Wednesday, November 30, 2011

Tron - Grid Games - Disc Battle - basic rules

Here are the basic rules. They are pretty fleshed out at this point. I'm still in the process of making counters and advanced rules but this is the gameplay from which I'm basing it.
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Tron - Grid Games - Disc Battle


Each player controls a program in the games. They must battle each other until only one remains.
Alternatively, they can play as teams of 2 - 4 programs until only one team remains.


Components:
Programs - Each Program has unique icon to represent it. You may either use a figure or even one of the 2" program discs. You will need one Program for every player.

Action Base - Each Program also has a 4" Action Base. These are the same for all Programs. You will need one Action Base for each Program plus at least one extra Action Base for movement.

Disc Marker - Each program has a corresponding Disc Marker to represent a thrown Disc. You will need one Disc Marker for each Program. In the advanced game some Programs may have two Discs instead of just one. The Disc Marker is 1" wide and 2" long with an arrow pointing to one of the smaller ends.

Disc Movement Base - You will need at least one Disc Movement Marker in order to move thrown Discs. The Disc Movement Base is 1" wide and 6" long.

Grid - The playing surface is known as the Grid. This is a clearly defined area that can be as small as 12" x 12" for a quick two-player game to 4’ x 4’ or even larger for a multi-team battle. A Grid with sides between 2’ - 3’ long is big enough for up to 6 players.

Action Cards - You will need 5 Action Cards for each Program.

Direction Die - This is a die with arrows on the faces. If you don’t have a Direction Die, every time you would have to roll for random movement of the Disc instead use the direction back to the owning Program instead.


Setup:
Set up the Grid.

Each player takes an Action Base and a Program as well as the corresponding Action Cards and Disc Marker.

Each player places their Action Base on the Grid and places their Program on top of their Action Base. Try to place the Action Bases so that there is room for at least one Action Base between them. If you cannot decide how to place the Programs on the Grid, take an Action Card from each program and shuffle them. Flip the Action Cards over one at a time and place the corresponding program on the Grid at that time.

Each Program starts the game with one Action Card held for reactive actions and the remaining cards are shuffled together and placed face down.


Turn Sequence:
Flip over the top Action Card. The corresponding Program may either perform an active action at that point or hold the Action Card to perform a reactive action later. Players may only hold a maximum of three Action Cards. Actions Cards may be held from turn to turn but once held they cannot be discarded unless used.

After every active action played, any Discs that are already being thrown move. A Disc that was just thrown this action does not move again.

Once all the Action Cards have been turned up and either used or held, reshuffle the used Action Cards and start the next turn. Action Cards that are being held are not reshuffled. Action cards belonging to De-Rezed Programs are removed unless they still have a Thrown Disc in play.


Winning:
The last player or team with an active Program when the others have De-Rezzed wins.


De-Rez.
If you unable to Block or Dodge a Thrown Disc or are unable to Dodge an Attack you are struck by the Disc. You are De-Rezzed and your Program is removed from play as well as you Action Base. If you De-Rez and your Disc is being thrown it De-Rezzes after it hits a wall or another Program or after another Program Blocks it. A Program struck by a Disc belonging to a De-Rezzed Program will still be De-Rezzed before that Disc also De-Rezzes.


Actions:
Each Program has five Action Cards. Each Program starts with one Action Card held for reactive actions. Shuffle the remaining Action Cards.
Programs take actions as their Action Cards are turned over. They may either perform an active action at that point or hold the Action card to perform a reactive action later. Programs may only hold a maximum of three actions. Action Cards may be held from turn to turn but once held they cannot be discarded unless used.
Once all the Action Cards have been turned up and either used or held, reshuffle the used Action Cards and start the next turn. Action Cards that are being held are not reshuffled.

The actions are:
Attack, Block, Catch, Dodge, Move, Stand, and Throw.
The active actions are Attack, Move, Stand, and Throw. These actions may only be preformed when the Program’s Action Card comes up.
The reactive actions are Block, Catch, and Dodge. In order to perform one of these actions you must have an Action Card held already and have your Action Base crossed by a Disc Marker or Disc Movement Base or by another Program’s Action Base.

Attack - If you have a Disc and your Action Base overlaps a portion of another figure’s Action Base you may Attack them. They may Dodge your Attack if they have an Action Card held as above.

Block - If you have your Disc and another Disc Marker or Disc Movement Base crosses your Action Base you may spend an action to Block it. Roll the Direction Die and place the small end of the Disc Marker against your Action Base in the direction shown on the die.

