14
GRAND TACTICS FIRST CHAPTER First Chapter of Matilda Era and the Rise of Novice. A Strategy Board Game, Battling for the title of Matilda Defenders. “In the prosperous city of Matilda, Every 3 years held a annual event in which the Lord will choose the finest and bravest warriors who will be joining the ranks of Matilda Defenders by organizing a battle tournament. This tournament will test team tactics and strategy and it's up to you to show the Lord and the whole citizens that you are one of the greatest strategist by leading your hand-picked soldier to the victory and be part of the renowned Matilda Defenders.” COMPONENTS MOVE DICE 1PC (6 SIDED) ATTACK / DEFENSE MULTIPLIER DICE 1PC (8 SIDED) REACTION / SKILL EFFECT DICE 5 PCS (6 SIDED) 18 PCS TOKEN / CHARACTERS (BASIC GAME SET) 2PCS : NOVICE 2PCS : CHEMIST 2PCS : KNIGHT 2PCS : PRIEST 2PCS : ARCHER 2PCS : WIZARD 2PCS : THIEF 2PCS : SPEARMAN 2PCS : MONK MATILDA TOWN 80 PCS SKILL CARDS ( APPROX. 8-10 SKILLS PER TOKEN / CHARACTERS ) 99 PCS ITEM SET CARDS ( 11 PCS ITEM SET CRDS PER TOKENS / CHARACTERS ) BACK TO BACK BATTLE MAP / BOARD (MATILDA TOWN & MATILDA PLAINS) HP COUNTER (TOKEN/CHARACTER INFORMATION SHEET) 2PCS FLAG TOKEN, 2PCS LEADER MARKER & HP MARKER Age : 10+ Game Time : 20Mins+ © 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

Rule book

Embed Size (px)

DESCRIPTION

Grand Tactics Game Mechanics

Citation preview

Page 1: Rule book

GRAND TACTICSFIRST CHAPTER

First Chapter of Matilda Era and the Rise of Novice. A Strategy Board Game, Battling for the title of Matilda Defenders.

“In the prosperous city of Matilda, Every 3 years held a annual event in which the Lord will choose the finest and bravest warriors who will be joining the ranks of Matilda Defenders by organizing a battle tournament. This tournament will test team tactics andstrategy and it's up to you to show the Lord and the whole citizens that you are one of the greatest strategist by leading your hand-picked soldier to the victory andbe part of the renowned Matilda Defenders.”

COMPONENTS

MOVE DICE 1PC (6 SIDED)

ATTACK / DEFENSE

MULTIPLIER DICE 1PC

(8 SIDED)

REACTION / SKILL EFFECT DICE

5 PCS(6 SIDED)

18 PCS TOKEN / CHARACTERS(BASIC GAME

SET)

2PCS : NOVICE2PCS : CHEMIST2PCS : KNIGHT2PCS : PRIEST2PCS : ARCHER2PCS : WIZARD2PCS : THIEF2PCS : SPEARMAN2PCS : MONK

MATILDA TOWN

80 PCS SKILL CARDS

( APPROX. 8-10 SKILLS PER

TOKEN / CHARACTERS )

99 PCS ITEM SET CARDS( 11 PCS ITEM SET CRDS PER TOKENS /

CHARACTERS )

BACK TO BACK BATTLE MAP / BOARD(MATILDA TOWN & MATILDA PLAINS)HP COUNTER (TOKEN/CHARACTER

INFORMATION SHEET)2PCS FLAG TOKEN, 2PCS LEADER MARKER

& HP MARKER

Age : 10+

Game Time : 20Mins+

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

Page 2: Rule book

GRAND TACTICSFIRST CHAPTER

A: OBJECTIVES

KILL ALL ENEMIES - The words says it all, simply wipe out all enemies in the battlefield.

PROTECT THE LEADER - Designate a leader and protect it thru the game until all enemies are Killed or the enemy leader is dead.

CAPTURE THE FLAG - Plant your flag into any Positioning Tiles, Prevent any enemy capturing your flag. You can either move your character to the flag so that enemy tokens/characters Cannot move to it, But if killed in the flag tile, character will be kicked out of the game and cannot be revived.

B: GAME SETUP

1. Place the board, HP Counter, in a table suitable for the size of the board.

2. Choose up to 6 Token/Characters and put it into Positioning Tiles.

3. Players must draw 3 Skill Cards per Characters. There are 8-10 Skills available per character But only 3 skills can be used per game. Example: Novice – has 10 skills, Draw 3 skills only and use It in the game. This rule applies to all token/characters.

