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The rules of Squall were made to be simple, but provide enough complexity to be strategic in the way it's played.

v1.0 (alpha) - Feb 01, 2015


Game Set-up
  • Select and set-up your 12" x 12" game-board with whatever terrain and obstacles you wish. The more obstacles you have, the less chance for RANGED attacks.

  • Each player places their selected character piece on the board - anywhere along the outside of the board with the closest-edge being no-more than 2" from the edge.

  • Click the "PLAY NOW" link and load your character configuration; when you've build your character, click "Enter battle", which will load your live control-board for your character.

  • Each player will roll one (1) D6 - the player that rolled the highest decides who will go first. If the roll is a tie, roll again.


Phases of Play

Players alternate turns; a turn consists of four (4) phases. The phases below can be over-ruled with the play of a BONUSES, but otherwise, follow the phases as described below:
  1. MOVE - The player may move their character piece up-to the specified MOVE STAT on the character control-board. If you start your turn in BTB, you may move out of it.

  2. MEELE - If you end your move turn in BTB with an opponent, you have entered MELEE COMBAT, which is played as follows:

    1. The Player whose turn it is, rolls their ATTACK D6 (the single di) - a player may include UP-TO one of their DEFENCIVE D6 for the attack, but if they do that di cannot be used for defence the next time they're attacked (you will only have one (1) D6 to defend with).

    2. Add the ATTACK ROLL to the characters MELLE STAT found on the control-board and that is the DAMAGE of the attack.

    3. The Defending player then rolls their DEFENSIVE D6 (two (2) if they did not use one (1) in a previous attack). If they are being attacked from behind (outside their field of view), you may only use one di to defend.

    4. Subtract the DEFENSIVE TOTAL from the DAMAGE of the attack and deduct the remaining HP from the defending characters control-board.

  3. RANGE - If your character is not in BTB with an opponent, and your character has a RANGE STAT (as found on your control-board), you may make a RANGED attack.

    1. If there is an obstacle covering your opponent, no-matter how small, you must roll two (2) D6, otherwise if there is nothing obstructing your view, roll one (1) D6.

    2. Roll the appropriate number of D6 as described above; for a successful attack, all dice must be greater-than (>) 3

    3. If the attack was successful, deduct the character's RANGE STAT from the opponent's HP. (Ranged attacked cannot be defended against)

  4. HALF-MOVE - The active player may make a move of half the MOVE STAT of the character (rounding down, ie. a stat of 7 will mean you can move 3"). It is now the next player's turn.


Using Bonuses

Classes and the various characters that are brought to battle will have their own combination of Bonus Attacks. Each bonus will tell you what it does, and when to use the Bonus. When the timing is correct, and you wish to use a Bonus, you must follow these steps:
  1. Declare out-loud which Bonus you are going to attempt.

  2. Deduct the number of Special points from your "Special" points stat (you must spend the points regardless of the Bonus' outcome).

  3. You and your opponent each roll one (1) di, if you have a higher roll than your opponent, the Bonus is successful and you may do what the card says. If your roll is lower or a tie, the Bonus fails.


The End-Game

The game is over when there is only one character left standing, or your opponent surrenders.

Comments or Suggestions??




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