Dice-BagStudios Week3 RulesAndGameAssets 0312

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    DICE-BAGSTUDIOS

    MachinationsOfFate

    -RuleBookandGameAssets-

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    Note to Game Testers

    This game will make use of the following items.

    4 Faction Decks and one Territory Deck that will need to be printed out.

    An alternative option is to write the names of the cards down on notecards and reference the cards on your computer when they are played.

    60 Resource Tokens that are represented by the Chessex Glass GamingStones provided by Full Sail.

    The Game Mat that can be drawn onto the Chessex Battle Mat or simplyreferenced on your computer as it is only intended to provide a sampleplaying area setup.

    The Game Components

    The Faction Decks

    Faction decks consist of playable cards including units used to fight overterritories, as well as ability cards and item cards unique to each faction.

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    The Territory Deck

    Territory decks consist of territory cards that produce various amounts ofresources each turn they are under a player control. Each territory card in this

    deck will also have a unique bonus ability players can utilize when the territory isunder their control. As one territory becomes controlled, another is drawn to takeits place with new abilities and resources to fight over.

    The Resource Tokens

    In order for a player to play any cards they must have the resources to spend onthe cards resource cost. These resources (represented by the glass gamingstones) are harvested from controlled territories during a players upkeep. Whena player collects a resource, they will collect the amount of resources specifiedon the territory card from the resource pile (as seen on the game mat image).

    Once a resource is used, it is expended and placed back into the resource pile.

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    The Game Mat

    The game mat consists of possible designated areas for each element in play.This game mat can be used to help new players become familiar with thedifferent cards in play by providing a suggested layout for setting up and playingthe game. Players are free to alter this layout based on their individual needs andplay area limitations.

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    Gameplay Rules

    Mission

    This game is about gathering and spending resources to fuel the growth andinfluence of your faction. To do so players will go head to head in a ruthless twoto four player war or align their faction with another for a fierce two on two teambattle. Build your armies, attack and defend territories to gain more resources, inthe end, the winner will be the faction with the most influence within the land.

    Setup

    This game can be played with one to four players going head to head or with twoteams of two players fighting on the same side. The main difference between thetwo types of gameplay is that in a head to head game, each player relies solelyon their own resources where in the team game mode the players on each teamcan share all of their resources. The setup and gameplay beyond the sharedresources is the same in both gameplay modes.

    1. The resource tokens are placed in the center of the playing area so that eachplayer can add to or take from the tokens as needed during the game.

    2. Each player selects one of four available faction decks and removes the

    factions starting territory card from the deck then shuffles the deck. Once this isdone the decks and starting resource cards are placed in their designated area(as seen on the game mat image).

    3. The Territory Deck should next be shuffled and placed in its designated areaand then have four territories drawn from it at random and placed in theirdesignated area (also as seen on the game mat image).

    4. Each player will then draw five cards from their faction deck that will be theirstarting hand.

    5. Once the setup is complete, players should choose a method to determinewho the first player will be, once this is complete, the turn sequence will continuefrom that person to the next person on their left.

    Note! The first player will not draw a card on their first draw phase, all otherplayers will.

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    How a Turn Will WorkThe phases of the turns are broken down into six simple steps.

    1. Upkeep Phase take control, collect resources, draw card2. Main Phase pay resources to play cards3. Mobilization (or Attack) Phase move units to territories4. Combat Phase fight over contested territories5. Second Main Phase play additional cards6. End of Turn move on to the next player

    Simple and to the point, now lets take a deeper look into each phase andhow it will impact gameplay.

    Upkeep Phase

    This phase signifies the start of a players turn. During this phase players willcollect any resources produced by the territories under their control. This is done

    by simply counting the total shown on the territory cards you control and takingthe resource tokens from the center of the player area and moving them into yourarea (as shown on the game mat image).

    This phase will also determine if a contested territory has become controlled bya player. This happens if a territory was contested and that player units are theonly units present on the territory at the start of their upkeep phase. If that is thecase, the territory becomes controlled by that player and begins producingresources for the player at that time.

    The player in control of a territory can also utilize any effects controlling the

    territory might give them as instructed by the territory card. A territory card that iscontrolled by a player is moved from the center of the playing area to thecontrolling players area (as seen in the game mat image). Once this is done, anew territory card is drawn at random from the territory deck and takes its placeas an uncontested territory.

    The controlling player must have at least one asset defending a territory (with theexception of the starting territories) at all times or it becomes an uncontrolled andis moved back to the center of the playing area.

    Once resources and any new territories are collected, the player will draw one

    card (with the exception of the first players first turn who will not draw a card thefirst round). If a player runs out of cards to draw from, they simply reshuffle theirdiscard pile and this becomes their deck once more.

    Main Phase

    During this phase players utilize their resources by spending them to play cardsfrom their hand. The cost of each card is displayed in a little money bag just

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    below the cards picture on the left side of the card. When a resource is used toplay a card, it is expended and placed back into the resource pile in the center ofthe playing area.Unless stated on the card, players can only play unit cards and Item cards onone of their two Main Phases. Effect cards can be played at any time. When a

    player is done playing their cards, the mobilization phase will begin.