3. Draw 6 Item Set Cards and use it on each characters. Item penalties applies if the item set is not Suitable for the user. Example: Vagrant Set (For Novice), Penalty applies if the user of this item is Not a Novice. “Use your item set wisely”.

4. After setting up all the necessary things for the characters & errands, both player must roll a dice. Choose the move dice (6 Sided), Player that has the highest number result will start the first Turn.

5. This setup applies to Other Game Objectives such as “Protect The Leader & Capture The Flag”.

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

Page 3: Rule book

GRAND TACTICSFIRST CHAPTER

C: DICES & GAME TURN

Move Dice - A 6 Sided dice used for the token/character’s tile movementAttack & Defense Multiplier Dice - An 8 Sided dice used for multiplying token/character’s damage; also used to

multiply the defense of the token/characters to be subtracted to the incoming dealt damage.

Reaction/Passive Dice - A 6 Sided dice used to activate the effect of skills used by tokens/character; also used to activate reaction skills of a token/character such as “Evade”

 Turn ActionsOn a Player's turn, he or she may perform one, both, or neither of two actions: MOVE - to new location/tiles on the battle map. The maximum number of tiles you

Can move is determined by "Move Dice". (I.E. You roll a dice and results into 5; your maximum token/character tile movement is up to 5 tiles around it) Movement Also varies on Map Tiles Status Check the Battle Maps & Tile Status.

 ACT - Perform a standard physical attack, or use one of the skills you have drawn from

The skill cards.  Your physical attack depends also in the result of Attack Multiplier dice.  I.E. (Player 1) you roll the attack multiplier dice and gets (3); multiply your token/character's physical attack plus the stats of items equipped (If equipped with item set) equals to your damage to targeted token/character. Damage alsovaries depends on the result of targeted token/character's defense multiplier.  I.E. (Player 2) If You roll the defense multiplier for your targeted token/character it will subtract to the damage that will be dealt by the attacking token/character. I.E. (Player 2) Rolls a defense multiplier dice and gets (2); multiply it with your token/character's defense plus the stats of items equipped (If equipped with item set) equals to the defense you can subtract from incoming damage. Attack Multiplier Dice is also the Defense Multiplier Dice If you attack with spells, you must use the Magic Attack then multiply with the att. multiplier.The receiver must use the Magic Defense then multiply with def. multiplier then subtract to the attacker's incoming damage. A Player can Move or Act in either order; But your token/character can move/act once per turn.Also the skills has corresponding cool time I.E. Spin Fist - 3 Turns Cool time. (Cool turns activate right after using the skill. You can also choose to end your turn early. Used if a Player doesn't want to Move or Act.

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

Page 4: Rule book

GRAND TACTICSFIRST CHAPTER

D: BATTLE MAPS & MOVE THROUGH

Moving through friendly units

Tokens/Characters can move through friendly units but not enemy units. Enemy units must move around it rather Than moving through. Dead allied & Enemy tokens/characters move through rules are the same.

Passive skills or items that have additional skills such as teleport & float will let you move through any Tokens/characters. 

Dead allied & enemy unitsA token/character cannot stand on dead units in the battle field. Dead units will serve as an un-movable tile.

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

Page 5: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS, STATISTICS & SKILLS

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

Basic HPPhysical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

110 11 9 5 5 1 tileNOVICE

Basic Skills Description Effects Skill Range Cooltime

TackleRam into target

EnemyP-Attack x 1.5: Tackle enemy

1 tile.1 tile 1 turn

Basic HealProvides basic heal to target

+20 HP to target character 1 tile 1 turn

Sure Crit Critical Hit Critical Hit x2 damage 1 tile 1 turn

ProvokeTaunt your

enemy

Decrease enemy defense points 10 but enemy gained

5 attack points 1 tile 2 turns

Novice Life Bond

Sacrifice 20% of remaining life to

single Ally

Transfer 15% of remaining life to target ally

1 tile 2 turns

Reaction / Passive Skills

Description Effects Skill Range Reactions

Counter TackleCounter an

attack with tackle

Blocks enemy attack and P. attack x 1.5: Tackle enemy 1

tilen/a 3 Reactions

ShoutIncrease Physical

Attack by 5Adds +5 physical damage n/a 3 Reactions

Move + 1Increase

movement rateMove rate + 1 n/a Passive

EvadeEvade incoming

attackEvade any physical &

magical attackn/a 4 Reactions

Equip AllEquip any kind of

item setRemove's all item restriction n/a Passive

Page 6: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS, STATISTICS & SKILLS

