resources equal to the difference between the attacker’s damage and the defender’s resistance.  If the resource is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.
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At the beginning of your turn, pieces gain energy according to their capacities, which can be spent up to their ability as actions during your turn.  When it is not your turn any leftover resource functions as a buffer against damage that is in the relevant domain.  At the beginning of your turn, any remaining resource up to the piece’s ability is converted into a special resource called initiative, before the resource is replenished for the turn.
to:
At the beginning of your turn, pieces gain resources according to their capacities, which can be spent up to their ability as actions during your turn.  When it is not your turn any leftover resource functions as a buffer against damage that is in the relevant domain.  At the beginning of your turn, any remaining resource up to the piece’s ability is converted into a special resource called initiative, before the resource is replenished for the turn.
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!Energy
to:
!Resources
Changed lines 91-95 from:
The main resources are various types of energy that are differentiated by their domain.  There are three basic domains, physical, magical, and spiritual.  These domains have corresponding capacity and ability attributes that pieces may possess.

At the beginning of your turn, pieces gain energy according to their capacities, which can be spent up to their ability as actions during your turn.  When it is not your turn any leftover energy functions as a buffer against damage that is in the relevant domain.  At the beginning of your turn, any remaining energy up to the piece’s ability is converted into a special resource called initiative, before the energy is replenished for the
turn.

Note that a deployment or summoning occurs after the beginning of turn, so pieces initially have no energy on the turn they are deployed or summoned.
to:
The main resources are differentiated by their domain.  There are three basic domains, physical, magical, and spiritual.  These domains have corresponding capacity and ability attributes that pieces may possess, as well as the corresponding resources:  energy, magic, and spirit.

At the beginning of your turn, pieces gain energy according to their capacities, which can be spent up to their ability as actions during your turn.  When it is not your turn any leftover resource functions as a buffer against damage that is in the relevant domain.  At the beginning of your turn, any remaining resource up to the piece’s ability is converted into a special resource called initiative, before the resource is replenished for the
turn.

Note that a deployment or summoning occurs after the beginning of turn, so pieces initially have no resources on the turn they are deployed or summoned.
Changed lines 39-41 from:
|| ||Physical||Magical||Spiritual||
||Capacity||Strength||Intelligence||Passion||
||Ability||Dexterity||Wisdom||Charisma||
to:
|| ||'''Physical'''||'''Magical'''||'''Spiritual'''||
||'''Capacity'''||Strength||Intelligence||Passion||
||'''Ability'''||Dexterity||Wisdom||Charisma||
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''Mankind has always lusted for power. From its infancy, we fought against one another for dominance, access to food, shelter, mates, resources, and glory. The arms race only intensified as time went on: from simple spears and slings, to guns and bombs, to plasma beams and tungsten rods. A bizarre fascination developed for war and wargames, between individuals, communities, and nations. Each conflict grew progressively more bloody until one day weapons were developed that had the potential to nullify earth's entire existence. Extensive simulations were run using localized reality control fields in which imagination was the limit (and the energy required to power them, of course); such simulations were known as battledreams, for the delirious destruction synthesized within.''

''Happily, it was never put into play; those that developed them realized that its use would have unthinkable consequences. The power struggles began to scale down, and international agreements sought and adopted alternative methods of conflict resolution. Strangely enough, the creation of battledreams could be used not only to destroy, but to create a space in which such destruction could be contained. Operators of such battledreams were known as battlemancers, who perfected the art in order to settle international disputes in a bloodless manner.''

''You play one of the battlemancers, on the cusp of entering such a battledream to demonstrate your power.''

!Summary

Battlemancer is a hybrid strategy game that mixes customizable cards and pieces on a tiled board.

!Settings

The backstory is dependent on the setting.  In one setting, the battlemancers are powerful magicians who can call forth entire armies and are the most potent of military forces.  In another setting, the battlemancers fight a secret war at night in the modern day world.