    Mobilization Phase

    During the mobilization phase players will mobilize their forces in order tocontest, attack, or defend territories in play. Units you control can only beassigned to territories during this phase and not during your Second Main Phase.To contest a territory a player must mobilize at least one unit by placing it nearthe territory (as shown on the game mat). There is no limit to how many units youcan place on one territory and they are able to mobilize the same turn they cameinto play.

    Attacking a controlled territory is done in much the same way but if attacking acontested or controlled territory, a combat phase will result immediately after youmobilize your units to that territory. This will be coved more in the Combat Phasedescription coming up next.

    During the mobilization phase, players can also move their units around to betterdefend territories under their control; this is done by simply moving the desiredunits to the territory they want them to defend. Just like contesting (or attacking)a territory, there is no limit to how many units can defend a territory, however, if aunit under your control is left un defended at the end of this phase, you lose

    control of it and it reverts back to being uncontested.

    Note: The only territory in play that cannot be targeted right away is the factionstarting territories. These starting territories also do not require a defending unituntil they can be attacked. In order to attack a starting territory, an attacker mustcontrol all other territories first. This will not likely occur in a 25 round game but ifa player loses their starting territory, they lose the game.

    Combat Phase

    The combat phase only occurs when a player attacks a controlled or contested

    territory. When combat takes place, the total attack value is added from allattacking units on that territory. Next the total def. value is added up for all theunits that where contesting or where defending that territory. The two totals arethen compared and the higher value wins the combat phase.

    If at the end of the combat phase the total attack value is greater than the totaldefensive value, the attack is successful and the contesting or defending unitsare placed in their controllers discard pile. If the defensive value proves to be

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    greater number at the end of the combat phase, the attackers fail and are movedto their controllers discard pile.

    If the combat phase results in a tie score, the units that initiated the combatphase are moved back to their controllers staging area. The defending or

    contesting units remain on the territory.

    Second Main Phase

    The second main phase is just like the first main phase. This phase gives theplayer one more chance to play any units, items, or abilities but is not followed bya mobilization phase. This means that any additional units played during thisphase will be left un-mobilized, they cannot be assigned to contest, attack, ordefend a territory until your next turn.

    End of Turn

    At the end of a players turn, that player cannot have more than seven cards intheir hand. If they do have more than seven cards in their hand, they mustdiscard down to seven by placing the excess cards in their discard pile.

    Winning the Game

    At the end of the 12th round of gameplay, the player who controls the mostamount of territory wins the game.

    Two-Player Gameplay Example

    Turn One Player APlayer A: Collects 4 resource tokens from the resource stack (harvested fromtheir starting territory)Player A: Spends 3 resources to play an attacker card (steam demon) andplaces the 3 spent resources back into the resource pilePlayer A: Mobilizes Steam Demon placing it below the Strip Mine territory cardin order to contest the territory

    Player A: Ends Turn with no further action

    Turn One Player BPlayer B: Collects 4 resource tokens from the resource stack (harvested fromtheir starting territory)Player B: Draws one card from their faction deckPlayer B: Spends 2 resources to play an attacker card (steam glider) and placesthe 2 spent resources back into the resource pile

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    Player B: Mobilizes Steam Glider placing it above the Predictable Geyserterritory card in order to contest the territoryPlayer B: Ends Turn with no further action

    Turn Two Player A

    Player A: Collects 6 resource tokens (4 from their starting territory and 2 fromStrip Mine which is now under their control) bringing their total resource pool upto 7 (counting the 1 remaining from the last turn)Player A: Draws one card from their faction deckPlayer A: Spends 5 resources to play an attacker card (clockwork abomination)and places the 5 spent resources back into the resource pilePlayer A: Mobilizes Clockwork Abomination placing it below the PredictableGeyser territory card in order to contest the territory **because two players havecontested the same territory, combat will take place**

    Combat:

    Player Bs Steam Glider has an attack power of 3 and a defense power of 5Player As Clockwork Abomination has an attack power of 6 and a defensepower of 4In this case, Player As Clockwork Abomination would destroy Player BsSteam Glider removing it from play.

    However:Player B: Spends 2 resources to play an item card (coiled spring fan) on SteamGlider and places the spent resources back into the resource pile

    Effect:

    Coiled Spring Fan allows Steam Glider to jump to any other territory(excluding a players starting territory) in play, Coiled Spring Fan is discardedonce used

    Player B: Uses Coiled Spring Fan to move Steam Glider to the Steam Millterritory card placing it above the territoryCombat is resolved

    Player A: Ends their turn with no other action

    Turn 2 Player BPlayer B: Collects 7 resource tokens (4 from their starting territory and 3 fromSteam Mill that is now under their control)Player B: Draws one card from their faction deck.

    Gameplay continues in this manner until for 12 turns or until a playercontrols all territories.

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    Game Assets Card Listing

    For the sake of the prototype, a full card listing with details to eachcard can be accessed here: http://bit.ly/FPt9U3

    Game Assets Card Sheets

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