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

CHEMISTBasic HP

Physical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

80 6 4 11 13 1 tile

Basic Skills Description Effects Skill Range Cooltime

Expert HealHeals targeted

character Basic heal 25 x Attack

Multiplier4 tiles 1 turn

Cure Cure's negative statusRemove: Poison, Blind, Can't

Attack & Can't Move4 tiles 1 turn

Remedy Cure's negative status Remove: Silence and Stop 4 tiles 1 turn

RevitalizeRevive fallen companion

Revive fallen companion with 40HP

1 tile 2 turns

Potion ShowerThrow potion into sky

that will heal companions

Adds 70HP to all companions4 tiles(Targets 5

tiles across)4 turns

Reaction / Passive Skills

Description Effects Skill Range Reactions

Auto Self Potion

Heals itself after being targeted

Adds 30HP n/a 3 Reactions

Move HP UpRecover user's HP while

walking on the fieldAdds 10HP per tile n/a Passive

Item Change Change current itemReshuffle chemist item set and randomly pick a new

itemn/a One time use

Evade Evade incoming attackEvade any physical &

magical attackn/a 4 Reactions 

Page 7: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS, STATISTICS & SKILLS

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

KNIGHTBasic HP

Physical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

180 18 16 5 4 1 tile

Basic Skills Description Effects Skill Range Cooltime

Decrease Power

Decrease the target character's attack

Decrease the target character's attack by 2

1 tile 2 turns

Shield DashDash into enemy using

shield

Dash into target character pushing it 3 tiles away but

inflicts half damage1 tile 1 turn

Arm SmashAttacks an enemy targeting the arm

Inflicts a Disabled status to the enemy

1 tile 1 turn

Leg SmashAttacks an enemy targeting the legs

Immobilizes the target 1 tile 1 turn

Wild SwordSpin swords around 1 tile of the character

Adds 2 to damage multiplier, damaging all characters

around the knight

1 tile (4 tiles across)

2 turns

Reaction / Passive Skills

Description Effects Skill Range Reaction

ParryBlocks physical attack

using a swordBlocks physical attacks n/a 2 Reactions

Shield BlockUses a shield to block

a physical attackBlocks physical attacks n/a 2 Reactions

Evade Evade incoming attackEvade any physical & magical

attackn/a 4 Reactions

Page 8: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS, STATISTICS & SKILLS

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

PRIEST / PRIESTESS

Basic HPPhysical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

80 11 9 11 13 1 tile

Basic Skills Description Effects Skill Range Cooltime

Cross HealHeals targeted

character Basic heal 35 x Multiplier

5 tiles (5 tiles across)

2 turns

Cross Protection

Casts protect to a target

Reduces next Magic damage to target ally by half

5 tiles 2 turns

Cross Shield Casts Shield to a targetReduces next Physical damage

to target by half5 tiles 2 turns

RaiseRevive fallen companion

Revives fallen companion with half of MaxHP

5 tiles 4 turns

Re-raiseCasts Re-raise status

on a target

Automatically revive a character when its HP reaches

05 tiles 8 turns

Reaction / Passive Skills

Description Effects Skill Range Reaction

Move + 1Increase movement

rateMove rate + 1 n/a Passive

Evade Evade incoming attackEvade any physical & magical

attackn/a 4 reactions

Move HP UpRecover user's HP

while walking on the field

Adds 10HP per tile n/a Passive

Item Change Change current itemReshuffle Priest/Priestess item set and randomly pick a new

itemn/a One time use

Page 9: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS, STATISTICS & SKILLS

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

ARCHERBasic HP

Physical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

80 11 9 11 13 5 tiles

Basic Skills Description Effects Skill Range Cooltime

Quick ShotAttacks an enemy with a fast and swift arrow

Attacks an enemy with an unavoidable and unblockable

shot 5 tiles 2 turns

Critical Shot Critical Hit Critical Hit x2 damage (ranged) 5 tiles 3 turns

Bull's EyeSharp shoots a target

enemy

Attacks an enemy from a longer range (+ 3 range) with

an additional +3 to attack multiplier

8 tiles 6 turns

Falcon's Eye Increases range + 2 plus two range for next

attackn/a 2 turns

Arrow ShowerShoots multiple arrow

at the same time

Adds + 1 to damage multiplier, characters in the targeted 5 tiles across will receive equal

damages.