!Potential

Players can purchase potential at a rate of 1 cent per point of potential, and the amount of potential is attached to the player’s account.  Potential is used to purchase power.

!Power

The central concept of the game is that every element is worth a certain number of points called power.  The game is thus balanced by forcing the players to choose how to distribute their limited power.

The amount of power a card costs is determined by multiplying together all the attribute values of the card.  A player may craft a card by spending potential equal to its power, and this allows the player to add the card to their collection.

!Pieces

The main gameplay elements are called pieces.  Each piece is represented by a card when not visible on the board, and becomes a piece when it is visible on the board.

A piece consist of the following customizable elements:

* Name
* Image
* Attributes

The name is simply an identifier of the piece, and can be anything acceptable.  The image is a square picture that represents the piece when placed on the board.  The attributes are determined according to a point-buy system in which the player can choose attributes and a piece is balanced by the fact that its power is proportional to its cost.

!Attributes

|| ||Physical||Magical||Spiritual||
||Capacity||Strength||Intelligence||Passion||
||Ability||Dexterity||Wisdom||Charisma||

!Equipment

Tool Qualities
* Forces
** Forces multiply the physical damage dealt in combat.
* Spells
** Spells multiply the magical damage dealt in combat.
* Truths
** Truths multiply the spiritual damage dealt in combat.
* Ranges
** Ranges are how far you can use actions such as attack.  Zero means you can target only yourself.  One is considered the melee combat range.
* Zones
** The zones are how many rings of surrounding hexes are also hit by the effect of this tool.

Gear Qualities
* Protections
** Protections multiply the physical resistance enjoyed in combat.
* Secrets
** Secrets multiply the magical resistance enjoyed in combat.
* Mysteries
** Mysteries multiply the spiritual resistance enjoyed in combat.
* Speeds
** Speeds are how many steps you can take for each Move action.  Zero means that you cannot move.

!Collection

The player’s collection is all the cards that they have purchased.  These can be used to build decks.

!Decks

Battles may take place at different power levels.  You may only play a deck with a power level less than or equal to the power level of the battle being played.  A deck’s power level is determined by adding up the total power of all the cards in it, plus starting energy.  In a fair battle, the power level of each player’s deck should be close to the same.

!Board

The game takes place on a hexagon of hexagons.  Each hexagon can contain only one piece.

!Leader

A special card that is always in your opening hand, and which you must deploy first on your first turn before doing anything else, the leader is a customizable card that in order to have a legal deck, you must be able to pay the initiative to deploy it on the first turn.  Thus, you must begin the game with enough initiative to deploy your leader.  Initially it may be your only source of resources as well.  Keep in mind though that it still counts towards your deck’s power level.  You win the game by capturing your opponent’s leader, and obviously, you lose the game if your leader is captured.

!Hand

The opening hand consists of your leader card, which can be augmented by drawing cards with initiative.  You may spend an initiative to draw a card at any time on your turn.

!Energy

Instead of land cards, there can now be multiple resource generating pieces, ranging from magical conduits created from inscribing runes onto the ground, to factory structures, or whatever else people desire to create.

The main resources are various types of energy that are differentiated by their domain.  There are three basic domains, physical, magical, and spiritual.  These domains have corresponding capacity and ability attributes that pieces may possess.

At the beginning of your turn, pieces gain energy according to their capacities, which can be spent up to their ability as actions during your turn.  When it is not your turn any leftover energy functions as a buffer against damage that is in the relevant domain.  At the beginning of your turn, any remaining energy up to the piece’s ability is converted into a special resource called initiative, before the energy is replenished for the turn.

Note that a deployment or summoning occurs after the beginning of turn, so pieces initially have no energy on the turn they are deployed or summoned.

!Initiative

Initiative is how many actions a player can cause their pieces to take above and beyond what they could normally do with their own energy.  You begin the game with an amount of initiative equal to the difference between the power level of the battle you are playing, and the power level of your deck.

