Wednesday, 12 October 2011

Rules v1.1.2

After many, many iterations of our ruleset and lots of playtesting, we finally have a semi-complete set of rules with which to work with. Playtesting mainly consisted of experimenting with different rules that had been suggested and finding the ones with the least problems. Then we experimented with a lot of different board sizes and numbers of pieces. If the board is too big, the game becomes boring due to the large spaces the player has to cross to reach any kind of conflict. If the board is too small, the game becomes frustrating because of the tiny amount of space aloud for the player to move around in, as well as the enormous amounts of conflicts being cause at the same time by pieces being piled into tiny spaces.
We found that 7 units each work best for 2 player and 5 for 4 players, both played on a 9 by 9 grid.
After playtesting the work in progress v1.3 rules, we decided to go back to v1.1 (see previous post for reasons). Whilst playtesting with this ruleset and adding and altering rules we have finally come up with v1.1.2. This new ruleset plays well, with both 2 and 4 players and seems to pretty airtight, although more playtesting needs to be done to confirm. The changes that have been made and their reasons for alteration are as follows:

  • Moved back to moving only one square at a time. This makes the game a lot simpler, both to design and to play. The movement system, as it was in v1.2 and up, required the creation of extra rules to keep the game playable and to revolve certain problems caused by different unit classes moving at different speeds.
  • Players are allowed 3 turns on their first go. In Chess, the pawns were originally only allowed to move one square on there first go. This was eventually changed to speed up the beginning of the game to a point of conflict, which is when the game gets interesting. 
  • Players are allowed two turns on their go. This speeds up the game significantly and allows players to trap other players with much greater ease. This gives the game a heightened sense of strategy, as well as making the game more appealing to younger audiences, who may not wish to speed enormous lengths of time on a single game.
Here are the rules in their entirety, as they stand at the moment:

Rules v1.1.2


Players
The game can be played between 2 or 4 players.

Aim
 The aim of a standard game is to take all of the other player's pieces using forethought and strategy. (Other game types are currently under consideration and construction) 

Setup
In a 2 player game, each player is given 7 units and a corner opposite their opponent. In this corner, they must place their units in the first diagonal row of three coming from that corner and then the next row of 4 (see Fig. 1).
Fig. 1: The correct setup for a 2 player game.
 A 4 player game has 5 units per player and each player has their own corner of the board. This time each player must place their units on the first diagonal rows of two and three from their corner of the board (see Fig. 2).
Fig. 2: The setup for a 4 player game.
 In both cases, all pieces on the board must start with a class of 1. This means that the number 1 appears on every edge at the base of the unit (see Fig. 3).
Fig. 3: The correct starting position for every unit.

Getting Started
A player may take 3 go's on their first turn and the rule say that one unit may only have one go per turn does not apply to a first turn. On a first turn, a player may choose to change the class of a single unit 3 times, move a single unit 3 times, move 3 different units once and anywhere inbetween. After a player's first turn is over, players must then follow the standard rules for turns (see Turns).

Turns
After a players first turn, a player may take 2 go's per turn. A go consists either of a movment, the changing of a unit's class or the taking of an opponants unit. A unit may only have one go per turn. Only one piece may be taken per turn. 
 
Movement
On a players turn, they have two go's in which they may choose to either move a unit or change it's class. The player can choose to move or change the class of any unit, but may not do so twice with the same unit within the same turn. If the player decides to move a unit, the unit can be moved one square in any direction, adjacent or diagonal. The unit may not move onto a square occupied by a unit belonging to the same player.

Changing Class
On a players go, they may choose to sacrifice a move to change their class. If they choose to change their class, the player may change the class of any unit on the board by adding "1" to it's class or, if it's a 4, change it to a 1. This is done by turning the unit so that the number of the class you are changing the class to is on every edge at the base of the counter. Here are the exact class changes that can be made.
  • Class 1 becomes Class 2
  • Class 2 becomes Class 3  
  • Class 3 becomes Class 4
  • Class 4 become Class 1
"Taking" Pieces
A unit can be taken if the opponent's unit is of the right class to take the unit in question and they are one square away from that unit. A player cannot take two units within the same turn. Weither a class can take another class is determined by the "circle" design (see Fig. 1).
Fig. 1: The "Circle" design system
Explained, this simply means:
  • Class 4 can take Class 3 and Class 2
  • Class 3 can take Class 2 and Class 1
  • Class 2 can take Class 1
  • Class 1 can take Class 4 
Defeating your Opponent
There are two alternate victory conditions for a standard game which all players must agree:
  • All other player's units must be taken from the board. This can take much longer than it's alternative and requires a fair amount of strategy and careful thinking, but it leaves the defeated players feeling as if they were beaten fairly.
  • All but one player have one or less units remaining. This victory condition is much better in terms of speed and fluidity.
  


 

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