5 tiles (9 tiles across)

8 turns

Reaction / Passive Skills

Description Effects Skill Range Reaction

Item Change Change current itemReshuffle Archer item set and

randomly pick a new itemn/a One time use

Counter ShotBlocks an enemy

attack and counter with Quick Shot

Blocks a physical attack and counters with Quick Shot

1 tile 4 reactions

Evade Evade incoming attackEvade any physical & magical

attackn/a 3 reactions

Arrow StabStabs an enemy using

an arrow

Blocks a close ranged physical attack and counters with an

arrow stab1 tile 4 reactions

Page 10: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS, STATISTICS & SKILLS

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

WIZARDBasic HP

Physical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

80 6 4 11 13 1 tile

Basic Skills Description Effects Skill Range Cooltime

Thunder BoltCasts Thunder bolt to a

target

Deals electrical damage, causes -20HP, chance of static ( -10HP per turn last 5 turns)

5 tiles (5 tiles across)

2 turns

FireballCasts Fireball to a

target

Deals fire damage, causes -20HP, chance of burn (-10HP

per turn last 5 turns)

5 tiles (5 tiles across)

2 turns

FrostbiteCasts Frostbite to a

target

Deals ice damage, causes -20HP, chance of stasis (Stop

for 2 turns)

5 tiles (5 tiles across)

2 turns

Lightning Spear

Throws a lighting spear to a target

+ 2 range attack + 2 multiplier attack

5 tiles 3 turns

TeleportMove depends on the

reaction diceAllows the user to transfer to

another tilen/a 3 turns

Reaction / Counter Skills

Description Effects Skill Range Reaction

Item Change Change current itemReshuffle Wizard item set and

randomly pick a new itemn/a One time use

Panic PushPushes a targeted

character

Chance of pushing a targeted character to move back for 2

tiles1 tile 4 reactions

Deflect Blocks Magic attacks Blocks Magic attack n/a 4 reactions

Force fieldBlocks incoming

attacksBlocks physical attacks and

Magic attacksn/a 4 reactions

Evade Evade incoming attackEvade any physical & magical

attackn/a 4 reactions

Page 11: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS, STATISTICS & SKILLS

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

THIEFBasic HP

Physical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

110 11 9 9 9 1 tile

Basic Skills Description Effects Skill Range Cooltime

SilenceDisable the Wizard

casting abilityWizard cannot use spell attack for

3 turns3 tiles 3 turns

Power Multiplier

Strikes a target character with

increased damage multiplier

Plus 1.5 damage multiplier. 1 tile 1 turn

Steal HPSteals HP from an

enemyDeals -30HP to the enemy and

+15HP to the user1 tile 1 turn

Poisoned StabStabs an enemy using a poisoned

knife

Adds +1 to attack multiplier and inflict poison to the enemy (-10HP

per turn, last 5 turns)1 tile 2 turn

CutCuts an enemy with a

knife

Adds +1 to attack multiplier and causes target Disabled that last 3

turns.1 tile 4 turns

Throw SandPick up sand then

throw it to the face of the enemy

Cause blindness/enemy can’t attack for 3 turns

1 tile 2 turn

Reaction / Passive Skills

Description Effects Skill Range Reaction

Move on any tiles

Allows user to move to any tile

characteristics without any

movement penalty

Allows user to move to any tile characteristics

n/a Passive

Move + 2Increase movement

rateMove rate + 2 n/a Passive

Force fieldBlocks incoming

attacksBlocks physical attacks and Magic

attacksn/a 4 reactions

EvadeEvade incoming

attackEvade any physical & magical

attackn/a 4 reactions

Page 12: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS, STATISTICS & SKILLS

SPEARMANBasic HP

Physical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

150 14 10 7 5 2 tiles

Basic Skills Description Effects Skill Range Cooltime

ThrustAttacks an enemy

with a spearAdds 1 to damage multiplier, pushes back the target 1 tile

2 tiles 2 turns

Defend Casts an DEF+ to self Reduces next damage to half n/a 1 turn

Roar Casts an ATK+ to self Doubles P. Attack on next attack n/a 1 turn

Double ThrustAttacks an enemy with a spear twice

Adds 2 to damage multiplier, pushes back the target 1 tile

2 tiles 3 turns

Spin SpearSpins spear around 2 tiles of the character

Adds 2 to damage multiplier, damaging all characters around the

spearman

1 tiles (4 tiles around itself)