!Base

At the beginning of the game, before you can really do anything else, you must deploy your leader to a hexagon located in the row of hexagons closest to the player.  That particular hexagon becomes your base, and counts as a piece for the purposes of summoning.  If your leader is destroyed but you still have a base, return the leader to your hand as a card, which you can summon as normal.  If your base is occupied by an opponent’s piece, it is captured.

!Summoning

You can summon pieces from cards into hexagons adjacent to another piece you control by paying initiative equal to the power of the card.  After a piece is introduced or moved and is not selected it appears with just its picture in the square.  Selecting a piece shows the rest of its card.  The movement ability of different pieces depends on the amount of points spent on it.  It is perfectly possible to have a stationary piece.


!Actions

Each turn, a piece may carry out one action per energy of the relevant domain or initiative spent.

* Move
** Places the piece in the targeted empty hexagon that is no further away than its speed.  Pieces may only pass over an opponent’s pieces if they have a speed higher than any of those pieces.
* Attack
** Pieces may only attack hexagons that are within range.  If the attack occurs after a move it is considered a charge and the attack multiplier is modified by the difference between the distance moved in hexagons and the range of the attack.  This generally is advantageous to melee type pieces, representing the power of a melee charge, and disadvantageous to longer ranged pieces, representing the difficulty of aiming while moving.
* Fix
** Pieces may only fix pieces in adjacent hexagons.  Depending on the amount of energy or initiative spend, this actions allows the targeted piece to recover lost points in an attribute.  Self-targeted fixing costs double.
* Train
** Pieces may only train pieces in adjacent hexagons.  Depending on the amount of energy or initiative spend, this action allows the targeted piece to gain points in an attribute that it has fewer of, or if the training is self-targeted, to gain points in any attribute, albeit at double the cost.

!Stance

A piece may be assigned a stance, which determines its behaviour when it is not your turn.

* Engage
** The default stance.  A piece is visible and actively participates in nearby combat.
* Evade
** A piece in this stance is invisible when it is not your turn.  It is temporarily revealed whenever it interacts with another piece, such as if a piece attempts to enter or attack its square.

!Support

Pieces that are next to a defender can provide combat support.

* Walls
** A wall is a multiplier to defence and resistance based on the number of visible allied pieces that are adjacent to the allied defender and also the enemy attacker.
* Flanking
** A flank is a multiplier to attack and damage based on the number of visible allied pieces that are adjacent to the enemy defender but not adjacent to the allied attacker.

!Reactions

On your opponent’s turn, if a piece has unspent energy of the relevant domain from your previous turn, it may react.

Stance: Engage
* Block
** When the piece is attacked, if it can react and is equipped with a shield, the piece will automatically make an attack after the attacker has attacked, assuming the piece is still alive.
* Counterstrike
** When the piece is attacked, if it can react and both attacker and defender have a range of one, the piece will automatically make an attack after the attacker has attacked, assuming the piece is still alive.
* Interception
** Whenever an opponent’s piece attempts to move out of a targetable square, if a piece can react it will automatically attack the piece.
Stance: Evade
* Dodge
** When the piece is attacked, if it can react and there is an adjacent empty hexagon that is not within the range of the attacker, it will move there and the attack automatically misses.
* Parry
** When the piece is attacked, if it can react and both attacker and defender have a range of one, the piece will automatically make an attack that if it hits will do no damage but instead negate the attack.

!Combat

Combat occurs whenever a piece makes the attack action against an acceptable target.  First, the attacker makes an attack roll and the defender makes a defence roll.  If the attack roll meets or exceeds the defence roll, it is a hit.  On a hit, the targeted piece loses energy equal to the difference between the attacker’s damage and the defender’s resistance.  If the energy is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.

!Destruction

A piece is destroyed when any of its normally above zero capacities falls to zero.

!Victory

Victory is achieved when you are the last player who controls both a leader and a base.
Page last modified on August 24, 2018, at 04:00 AM
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