Catch - If your Disc Marker or Disc Movement Base crosses your Action Base you may catch it by using an action. If you don’t have any actions you may dive for it - you catch your Disc but now are Prone.
If you moved your Action Base over your Disc Marker you still need to spend an action to make to the catch or you may dive for it. If you dive for it you catch your Disc but are now Prone.

Dodge - If another Disc Marker or Disc Movement Base crosses your Action Base you may spend an action to Dodge it. If you have no actions and want to Dodge then you become Prone. If you are already Prone you may not Dodge.

Move - Place a new Action Base adjacent to the one that your Program is currently on and move your Program to that base. If you are unable to place a new base adjacent or you don’t want to move that much, you may place the new base partially covering your current base. If your move causes your Action Base to cross a portion of your Disc Marker you may also attempt a Catch if you have a held action.

Stand - If your Program is Prone, the only action it can perform is to stand up. If you are using the program discs, flip it over to indicate that the Program is no longer Prone. If you are using a figure to represent the Program, then stand the figure back up to indicate that it is no longer Prone.

Throw - If you currently have a Disc you may throw it. Place the one of small end of the Disc Movement Base adjacent to your Action Base in the direction you wish to throw and place the Disc Marker flush at the other end of the Disc Movement Base with the arrow pointing in the direction of the throw.


Disc Movement
When you Throw a Disc, the small end of the Disc Movement Base is placed adjacent to your Action Base in the direction you wish to throw and Disc Marker is placed flush at the other end of the Disc Movement Base with the arrow pointing in the direction of the throw.

After every active action played, any Discs that are already being thrown move. A Disc that was just thrown this action does not move again. Starting with the Program who just played an action, move the Thrown Discs of the Programs clockwise around the table. To move the Disc place a Disc Movement Base flush with the end of the Disc Marker by the arrow. Then move the Disk Marker flush to the other end of the Disc Movement Base.

If a Disc Marker or Disc Movement Base crosses a Program’s Action Base and the Disc belongs to that Program they may attempt to Catch it.

If a Disc Marker or Disc Movement Base crosses a different Program’s Action Base they may attempt to Block or Dodge it. If they successfully Dodge it then it has no effect on the Disc Marker or Disc Movement Base. If they successfully Block it roll the Direction Die and place the small end of the Disc Marker adjacent to that Program’s Action Base in the direction of the arrow on the Direction Die.

If a Disc Marker or Disc Movement Base crosses the another Program’s Action Base and that program is Prone then that Program is hit and they De-Rez. Roll the Direction Die and place the small end of the Disc Marker adjacent to that Program’s Action Base in the direction of the arrow on the Direction Die.

If a Disc Marker or Disc Movement Base crosses the edge of the Grid then use geometry to match the incoming angle with the angle of reflection. If this is too hard then roll the Direction Die and place the small end of the Disc Marker adjacent to that Program’s Action Base in the direction of the arrow on the Direction Die.

If a Disc Marker or Disc Movement Base crosses the another Program’s Disc Marker then nothing happens in the basic game - Thrown Discs ignore other Thrown Discs.

Recalling a Thrown Disc - If a Disc Marker is more than 3 Action Bases away from the Action Base of the owing Program, that Program may choose to Recall it. When the Disc would normally move, place the Disc Movement Base flush with the end of the Disc Marker by the arrow. Instead of moving the Disc Marker to the other end of the Disc Movement Base, turn the Disc Marker around and place the other end of the Disc Marker against the Disc Movement Base. Then turn the Disc Marker so that it points toward the owning Program.


Prone
If a Program is Prone the only action it can perform is to Stand. If a Program is Prone and Attacked by another Program or hit by a Disc then that Program De-Rezzes.
If you are using the program discs, flip it over to indicate that the Program is Prone. If you are using a figure to represent the Program, then lie the figure down to indicate that it is Prone.


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Notes
Still working on the size of the Disc Markers and Disc Movement Bases - originally 1"x4" and 1"x8".
Also originally allowed holding 3 Action Cards but changed to 2 as too hard to De-Rez a program that turtled.
The ‘advanced’ rules include more dice rolling for skill tests - Block, Dodge, Prone as well as the ability to gain levels for bonuses - like using 2 Discs, being able to hold more Action Cards or even starting with more Action Cards held, as well as getting more than 5 Action Cards.

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