4 turns

Reaction / Passive Skills

Description Effects Skill Range Reaction

Strength Boost

Increase P. Attack upon receiving a

damageAdds P. Attack + 10 on next turn. n/a 3 reactions

Move+1Increase movement

rateMove rate +1 n/a Passive

EvadeEvade incoming

attackEvade any physical & magical

attackn/a 4 reactions

Force fieldBlocks incoming

attacksBlocks physical attacks and Magic

attacksn/a 4 reactions

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

Page 13: Rule book

GRAND TACTICSFIRST CHAPTER

F: JOBS. STATISTICS & SKILLS

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

MONKBasic HP

Physical Attack

Basic Defense

Magic Attack

Magic Defense

Attack Range

130 19 12 9 7 1 tile

Basic Skills Description Effects Skill Range Cooltime

Spin FistSpins fist around the

character

Adds 1 to damage multiplier, damaging all characters around the

monk ( 4 tiles across )1 tile 3 turns

Monk Life Bond

Sacrifice 75HP and gives to ally

Sacrifice 75HP and gives to ally 1 tile 3 turns

MeditateMeditates for 1 turn, Doubles next attack

Adds 2 to damage multiplier n/a 2 turns

Energy PunchSacrifices HP to deal massive mid range

attack

Adds 3 to damage multiplier, sacrifices 30HP.

3 tiles 3 turns

Fist of deathAttacks a target with

1 hit punchInflicts instant death to an enemy 1 tile

6 turns (5 reaction)

Reaction / Passive Skills

Description Effects Skill Range Reaction

Counter Attack

Counter attack to the attacker

Attacks the attacker after inflicting a damage.

1 tile 3 reactions

FocusAllows the user to

focus over turnAdds 5 P. Attack per 2 turns n/a Passive

Quick SenseYou strike the attacker

first instead before receiving his attack

You strike the attacker first instead before receiving his attack

n/a 3 reactions

EvadeEvade incoming

attackEvade any physical & magical

attackn/a 4 reactions

Page 14: Rule book

GRAND TACTICSFIRST CHAPTER

G: FAQ’S

© 2013 IMPERIA GAMES | SEDA INTERACTIVE ALL RIGHTS RESERVED.

Q: How do I move and target an enemy? Can I move or attack diagonally?A: You can move Vertical & Horizontal Only. Your movement count depends on the movement dice, tile status, skills & items. Your attack targeting is also Horizontal & Vertical only.

Q: How to attack an enemy token/character with skill, magic or standard physical attack?A: Check the attack/skill/magic range; Example, you will use Tackle Skill from novice, range is 1 tile, means you can target an enemy character right beside you without terrain restriction. Simultaneously roll the Attack Multiplier Dice Together with Reaction Dice. Skill effect will only apply if the requirements for the reaction are reached right after rolling the dice. This rule also applies with Magic Skills. But take note that every skill has Cool time.

Q: How is the tile status applies to tokens/characters?A: Example: You are moving to a tile with a status MV(-1) AM(+1), in your character next turn, this tile status applies. With the MV(-1) your movement will be decreased by 1 because of this status, but if you will attack on this tile, AM(+1) which is attack/magic multiplier applies to your token/character.

Q: If a token/character died what should I do?A: Either revived using a skill/item or let it be dead. You must not remove the dead unit in the game as it serves as an un-movable terrain. Check the reference III. Battle maps : Move through

Q: How many players can play in a single game?A: This depends on the players, either 1 vs. 1 or 2 vs. 2 or free for all up to 4 player only.

Q: How many dice are we going to use every game?A: 1pc Move Dice (6 Sided), 1pc Att. & Def. Multiplier (8 Sided) & 5pcs Reaction/Passive Dice (6 Sided), A total of 7 dices.

Q: Can I use same token/character in a single game?A: Yes you can, in General Understanding. However, we somehow limit the use of same token/character up to two(2) only. The reason is clearly to stabilize the balance of game play. However, it is also the discretion of the users. As long as it won’t be a problem to both of them.

Q: What else do we need in the game?A: The board game doesn’t have a calculator, so in case you are not that good with math, you can use your calculator.

Q: How do we know the token/character’s HP?A: The board has an included HP Indicator and some markers. Check the board, it usually looks like this: