US20110316231A1 - Miniature model skirmish game mechanic - Google Patents

Miniature model skirmish game mechanic Download PDF

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US20110316231A1
US20110316231A1 US12/821,427 US82142710A US2011316231A1 US 20110316231 A1 US20110316231 A1 US 20110316231A1 US 82142710 A US82142710 A US 82142710A US 2011316231 A1 US2011316231 A1 US 2011316231A1
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player
value
game
deck
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Eric Johns
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00145Board games concerning treasure-hunting, fishing, hunting

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  • the present invention relates to a game mechanic for character driven fantasy skirmish games including miniature models with specific dynamic assets which influence game play decisions and action resolutions.
  • the general class of role playing games encompasses a wide genre of character driven games wherein players interact via proxy characters.
  • One variety of role playing games are miniature model “skirmish” games in which players control competing/cooperative factions with the individual members of each faction represented by miniature models which interact on a game board providing a character interaction area having terrain features thereon.
  • the present invention is a game mechanic for such miniature model-based skirmish games. These games are generally contested by two or more players, each of whom controls a crew of miniature model figures.
  • a game board modifiable by various terrain elements, provides the territory over which the models interact.
  • a set of dynamic assets are associated with the models and terrain features, and are used to influence the outcome of game interactions.
  • players In order to provide an element of unpredictability, it is conventional for players to roll one or more dice, or to utilize other random number generators, with the generated number, in cooperation with the value of the dynamic asset(s), determining the outcome of the interaction.
  • a set of rules governs the determination of outcomes for the various combinations of dynamic assets and possible dice rolls.
  • a typical interaction is an attack by one model against another, with the relevant dynamic assets being an attacker's attack rating, a defender's defense rating, and an attack modifier based on the nature of the terrain upon which the battle takes place.
  • the attack rating is compared with the defense rating, and the result is modified if necessary by terrain.
  • a table is generally provided for players to look up the number and type of dice to roll, and the correspondence of the rolled numbers to the different possible outcomes.
  • the rules could be that a comparison number is generated by 1) subtracting the defender's defense rating from the attacker's attack rating, 2) subtracting 2 if the terrain is swampland, and 3) adding 10, with a defender required to roll a number greater than or equal to the resulting number, with a 20 sided die, in order to successfully defend against the attack. If, for example, the attacker's attack rating is 10 and the defender's defense rating is 15, and the conflict is taking place on swamp terrain, the defender would have to roll a 3 or higher with the 20 sided die, for a 90% probability of the defender successfully defending. Alternatively, if the attack rating were 14, the defense rating 8 , with no terrain modifier, the defender would need to roll a 16 or higher, resulting in a 25% probability that the defender would successfully defend against the attack.
  • Another object of the invention is to provide a game mechanic which provides an element of randomness without requiring the user to use dice.
  • a further object of the present invention is to provide a game mechanic for determining the result of an attempted action by a game player including: providing the player with a deck of numbered cards; assigning a dynamic asset value to a game component; the player attempting an action involving the game component, the result of the action governed by relative values of the dynamic asset value of the game component and a predetermined target number for the attempted action; the player calculating a modified dynamic asset value of the game component by selecting a first card from the deck and adding the number value of the first card to the dynamic asset value of the game component; and comparing the modified dynamic asset value with the target number to determine the result of the attempted action.
  • the present invention relates to a game mechanic wherein the player draws a number of cards from the deck to form a control hand held by the player and the player has the option of cheating fate by replacing the selected first card from the deck with a card from the control hand and recalculating the modified dynamic asset value using the card from the control hand.
  • the present invention also relates to a game mechanic wherein the player is provided a number of markers and the player has the option of selecting a second card from the deck and adding the value of the second selected card to the modified dynamic asset value in return for the player discarding a marker.
  • the present invention further relates to a game mechanic which requires the player to select one or more additional cards from the deck, the first selected card and the one or more additional cards forming a card pool, and the player is required to use either the lowest value card or the highest value card in the card pool to calculate the modified dynamic asset value.
  • the present invention further relates to a game mechanic that provides for the suit or value of a card triggering events that affect game play based on character talents and association of characters or groups of characters.
  • the present invention further relates to a game mechanic method for determining the result of an attempted action by a game player, comprising the steps of providing the player with a deck having a plurality of numbered cards, assigning a dynamic asset value to a game component, the player attempting an action involving the game component, the result of the action governed by relative values of the dynamic asset value of the game component and a predetermined target number for the attempted action, the player calculating a modified dynamic asset value of the game component by selecting a first card from the deck and adding the number value of the first card to the dynamic asset value of the game component, and comparing the modified dynamic asset value with the target number to determine the result of the attempted action.
  • a game mechanic method for playing a game contested by a plurality of players comprising the steps of providing a playing surface, providing each player with a deck of cards, each deck having similarly numbered cards, providing each player with control over one or more miniature model figures, assigning one or more dynamic asset values to each miniature model figure, each player deploying their miniature model figures on the playing surface, each player drawing a plurality of cards from their deck to form a control hand, at least one player initiating an interaction between a first model and a second model, the interaction governed by a dynamic asset of the first model and a dynamic asset of the second model, the player having control over the first model selecting a first card from their deck and adding the number value of the first card to the dynamic asset value of the first model to produce an initial modified first dynamic asset value, the player having control over the second model selecting a first card from their deck and adding the number value of the first card to the dynamic asset of the second model to produce an initial modified second dynamic asset value, and comparing the initial modified first dynamic asset value with the initial modified second dynamic asset value to
  • FIG. 1 is a flow chart illustrating a general overview of the game process
  • FIG. 2A is a flow chart illustrating the process of obtaining a result based on a card flip and a lookup table which associates card values with possible outcomes;
  • FIG. 2B is a flow chart illustrating an embodiment of the invention for generating the encounter conditions
  • FIG. 3A is a top view of game area
  • FIG. 3B is a perspective view of the game area of FIG. 3A ;
  • FIG. 4A is a top view of a game area showing diagonal deployment areas
  • FIG. 4B is a top view of a game area showing opposite side deployment areas
  • FIG. 4C is a top view of a game area showing corner deployment areas
  • FIG. 5 is a flow chart showing a sequence of actions
  • FIG. 6 is a flow chart showing a sequence of actions in an unopposed duel.
  • FIG. 7 is a flow chart showing a sequence of actions.
  • the present invention relates to a miniature model skirmish game mechanic.
  • the process for setting up and playing a game, or encounter comprises four sequential steps, discussed in detail below.
  • the players agree on the encounter conditions 100 , they then generate the encounter area 200 , contest the encounter 300 on the encounter area according to the agreed upon encounter conditions, then determine the winner 400 of the encounter.
  • the present invention uses a deck of cards to resolve game events. Many game setup and game play events, such as determining initiatives, damage, spellcasting, healing and the like, are influenced by the cards.
  • the cards generally have one side which is identical for all cards, with the other side having representations of a numerical value and a suit, similarly to a standard deck of cards. It is preferred that the deck consists of four suits, each having cards numbered sequentially from 1 to 13, with two wild cards.
  • the wild cards can be valued at 0 and 14. As these decks of cards are instrumental in determining the outcome of various game events, they are sometimes referred to as “fate decks.”
  • the wild cards, or jokers are often referred to as a “red joker” and a “black joker,” and represent magic at its highest point and lowest ebb, respectively, with the red joker having a value of 14 and any possible suit and the black joker having a value of 0 and no suit.
  • the cards are used in several manners. First, each player draws a set number of cards from the deck to form their “control hand” which generally represents how effective the crew is at manipulating magic.
  • the cards in the control hand are referred to as “control cards” and the control hands will generally have 6 or 7 cards.
  • Game events are resolved by having the player turn over the top card in the deck and applying the value of the card to the event.
  • the control cards can be used, for example, to further influence the outcome of a game event, or to “cheat fate,” by replacing a flipped card with a control card when the situation allows.
  • the control hand represents a player resource requiring tactical decision-making by the player in order to most effectively employ.
  • the different suits also affect game play. For example, a deck having four different suits could have each suit associated with a different faction of characters within the fantasy world, with each faction drawing power from a different source of magic and having different sets of talents. Certain actions and triggering events during the game can be affected by any selected card in a player's control hand, and others only by cards bearing the character's faction's suit.
  • the choice of cards for the control suit thus provides player options balancing potentially competing desires for both high cards and suited cards.
  • the term ‘scrap” generally refers to an encounter wherein the control hands have about 6 cards, each crew has one master, the marker pool has a maximum size of about 45, and each player can have up to 2 schemes in addition to the main objective (strategy).
  • a “brawl” refers to a larger, longer encounter, for example, wherein the control hands have about 7 cards, each crew has 2 or more masters, the total marker pool can be about 30 to about 70, and the players can have up to 3 schemes in addition to the main objective.
  • the strategies and schemes have pre-assigned point values, with points available for partial or complete accomplishment.
  • the physical manifestation of the encounter is generated 200. This generally consists of determining the nature of the encounter area 210 , the crew strategies 220 , the identity and deployment of the crew members 230 , and the selection and announcing of secondary schemes 240 .
  • An encounter 300 or game, consists of a number of turns in which the players alternate activating individual models until all sides have activated their entire crew, with games generally consisting of six or more turns, or any other number agreed upon by the players.
  • Each turn has three phases, draw, activation and closing. Once a closing phase of a turn is completed, the next turn commences or the encounter concludes.
  • various game effects start, occur and end at specific phases of the turn. The timing of effects can be at any point in the draw, activation and closing phases of the turn.
  • an activation sequence can include one or more of a movement sequence 310 , an attack sequence 320 and a casting sequence 330 .
  • Certain models or game effects optionally allow additional movement 310 , attack 320 and casting sequences 330 .
  • a winner is determined 400 by adding together each crew's total points earned during the encounter 300 .
  • These points include any points for completing strategies 220 and schemes 240 , and any other measurable game results as agreed upon in advance by the players.
  • FIG. 2A illustrates a sequence for generating results used regularly throughout the game, and particularly during the encounter generation 200 phase of the game.
  • Each player flips over the top card in their deck, with the highest (or lowest, as previously agreed upon) card giving that player the initiative. If both players flip the same value card, they flip again until different value cards are revealed.
  • This process is referred to herein as “flipping for initiative” 201 .
  • the term “flip” means a player turning over, and revealing, the top card in their deck. The player winning the initiative takes the action. Shown in FIG.
  • 2A is an initiative flip 201 followed by the winner flipping the next card in the deck 202 , which is immediately used in conjunction with a lookup chart or table 203 .
  • the value and or suit of the card is found in the lookup table 203 , and the specified result is applied 204 .
  • FIG. 2B illustrates in detail the process of generating an encounter.
  • each player shuffles their deck of cards.
  • the players can optionally flip for initiative 201 a , with the winner flipping 202 a for location in which the encounter takes place, as specified by a location lookup list 205 .
  • the location is determined by a predetermined correspondence between the card values and possible locations, for example, villages, bogs, swamps, ruins, mountains, cities and whatever other type of setting the players agree to in advance. If the location flip 202 a is one of the two wild cards in the deck, one joker generally gives the flipping player their choice of location while the other joker gives the opposing player choice of location.
  • FIG. 3A is a top view of a typical game area 10 having various terrain elements emplaced thereon.
  • FIG. 3B is a perspective view of the game area shown in FIG. 3A .
  • the terrain elements include trees 20 , a fence 30 , a stone wall 40 and a building 50 .
  • the game area is generally an area from about 3 feet by 3 feet to 4 feet by 4 feet, although any agreed-upon size for the encounter area can be employed.
  • the players alternate placing one or more terrain elements. The players continue alternating placing terrain elements until one player decides not to place any more elements, at which point the other player has the option to make an additional placement, at which point the physical encounter area is complete.
  • the players next flip 202 b to determine the deployment areas in which the players will deploy their respective crews, with the flipping player determined by an initiative flip 201 c , if necessary.
  • the specific deployment areas are listed in a lookup table 207 , each represented by different card values, with the two wild cards giving choice of deployment areas to one or the other player.
  • FIG. 4A , FIG. 4B and FIG. 4C illustrate deployment areas on the game area 10 which are diagonals 211 , opposite sides 212 and corners 213 , respectively.
  • each player then flips 208 a to determine their crew's primary objective, or strategy, using a strategy lookup table 221 .
  • a strategy lookup table 221 It is referred to herein as a “dual flip” when each player flips a card from their deck and the order of flipping does not affect the result. This term is intended to cover situations involving more than two players. Strategies include, for example, “treasure hunt,” “assassinate,” “slaughter” and “claim jump,” with the jokers giving the player their choice of strategy. Each player's strategy is revealed to all other players.
  • each player chooses, or hires their crew 231 , for the encounter, within the limitations agreed to by the players in setting the encounter conditions as described above.
  • Each crew consists of one or more Masters, who are generally the crew leaders, and one or more Minions to do the Master's bidding. Masters are typically the strongest, most versatile and most magical characters in the crew, and come with a specified number of markers, the general currency used in the encounter. The markers can be called by any fanciful name appropriate to the genre, for example, “soulstones.”
  • Each player selects at least one Master. The Master hires Minions by removing markers from the player's marker pool. Players can hire as many Minions as their markers allow.
  • Minions have great variety in physical and magical power, with corresponding variety in their cost.
  • the Masters' markers are combined with any unspent markers to form the crew's starting marker pool.
  • these starting marker pools can have a prearranged maximum size, for example, 8 for scraps and 10 for brawls.
  • the markers in conjunction with the control cards, provide the player with a broad range of unique strategic, tactical and resource management options during game play.
  • Each crew Master and Minion has a set of actions points and other attributes which determine their strategic and tactical advantages in movement, attack, and casting and other actions. Each crew also has a defense rating that determines their ability to avoid and withstand attacks.
  • the players' respective crews are then deployed 232 in the selected deployment areas, with the players flipping for initiative 201 d to determine the first player to deploy a crew's model.
  • Players can alternate deploying models or can agree otherwise, for example, to have the player with initiative place all their models first.
  • Each player places all members of their crew within the designated deployment area.
  • the players can optionally select and announce one or more schemes 240 , or secondary objectives, up to a predetermined maximum, for example, 2 for scraps and 3 for brawls.
  • the players can keep the schemes secret until completed, or they can announce schemes to the other players after crew deployment. Private schemes earn a set number of Victory Points, while announced schemes earn bonus points.
  • An encounter or game, consists of a number of turns in which the players alternate activating individual models until all sides have activated their entire crew. Games generally consist of six or more turns. Each turn has three phases, draw, activation and closing. Once a closing phase of a turn is completed, the next turn commences or the encounter concludes. During the encounter, various game effects start, occur and end at specific phases of the turn. The timing of effects can be at any point in the draw, activation and closing phases of the turn.
  • any player having more cards than the maximum allowed, usually 6 or 7, must discard control cards until they have no more than the maximum number.
  • the players then have the option to discard any cards in their control hand.
  • the players draw cards into their control hands until the maximum number is reached. In the first round, the players simply draw their control hands. The control hands are kept hidden by the players as a strategic asset.
  • the activation phase is where the game action occurs, as the players alternate activating the models in order to achieve their objectives.
  • the activation order in which the players activate the models is determined by a flip for initiative, with each player turning over the top card of their deck.
  • the ordered value of the cards, from highest to lowest, is the activation order of the players, from first to last, respectively. If any of the cards are tied, all players re-flip until all the cards have different values. At this point, the player with the lowest value card has the option to discard a marker and re-flip (turn over the next card in the deck to replace their first initiative card).
  • Each of the players, in order from lowest initial initiative card to highest has one opportunity to spend a marker in order to re-flip their initiative card.
  • the tied players re-flip and all players have the option to pay a marker and re-flip again. The process continues until all players have different value cards and the activation is ordered from highest card to lowest with the player with the highest value taking a first turn.
  • the activation order then controls the taking of turns by other players. Following the activation order, activating one of their models and using all of its action points available for the turn, until all models have been activated.
  • the action points encompass the models ability to move, attack, cast, and various other actions.
  • the remaining players skip that player in the order, if they have remaining unactivated models.
  • Some models may be activatable more than once per round, and some models may be activated simultaneously. After all models have been activated and have completed all of their actions for that turn, the activation phase of that turn ends and the closing phase of that turn begins.
  • a game may end based on a set number of turns or on predetermined set of conditions or one or more specific objectives as agreed on in advance by the players.
  • the ratings associated with models, weapons and terrain are dynamic assets which can be modified under specifically defined conditions, for example, by certain effects during gameplay.
  • Weapons and characters have specifically defined talents, including special abilities, triggers and actions. These talents can be unique to a particular character or can be shared by different characters, either in the same faction or in different factions. Each faction preferably has their own exclusive set of common talents related to their particular source of magic.
  • Abilities are talents which are always considered active during the game and are applied whenever called for in the rules. They are generally modifications to the standard action resolution procedures, but can also involve separate additional actions which occur under specific conditions.
  • An example of an ability is Hard to Wound 1, Hard to Wound 2 and Hard to Wound 3, in which a damage flip against the model receives ⁇ 1, ⁇ 2 and ⁇ 3 “twists,” respectively. That is, one, two or three additional cards are flipped along with the damage flip, and the lowest card is chosen.
  • Another example is Slow to Die, which allows a model to immediately take another action before being removed from play.
  • Triggers are talents that require certain conditions to occur, including an activating event and one or more suits in the model's Duel total, before its game effect begins. When the trigger is reached, the player declares their intention to use the trigger and then applies its effects. A model can only activate one trigger during an action or in response to an event. As with other talents, triggers can be unique to particular characters, shared by unrelated characters or common within factions.
  • An example of a trigger common to a faction is Flay, an effect exclusive to members of a faction drawing their magical power from a source associated with control, deception, defense and speed. When a model from this faction damages a defender with a melee strike, the Flay event is triggered and damage to the defender is automatically increased by a factor of for example 2.
  • Triggers can be as complex as desired by game designers. For example, the unique trigger Entangle occurs when the character having the trigger damages a defender touching a forest terrain piece using a claw strike. Because of the Entangle event, the defender is slowed and must end any further moves by touching the forest terrain piece.
  • the trigger attributes held by a character results in increased strategy and maneuvers to advantage one character over another as resultant events are triggered or in avoidance of confrontation with characters having known trigger attributes.
  • Actions are, in essence, what the player instructs the models to do in furtherance of the objectives and schemes.
  • a model is activated and is able to take one or more actions, up to the limit of the model's action points.
  • Actions can include, for example, general actions, movement related actions, combat related actions and magic related actions.
  • General actions are available to all models whereas specific actions are available only to certain individual or classes of models. For example, actions such as walk, interact and pass are general actions, while search is available to graverobbers and scavengers only and heal is only available to models able to use markers.
  • Other actions include, for example, Strike, Charge, Cast, Channel, Drain Souls, Defensive Stance, Focus, Climb and Jump.
  • Each action has a defined number of action points required for its initiation.
  • each model starts with, certain talents and effects can modify this number up or down. For example, the effects Fast, Slow, Paralyzed and Reactivate modify the models action points (+1, ⁇ 1, ⁇ all and restore all, respectively).
  • a model's movement rating is a quantified dynamic asset indicating the maximum distance it is able to travel. For example, a model having a “(1) Walk” rating of 7 is able to walk up to 7 units for every 1 action point used. Units are any agreed upon measure of length, for example, 1 inch or 1 centimeter. Other movement ratings can be employed as desired and as appropriate, for example Charge or Run, or for characters having special mobility abilities such as Flight and Float.
  • Models have other dynamic assets which help define the character and affect gameplay.
  • Typical dynamic assets include, for example, Height (Ht), which generally represents the size of the character, affecting line-of-sight actions.
  • Willpower (Wp) indicates the model's strength of will, determination and self-control.
  • Casting (Ca) measures the model's magical ability, for example, used in casting spells.
  • a Defense (Df) rating represents the model's ability to avoid attacks and otherwise defend itself.
  • Wounds (Wd) is the amount of damage a model can sustain before being killed.
  • Each model also has a marker value.
  • the marker value represents the cache of markers which the master adds to the crew's marker pool.
  • minions the marker value represents the marker cost that the master must pay to hire the minion.
  • Range indicates the furthest effective distance a weapon can reach. This rating can include separate ratings for ranged and melee weapons.
  • Cb represents the character's skill of attack, with higher numbers indicating greater attack skills and greater probability of successfully hitting another model during an attack.
  • Damage indicates an ability to wound, depending on the quality of a hit. For example, an attack could result in a miss or a hit which causes weak, moderate or severe damage. In such a scenario, a weapon would have a rating expressed in the form Dg 3/4/6, with 3, 4 and 6 being the damage inflicted by a weak, moderate or severe damage hit, respectively. The value of a damage card flipped from the control deck determines the severity of the damage inflicted.
  • Each player has cards in their deck and control cards in their hand, in addition to their pool of markers. These cards and markers are used to modify the dynamic assets and resolve game conflicts, and accordingly their use presents many strategic and tactical options regarding how and when to best utilize them. In most game situations, each player will have decks with similarly numbered and suited cards. The use of differently numbered and suited decks of cards, however, can also be employed. For example, suits with different proportions of high and low cards would provide means for incrementally handicapping players having different skill levels or crew strengths. The size of the control hands and number of markers in the marker pool can also differ between players, as determined by the players in setting up the encounter.
  • FIG. 5 illustrates generally an activation sequence consisting of one model attempting an effect on another model, for example, an attack sequence 320 as shown in FIG. 1 .
  • the controller for the attacking model first identifies 500 the target and the attempted attack/effect. If the attack/effect requires the target model to be visible from the attacking model's point of view, the controller verifies the line of sight 510 between the models. The attempt fails 520 if the target is not within line of sight. The controller next measures the distance between the models to determine if the target model is within the range 530 of the attack/effect. If the target is not within range, for example, of the weapon or spell, the attempt fails 520 . If the target is within range, the success or failure of the attempted attack/effect is determined.
  • the success or failure of an attempt is determined through a duel sequence 540 . If the result of the duel sequence is that the attempt is successful (a “hit”), the controllers for the models activate all required triggers 550 which were tripped by the hit, and calculate damage 560 caused by the hit.
  • FIG. 6 and FIG. 7 each illustrate duel sequences.
  • FIG. 6 shows a sequence of actions for an “unopposed” duel
  • FIG. 7 shows a sequence for an “opposed” duel.
  • an attempted action or effect is resolved against a set target number, rather than against another model's modifiable dynamic assets.
  • the defender's role is passive in unopposed duels.
  • the defender's controller plays a more active role, with opportunities to cheat fate, twist fate, modify dynamic assets and spend markers.
  • An unopposed, or simple duel 600 is contested against a set Target Number (TN) 610 as determined by the specific game conditions.
  • TN Target Number
  • a defending model might have an ability that requires an attacking model to win a preliminary Wp (weapon) 12 duel in order for the attack to progress.
  • the attacker using their weapon's attack rating, would have to win an unopposed duel against a TN of 12.
  • the player controlling the attacking model flips a card 620 from the deck, and the value of the card is added to the Wp.
  • the player next calculates 630 their Starting Total (ST) by applying any appropriate modifiers to this combined value. Certain effects and conditions allow the combatants to modify the results.
  • a fate “twist” requires the player to flip one or more additional cards and to choose either the highest or lowest value card from the flipped cards.
  • a +2 twist allows the player to flip two additional cards and choose which of the total of 3 flipped cards to add to use.
  • a ⁇ 2 twist requires the player to choose the lowest of the three flipped cards. If the ST ⁇ TN, then the attempted action succeeds, otherwise, the attempt is failing. In either event, the player may have further options for changing the result.
  • the player next has an opportunity to “cheat” fate 640 by replacing the originally flipped card with any card in the player's control hand 650 .
  • a player may also, if the character has a marker and the ability to use markers, which generally represents magical ability, “bribe fate” 660 by discarding a marker, flipping a second card and adding its value to the total 670 .
  • the final attack number is calculated 680 and compared 690 with the target number to determine if the attempt succeeds 550 or fails 520 .
  • An opposed duel 700 is a contest between an acting model's rating and a defending model's rating.
  • each player flips 208 a card from their control deck, then calculates their starting totals 710 , referred to herein as the AST (attacker's starting total) and the DST (defender's starting total).
  • the AST and DST are calculated 710 as described above regarding unopposed duels, with each player applying modifiers as required. For example, if a model attacks another model with a weapon, each model's controller flips a card from the deck and adds its numerical value to a dynamic asset, the combat rating of the weapon for the attacker and the Defense rating for the defender.
  • the attacker is leading 730 , otherwise the defender is leading 735 .
  • Each player then has the opportunity to cheat and/or bribe fate, as described above, with the non-leading, or trailing, player having the first opportunity.
  • the trailing player has the first option, to cheat fate 740 by replacing the flipped card with a card from their control hand 750 , then to bribe fate 760 by discarding a marker and drawing an additional card 770 to add to the starting total.
  • a player can employ none, one or both of these options. After the players exercise or pass on all the options to change their starting total, their totals are final.
  • the leading player After the trailing player, the leading player also has the option to cheat fate 780 or bribe fate 790 , after which each player has determined their final total. If the AFT (attacker's final total) is greater than or equal to the DFT (defender's final total), the attempt/attack succeeds 550 , otherwise the attempt/attack fails 520 .
  • AFT attacker's final total
  • DFT defender's final total
  • the combat total determines how many “twists” the attacker's damage flip receives, in order to determine the damage. For example, if the combat total is 0, the attacker receives a ⁇ 2 twist (three cards are flipped and the lowest card chosen); if the combat total is between 1 and 5, the attacker receives a ⁇ 1 twist (two cards flipped, lowest chosen), between 6 and 10, no twists, greater than 11, the attacker receives a +1 twist (two cards flipped, highest card chosen). The final card chosen determines the level of damage.
  • the low wild card results in 0 damage, a value of 1 to 5 results in weak damage, a value of 6-10 results in moderate damage, and a value greater than 11 results in severe damage.
  • the strong joker results in severe damage plus additional damage determined by a second damage flip. The damage is applied to the target model, and if the target's Wounds rating is reduced to 0 or below, it is killed.
  • strategies are each faction's main objective in the game.
  • Strategies for each faction are known to all factions. Completing a strategy earns a full complement of Victory Points (VP) at the end of the game. A partially completed strategy earns the player partial VP.
  • Players can also earn VP by completing their schemes, which are lesser objectives which can be kept secret from other players until they are completed. Alternatively, players can “announce” (make known to the other players) their schemes in advance, in which case extra VP are earned if the scheme is completed. The player who accumulates the most VP at the end of the game is the winner of the encounter.

Abstract

A fantasy role-playing game mechanic method for resolving game actions between game components having associate dynamic assets provides each player with a deck of numbered cards. The player attempting an action involving the game component modifies the dynamic asset value of the game component by selecting a card from the deck and adding the number value of the card to the dynamic asset value of the game component and compares the modified dynamic asset value with a predetermined target number to determine the result of the attempted action. Players can “cheat fate” by drawing cards from the deck to form a control hand, with the player having the option of replacing the selected first card from the deck with a card from the control hand and recalculating the modified dynamic asset value using the card from the control hand.

Description

    FIELD OF THE INVENTION
  • The present invention relates to a game mechanic for character driven fantasy skirmish games including miniature models with specific dynamic assets which influence game play decisions and action resolutions.
  • BACKGROUND OF THE INVENTION
  • The general class of role playing games encompasses a wide genre of character driven games wherein players interact via proxy characters. One variety of role playing games are miniature model “skirmish” games in which players control competing/cooperative factions with the individual members of each faction represented by miniature models which interact on a game board providing a character interaction area having terrain features thereon.
  • The present invention is a game mechanic for such miniature model-based skirmish games. These games are generally contested by two or more players, each of whom controls a crew of miniature model figures. A game board, modifiable by various terrain elements, provides the territory over which the models interact. A set of dynamic assets are associated with the models and terrain features, and are used to influence the outcome of game interactions. In order to provide an element of unpredictability, it is conventional for players to roll one or more dice, or to utilize other random number generators, with the generated number, in cooperation with the value of the dynamic asset(s), determining the outcome of the interaction. A set of rules governs the determination of outcomes for the various combinations of dynamic assets and possible dice rolls.
  • For example, a typical interaction is an attack by one model against another, with the relevant dynamic assets being an attacker's attack rating, a defender's defense rating, and an attack modifier based on the nature of the terrain upon which the battle takes place. The attack rating is compared with the defense rating, and the result is modified if necessary by terrain. A table is generally provided for players to look up the number and type of dice to roll, and the correspondence of the rolled numbers to the different possible outcomes. In this example, the rules could be that a comparison number is generated by 1) subtracting the defender's defense rating from the attacker's attack rating, 2) subtracting 2 if the terrain is swampland, and 3) adding 10, with a defender required to roll a number greater than or equal to the resulting number, with a 20 sided die, in order to successfully defend against the attack. If, for example, the attacker's attack rating is 10 and the defender's defense rating is 15, and the conflict is taking place on swamp terrain, the defender would have to roll a 3 or higher with the 20 sided die, for a 90% probability of the defender successfully defending. Alternatively, if the attack rating were 14, the defense rating 8, with no terrain modifier, the defender would need to roll a 16 or higher, resulting in a 25% probability that the defender would successfully defend against the attack.
  • The use of dice or other random number generators, while adding an element of uncertainty, is not entirely satisfactory for several reasons. First, it adds uncertainty through the generation of a random number, but it does not increase the strategic or tactical complexity of the game, features highly desired by fantasy gamers. Second, many players find the use of dice disruptive, with a multitude of possible options regarding the number of dice thrown, the number of sides on each die, and the value required to achieve a particular result. As a result, players spend much time consulting rule books and tables rather than actually playing the game, causing excessively slow and disrupted game play. It is also often the case that, over the course of the game, one player will be exceptionally lucky or unlucky with regard to rolling the dice, leading to player frustration and a feeling that the game was decided by the dice, not the players. The frequent rolling of dice, sometimes two or three at a time, can be annoying, particularly as they tend to bounce and roll where they are not desired, such as onto the floor or into the gaming area. There is thus a need for a miniature model skirmish game mechanic which, while adding an element of uncertainty, is generally equitable to all players, provides additional strategic and tactical player decisions which influence the outcome of game interactions, and simplifies and speeds up game play.
  • OBJECT AND SUMMARY OF THE INVENTION
  • Wherefore, it is an object of the present invention to overcome the aforementioned problems and drawbacks associated with the game mechanics currently known in the art.
  • Another object of the invention is to provide a game mechanic which provides an element of randomness without requiring the user to use dice.
  • A further object of the present invention is to provide a game mechanic for determining the result of an attempted action by a game player including: providing the player with a deck of numbered cards; assigning a dynamic asset value to a game component; the player attempting an action involving the game component, the result of the action governed by relative values of the dynamic asset value of the game component and a predetermined target number for the attempted action; the player calculating a modified dynamic asset value of the game component by selecting a first card from the deck and adding the number value of the first card to the dynamic asset value of the game component; and comparing the modified dynamic asset value with the target number to determine the result of the attempted action.
  • The present invention relates to a game mechanic wherein the player draws a number of cards from the deck to form a control hand held by the player and the player has the option of cheating fate by replacing the selected first card from the deck with a card from the control hand and recalculating the modified dynamic asset value using the card from the control hand.
  • The present invention also relates to a game mechanic wherein the player is provided a number of markers and the player has the option of selecting a second card from the deck and adding the value of the second selected card to the modified dynamic asset value in return for the player discarding a marker.
  • The present invention further relates to a game mechanic which requires the player to select one or more additional cards from the deck, the first selected card and the one or more additional cards forming a card pool, and the player is required to use either the lowest value card or the highest value card in the card pool to calculate the modified dynamic asset value.
  • The present invention further relates to a game mechanic that provides for the suit or value of a card triggering events that affect game play based on character talents and association of characters or groups of characters.
  • The present invention further relates to a game mechanic method for determining the result of an attempted action by a game player, comprising the steps of providing the player with a deck having a plurality of numbered cards, assigning a dynamic asset value to a game component, the player attempting an action involving the game component, the result of the action governed by relative values of the dynamic asset value of the game component and a predetermined target number for the attempted action, the player calculating a modified dynamic asset value of the game component by selecting a first card from the deck and adding the number value of the first card to the dynamic asset value of the game component, and comparing the modified dynamic asset value with the target number to determine the result of the attempted action.
  • A game mechanic method for playing a game contested by a plurality of players, comprising the steps of providing a playing surface, providing each player with a deck of cards, each deck having similarly numbered cards, providing each player with control over one or more miniature model figures, assigning one or more dynamic asset values to each miniature model figure, each player deploying their miniature model figures on the playing surface, each player drawing a plurality of cards from their deck to form a control hand, at least one player initiating an interaction between a first model and a second model, the interaction governed by a dynamic asset of the first model and a dynamic asset of the second model, the player having control over the first model selecting a first card from their deck and adding the number value of the first card to the dynamic asset value of the first model to produce an initial modified first dynamic asset value, the player having control over the second model selecting a first card from their deck and adding the number value of the first card to the dynamic asset of the second model to produce an initial modified second dynamic asset value, and comparing the initial modified first dynamic asset value with the initial modified second dynamic asset value to determine a preliminary result of the interaction, according to a predetermined correspondence between possible results of the interaction and the magnitude of difference between the initial modified first dynamic asset value and the initial modified second dynamic asset value.
  • These and other features, advantages and improvements according to this invention will be better understood by reference to the following detailed description and accompanying drawings.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The invention will now be described, by way of example, with reference to the accompanying drawings in which:
  • FIG. 1 is a flow chart illustrating a general overview of the game process;
  • FIG. 2A is a flow chart illustrating the process of obtaining a result based on a card flip and a lookup table which associates card values with possible outcomes;
  • FIG. 2B is a flow chart illustrating an embodiment of the invention for generating the encounter conditions;
  • FIG. 3A is a top view of game area;
  • FIG. 3B is a perspective view of the game area of FIG. 3A;
  • FIG. 4A is a top view of a game area showing diagonal deployment areas;
  • FIG. 4B is a top view of a game area showing opposite side deployment areas;
  • FIG. 4C is a top view of a game area showing corner deployment areas;
  • FIG. 5 is a flow chart showing a sequence of actions;
  • FIG. 6 is a flow chart showing a sequence of actions in an unopposed duel; and
  • FIG. 7 is a flow chart showing a sequence of actions.
  • PARTS LIST
      • 10 Game area
      • 20 Trees
      • 30 Fence
      • 40 Stone wall
      • 50 Building
      • 100 Players agree on encounter conditions
      • 110 Maximum number of control cards
      • 120 Maximum number of masters in crew
      • 130 Maximum number of markers in pool
      • 200 Generate encounter conditions
      • 201 Initiative flip
      • 202 Winner's flip
      • 203 Lookup chart or table
      • 204 Apply result from 203
      • 205 Location lookup table
      • 206 Terrain Placement
      • 207 Deployment area lookup table
      • 208 Dual flip
      • 210 Determine encounter area
      • 211 Diagonal deployment areas
      • 212 Opposite side deployment areas
      • 213 Corners deployment area
      • 220 Determine strategies
      • 221 Strategy lookup table
      • 230 Hire/Deploy Crews
      • 231 Hire Crews
      • 232 Deploy Crews
      • 240 Select and announce schemes
      • 300 Players contest encounter
      • 310 Movement sequence
      • 320 Attack sequence
      • 330 Casting sequence
      • 400 Winner determination
      • 500 Identify target model
      • 510 Verify line of sight
      • 520 Attack fails
      • 530 Verify target within range
      • 540 Duel sequence
      • 550 Attack succeeds
      • 560 Activate triggers
      • 570 Calculate damage
      • 600 Unopposed duel sequence
      • 610 Target number determination
      • 620 Flip attack card
      • 630 Starting total calculated
      • 640 Cheat fate
      • 650 Replace card
      • 660 Bribe fate
      • 670 Discard marker and draw card
      • 680 Final total calculated
      • 690 Final total greater than target number
      • 700 Opposed duel sequence
      • 710 Calculate AST and DST
      • 720 AST greater than DST
      • 730 Attacker is leader, defender is trailer
      • 735 Defender is leader, attacker is trailer
      • 740 Does trailer cheat fate
      • 750 Replace flipped card with control card
      • 760 Does trailer bribe fate
      • 770 Discard marker, draw card, add to ST
      • 780 Does leader cheat fate
      • 790 Does leader bribe fate
      • 800 AFT greater than DFT
    DETAILED DESCRIPTION OF THE INVENTION
  • Turning initially to FIG. 1, the present invention relates to a miniature model skirmish game mechanic. Speaking generally, the process for setting up and playing a game, or encounter, comprises four sequential steps, discussed in detail below. First, the players agree on the encounter conditions 100, they then generate the encounter area 200, contest the encounter 300 on the encounter area according to the agreed upon encounter conditions, then determine the winner 400 of the encounter. Rather than utilizing dice as random number generators, the present invention uses a deck of cards to resolve game events. Many game setup and game play events, such as determining initiatives, damage, spellcasting, healing and the like, are influenced by the cards. The cards generally have one side which is identical for all cards, with the other side having representations of a numerical value and a suit, similarly to a standard deck of cards. It is preferred that the deck consists of four suits, each having cards numbered sequentially from 1 to 13, with two wild cards. The wild cards can be valued at 0 and 14. As these decks of cards are instrumental in determining the outcome of various game events, they are sometimes referred to as “fate decks.” The wild cards, or jokers, are often referred to as a “red joker” and a “black joker,” and represent magic at its highest point and lowest ebb, respectively, with the red joker having a value of 14 and any possible suit and the black joker having a value of 0 and no suit.
  • The cards are used in several manners. First, each player draws a set number of cards from the deck to form their “control hand” which generally represents how effective the crew is at manipulating magic. The cards in the control hand are referred to as “control cards” and the control hands will generally have 6 or 7 cards. Game events are resolved by having the player turn over the top card in the deck and applying the value of the card to the event. The control cards can be used, for example, to further influence the outcome of a game event, or to “cheat fate,” by replacing a flipped card with a control card when the situation allows. Thus, the control hand represents a player resource requiring tactical decision-making by the player in order to most effectively employ.
  • In addition to using the value of the cards to help resolve game events, the different suits also affect game play. For example, a deck having four different suits could have each suit associated with a different faction of characters within the fantasy world, with each faction drawing power from a different source of magic and having different sets of talents. Certain actions and triggering events during the game can be affected by any selected card in a player's control hand, and others only by cards bearing the character's faction's suit. The choice of cards for the control suit thus provides player options balancing potentially competing desires for both high cards and suited cards.
  • Players begin by agreeing on the game conditions 100 which determine the size of the encounter. These conditions include: the maximum size of each player's control hand 110; the maximum number of crew members120, including masters and minions; the maximum size of each player's marker pool 130; and the total number of schemes permitted each player. The term ‘scrap” generally refers to an encounter wherein the control hands have about 6 cards, each crew has one master, the marker pool has a maximum size of about 45, and each player can have up to 2 schemes in addition to the main objective (strategy). A “brawl” refers to a larger, longer encounter, for example, wherein the control hands have about 7 cards, each crew has 2 or more masters, the total marker pool can be about 30 to about 70, and the players can have up to 3 schemes in addition to the main objective. The strategies and schemes have pre-assigned point values, with points available for partial or complete accomplishment.
  • After the players agree on the conditions 100 for game size, the physical manifestation of the encounter is generated 200. This generally consists of determining the nature of the encounter area 210, the crew strategies 220, the identity and deployment of the crew members 230, and the selection and announcing of secondary schemes 240.
  • Once the schemes have been selected and announced, the encounter begins 300. An encounter 300, or game, consists of a number of turns in which the players alternate activating individual models until all sides have activated their entire crew, with games generally consisting of six or more turns, or any other number agreed upon by the players. Each turn has three phases, draw, activation and closing. Once a closing phase of a turn is completed, the next turn commences or the encounter concludes. During the encounter, various game effects start, occur and end at specific phases of the turn. The timing of effects can be at any point in the draw, activation and closing phases of the turn. Within the activation sequence, during which most of the game action takes place, models can be directed to take any action allowable by the rules, for example, an activation sequence can include one or more of a movement sequence 310, an attack sequence 320 and a casting sequence 330. Certain models or game effects optionally allow additional movement 310, attack 320 and casting sequences 330.
  • After the specified number of turns has been played, a winner is determined 400 by adding together each crew's total points earned during the encounter 300. These points include any points for completing strategies 220 and schemes 240, and any other measurable game results as agreed upon in advance by the players.
  • As many actions during the game require one player to have initiative, a standard method for determining initiative is required. FIG. 2A illustrates a sequence for generating results used regularly throughout the game, and particularly during the encounter generation 200 phase of the game. Each player flips over the top card in their deck, with the highest (or lowest, as previously agreed upon) card giving that player the initiative. If both players flip the same value card, they flip again until different value cards are revealed. This process is referred to herein as “flipping for initiative” 201. The term “flip” means a player turning over, and revealing, the top card in their deck. The player winning the initiative takes the action. Shown in FIG. 2A is an initiative flip 201 followed by the winner flipping the next card in the deck 202, which is immediately used in conjunction with a lookup chart or table 203. The value and or suit of the card is found in the lookup table 203, and the specified result is applied 204.
  • FIG. 2B illustrates in detail the process of generating an encounter. As a preliminary step, each player shuffles their deck of cards. The players can optionally flip for initiative 201 a, with the winner flipping 202 a for location in which the encounter takes place, as specified by a location lookup list 205. The location is determined by a predetermined correspondence between the card values and possible locations, for example, villages, bogs, swamps, ruins, mountains, cities and whatever other type of setting the players agree to in advance. If the location flip 202 a is one of the two wild cards in the deck, one joker generally gives the flipping player their choice of location while the other joker gives the opposing player choice of location.
  • Next, the players again flip for initiative 201 b, then alternate placing 206 location appropriate terrain elements on the game area. FIG. 3A is a top view of a typical game area 10 having various terrain elements emplaced thereon. FIG. 3B is a perspective view of the game area shown in FIG. 3A. The terrain elements include trees 20, a fence 30, a stone wall 40 and a building 50. The game area is generally an area from about 3 feet by 3 feet to 4 feet by 4 feet, although any agreed-upon size for the encounter area can be employed. When placing terrain elements, the players alternate placing one or more terrain elements. The players continue alternating placing terrain elements until one player decides not to place any more elements, at which point the other player has the option to make an additional placement, at which point the physical encounter area is complete.
  • Returning to FIG. 2B, the players next flip 202 b to determine the deployment areas in which the players will deploy their respective crews, with the flipping player determined by an initiative flip 201 c, if necessary. As with the location determination, the specific deployment areas are listed in a lookup table 207, each represented by different card values, with the two wild cards giving choice of deployment areas to one or the other player. FIG. 4A, FIG. 4B and FIG. 4C illustrate deployment areas on the game area 10 which are diagonals 211, opposite sides 212 and corners 213, respectively.
  • As shown in FIG. 2B, each player then flips 208 a to determine their crew's primary objective, or strategy, using a strategy lookup table 221. It is referred to herein as a “dual flip” when each player flips a card from their deck and the order of flipping does not affect the result. This term is intended to cover situations involving more than two players. Strategies include, for example, “treasure hunt,” “assassinate,” “slaughter” and “claim jump,” with the jokers giving the player their choice of strategy. Each player's strategy is revealed to all other players.
  • Once the encounter area has been completed and the players' strategies determined, each player chooses, or hires their crew 231, for the encounter, within the limitations agreed to by the players in setting the encounter conditions as described above. Each crew consists of one or more Masters, who are generally the crew leaders, and one or more Minions to do the Master's bidding. Masters are typically the strongest, most versatile and most magical characters in the crew, and come with a specified number of markers, the general currency used in the encounter. The markers can be called by any fanciful name appropriate to the genre, for example, “soulstones.” Each player selects at least one Master. The Master hires Minions by removing markers from the player's marker pool. Players can hire as many Minions as their markers allow. Minions have great variety in physical and magical power, with corresponding variety in their cost. After hiring Minions, the Masters' markers are combined with any unspent markers to form the crew's starting marker pool. Optionally, these starting marker pools can have a prearranged maximum size, for example, 8 for scraps and 10 for brawls. The markers, in conjunction with the control cards, provide the player with a broad range of unique strategic, tactical and resource management options during game play.
  • Each crew Master and Minion has a set of actions points and other attributes which determine their strategic and tactical advantages in movement, attack, and casting and other actions. Each crew also has a defense rating that determines their ability to avoid and withstand attacks. The players' respective crews are then deployed 232 in the selected deployment areas, with the players flipping for initiative 201 d to determine the first player to deploy a crew's model. Players can alternate deploying models or can agree otherwise, for example, to have the player with initiative place all their models first. Each player places all members of their crew within the designated deployment area.
  • After the crews are deployed, the players can optionally select and announce one or more schemes 240, or secondary objectives, up to a predetermined maximum, for example, 2 for scraps and 3 for brawls. The players can keep the schemes secret until completed, or they can announce schemes to the other players after crew deployment. Private schemes earn a set number of Victory Points, while announced schemes earn bonus points.
  • Once the schemes have been selected and announced, the encounter begins. An encounter, or game, consists of a number of turns in which the players alternate activating individual models until all sides have activated their entire crew. Games generally consist of six or more turns. Each turn has three phases, draw, activation and closing. Once a closing phase of a turn is completed, the next turn commences or the encounter concludes. During the encounter, various game effects start, occur and end at specific phases of the turn. The timing of effects can be at any point in the draw, activation and closing phases of the turn.
  • Draw Phase
  • At the beginning of the draw phase, any player having more cards than the maximum allowed, usually 6 or 7, must discard control cards until they have no more than the maximum number. The players then have the option to discard any cards in their control hand. Finally, the players draw cards into their control hands until the maximum number is reached. In the first round, the players simply draw their control hands. The control hands are kept hidden by the players as a strategic asset.
  • Activation Phase
  • The activation phase is where the game action occurs, as the players alternate activating the models in order to achieve their objectives. The activation order in which the players activate the models is determined by a flip for initiative, with each player turning over the top card of their deck. The ordered value of the cards, from highest to lowest, is the activation order of the players, from first to last, respectively. If any of the cards are tied, all players re-flip until all the cards have different values. At this point, the player with the lowest value card has the option to discard a marker and re-flip (turn over the next card in the deck to replace their first initiative card). Each of the players, in order from lowest initial initiative card to highest, has one opportunity to spend a marker in order to re-flip their initiative card. If any players have tied values, the tied players re-flip and all players have the option to pay a marker and re-flip again. The process continues until all players have different value cards and the activation is ordered from highest card to lowest with the player with the highest value taking a first turn.
  • Once the activation order then controls the taking of turns by other players. Following the activation order, activating one of their models and using all of its action points available for the turn, until all models have been activated. The action points encompass the models ability to move, attack, cast, and various other actions. Once all of a player's models have completed their activations, the remaining players skip that player in the order, if they have remaining unactivated models. Some models may be activatable more than once per round, and some models may be activated simultaneously. After all models have been activated and have completed all of their actions for that turn, the activation phase of that turn ends and the closing phase of that turn begins.
  • Closing Phase
  • The players collect all the cards which are not in their control hand and shuffle them in the control deck for re-use in the next turn. The control hand is not shuffled back into the deck. At the end of the closing phase a turn ends and either the game ends or the players continue to a subsequent turn and repeat the draw, activation and closing phases. A game may end based on a set number of turns or on predetermined set of conditions or one or more specific objectives as agreed on in advance by the players.
  • The ratings associated with models, weapons and terrain are dynamic assets which can be modified under specifically defined conditions, for example, by certain effects during gameplay. Weapons and characters have specifically defined talents, including special abilities, triggers and actions. These talents can be unique to a particular character or can be shared by different characters, either in the same faction or in different factions. Each faction preferably has their own exclusive set of common talents related to their particular source of magic.
  • Abilities are talents which are always considered active during the game and are applied whenever called for in the rules. They are generally modifications to the standard action resolution procedures, but can also involve separate additional actions which occur under specific conditions. An example of an ability is Hard to Wound 1, Hard to Wound 2 and Hard to Wound 3, in which a damage flip against the model receives −1, −2 and −3 “twists,” respectively. That is, one, two or three additional cards are flipped along with the damage flip, and the lowest card is chosen. Another example is Slow to Die, which allows a model to immediately take another action before being removed from play.
  • Triggers are talents that require certain conditions to occur, including an activating event and one or more suits in the model's Duel total, before its game effect begins. When the trigger is reached, the player declares their intention to use the trigger and then applies its effects. A model can only activate one trigger during an action or in response to an event. As with other talents, triggers can be unique to particular characters, shared by unrelated characters or common within factions. An example of a trigger common to a faction is Flay, an effect exclusive to members of a faction drawing their magical power from a source associated with control, deception, defense and speed. When a model from this faction damages a defender with a melee strike, the Flay event is triggered and damage to the defender is automatically increased by a factor of for example 2. Triggers can be as complex as desired by game designers. For example, the unique trigger Entangle occurs when the character having the trigger damages a defender touching a forest terrain piece using a claw strike. Because of the Entangle event, the defender is slowed and must end any further moves by touching the forest terrain piece. The trigger attributes held by a character results in increased strategy and maneuvers to advantage one character over another as resultant events are triggered or in avoidance of confrontation with characters having known trigger attributes.
  • Actions are, in essence, what the player instructs the models to do in furtherance of the objectives and schemes. During the activation phase a model is activated and is able to take one or more actions, up to the limit of the model's action points. Actions can include, for example, general actions, movement related actions, combat related actions and magic related actions. General actions are available to all models whereas specific actions are available only to certain individual or classes of models. For example, actions such as walk, interact and pass are general actions, while search is available to graverobbers and scavengers only and heal is only available to models able to use markers. Other actions include, for example, Strike, Charge, Cast, Channel, Drain Souls, Defensive Stance, Focus, Climb and Jump. Each action has a defined number of action points required for its initiation. In addition to the base number of action points each model starts with, certain talents and effects can modify this number up or down. For example, the effects Fast, Slow, Paralyzed and Reactivate modify the models action points (+1, −1, −all and restore all, respectively).
  • A model's movement rating is a quantified dynamic asset indicating the maximum distance it is able to travel. For example, a model having a “(1) Walk” rating of 7 is able to walk up to 7 units for every 1 action point used. Units are any agreed upon measure of length, for example, 1 inch or 1 centimeter. Other movement ratings can be employed as desired and as appropriate, for example Charge or Run, or for characters having special mobility abilities such as Flight and Float.
  • Models have other dynamic assets which help define the character and affect gameplay. Typical dynamic assets include, for example, Height (Ht), which generally represents the size of the character, affecting line-of-sight actions. Willpower (Wp) indicates the model's strength of will, determination and self-control. Casting (Ca) measures the model's magical ability, for example, used in casting spells. A Defense (Df) rating represents the model's ability to avoid attacks and otherwise defend itself. Wounds (Wd) is the amount of damage a model can sustain before being killed. Each model also has a marker value. For masters, the marker value represents the cache of markers which the master adds to the crew's marker pool. For minions, the marker value represents the marker cost that the master must pay to hire the minion.
  • Weapons also have ratings. Range (Rg) indicates the furthest effective distance a weapon can reach. This rating can include separate ratings for ranged and melee weapons. Combat (Cb) represents the character's skill of attack, with higher numbers indicating greater attack skills and greater probability of successfully hitting another model during an attack. Damage (Dg) indicates an ability to wound, depending on the quality of a hit. For example, an attack could result in a miss or a hit which causes weak, moderate or severe damage. In such a scenario, a weapon would have a rating expressed in the form Dg 3/4/6, with 3, 4 and 6 being the damage inflicted by a weak, moderate or severe damage hit, respectively. The value of a damage card flipped from the control deck determines the severity of the damage inflicted.
  • Each player has cards in their deck and control cards in their hand, in addition to their pool of markers. These cards and markers are used to modify the dynamic assets and resolve game conflicts, and accordingly their use presents many strategic and tactical options regarding how and when to best utilize them. In most game situations, each player will have decks with similarly numbered and suited cards. The use of differently numbered and suited decks of cards, however, can also be employed. For example, suits with different proportions of high and low cards would provide means for incrementally handicapping players having different skill levels or crew strengths. The size of the control hands and number of markers in the marker pool can also differ between players, as determined by the players in setting up the encounter.
  • FIG. 5 illustrates generally an activation sequence consisting of one model attempting an effect on another model, for example, an attack sequence 320 as shown in FIG. 1. The controller for the attacking model first identifies 500 the target and the attempted attack/effect. If the attack/effect requires the target model to be visible from the attacking model's point of view, the controller verifies the line of sight 510 between the models. The attempt fails 520 if the target is not within line of sight. The controller next measures the distance between the models to determine if the target model is within the range 530 of the attack/effect. If the target is not within range, for example, of the weapon or spell, the attempt fails 520. If the target is within range, the success or failure of the attempted attack/effect is determined. The success or failure of an attempt is determined through a duel sequence 540. If the result of the duel sequence is that the attempt is successful (a “hit”), the controllers for the models activate all required triggers 550 which were tripped by the hit, and calculate damage 560 caused by the hit.
  • FIG. 6 and FIG. 7 each illustrate duel sequences. FIG. 6 shows a sequence of actions for an “unopposed” duel, while FIG. 7 shows a sequence for an “opposed” duel. In an unopposed duel, an attempted action or effect is resolved against a set target number, rather than against another model's modifiable dynamic assets. In other words, the defender's role is passive in unopposed duels. In an opposed duel, the defender's controller plays a more active role, with opportunities to cheat fate, twist fate, modify dynamic assets and spend markers.
  • An unopposed, or simple duel 600, as illustrated in FIG. 6, is contested against a set Target Number (TN) 610 as determined by the specific game conditions. For example, a defending model might have an ability that requires an attacking model to win a preliminary Wp (weapon) 12 duel in order for the attack to progress. In other words, the attacker, using their weapon's attack rating, would have to win an unopposed duel against a TN of 12. The player controlling the attacking model flips a card 620 from the deck, and the value of the card is added to the Wp. The player next calculates 630 their Starting Total (ST) by applying any appropriate modifiers to this combined value. Certain effects and conditions allow the combatants to modify the results. For example, a fate “twist” requires the player to flip one or more additional cards and to choose either the highest or lowest value card from the flipped cards. In this type of modifier, a +2 twist allows the player to flip two additional cards and choose which of the total of 3 flipped cards to add to use. A −2 twist requires the player to choose the lowest of the three flipped cards. If the ST≧TN, then the attempted action succeeds, otherwise, the attempt is failing. In either event, the player may have further options for changing the result.
  • The player next has an opportunity to “cheat” fate 640 by replacing the originally flipped card with any card in the player's control hand 650. A player may also, if the character has a marker and the ability to use markers, which generally represents magical ability, “bribe fate” 660 by discarding a marker, flipping a second card and adding its value to the total 670. Once the players have applied all possible modifications, the final attack number is calculated 680 and compared 690 with the target number to determine if the attempt succeeds 550 or fails 520.
  • An opposed duel 700, as illustrated in FIG. 7, is a contest between an acting model's rating and a defending model's rating. First, each player flips 208 a card from their control deck, then calculates their starting totals 710, referred to herein as the AST (attacker's starting total) and the DST (defender's starting total). The AST and DST are calculated 710 as described above regarding unopposed duels, with each player applying modifiers as required. For example, if a model attacks another model with a weapon, each model's controller flips a card from the deck and adds its numerical value to a dynamic asset, the Combat rating of the weapon for the attacker and the Defense rating for the defender. If the AST is greater than or equal to the DST, the attacker is leading 730, otherwise the defender is leading 735. Each player then has the opportunity to cheat and/or bribe fate, as described above, with the non-leading, or trailing, player having the first opportunity. The trailing player has the first option, to cheat fate 740 by replacing the flipped card with a card from their control hand 750, then to bribe fate 760 by discarding a marker and drawing an additional card 770 to add to the starting total. A player can employ none, one or both of these options. After the players exercise or pass on all the options to change their starting total, their totals are final. After the trailing player, the leading player also has the option to cheat fate 780 or bribe fate 790, after which each player has determined their final total. If the AFT (attacker's final total) is greater than or equal to the DFT (defender's final total), the attempt/attack succeeds 550, otherwise the attempt/attack fails 520.
  • If the attack succeeded, the players go on to determine damage done to the defender. For this, the final defense rating is subtracted from the final attack rating and the difference is the “combat total.” The combat total determines how many “twists” the attacker's damage flip receives, in order to determine the damage. For example, if the combat total is 0, the attacker receives a −2 twist (three cards are flipped and the lowest card chosen); if the combat total is between 1 and 5, the attacker receives a −1 twist (two cards flipped, lowest chosen), between 6 and 10, no twists, greater than 11, the attacker receives a +1 twist (two cards flipped, highest card chosen). The final card chosen determines the level of damage. The low wild card results in 0 damage, a value of 1 to 5 results in weak damage, a value of 6-10 results in moderate damage, and a value greater than 11 results in severe damage. The strong joker results in severe damage plus additional damage determined by a second damage flip. The damage is applied to the target model, and if the target's Wounds rating is reduced to 0 or below, it is killed.
  • With regard to schemes and strategies, strategies are each faction's main objective in the game. Strategies for each faction are known to all factions. Completing a strategy earns a full complement of Victory Points (VP) at the end of the game. A partially completed strategy earns the player partial VP. Players can also earn VP by completing their schemes, which are lesser objectives which can be kept secret from other players until they are completed. Alternatively, players can “announce” (make known to the other players) their schemes in advance, in which case extra VP are earned if the scheme is completed. The player who accumulates the most VP at the end of the game is the winner of the encounter.
  • Since certain changes may be made in the above described game mechanic without departing from the spirit and scope of the invention herein involved, it is intended that all of the subject matter of the above description or shown in the accompanying drawings shall be interpreted merely as examples illustrating the inventive concept herein and shall not be construed as limiting the invention.

Claims (19)

1. A game mechanic method for determining the result of an attempted action by a game player, comprising the steps of:
providing the player with a deck having a plurality of numbered cards;
assigning a dynamic asset value to a game component;
the player attempting an action involving the game component, the result of the action governed by relative values of the dynamic asset value of the game component and a predetermined target number for the attempted action;
the player calculating a modified dynamic asset value of the game component by selecting a first card from the deck and adding the number value of the first card to the dynamic asset value of the game component; and
comparing the modified dynamic asset value with the target number to determine the result of the attempted action.
2. The game mechanic method of claim 1, further comprising the steps of:
the player drawing a plurality of cards from the deck to form a control hand held by the player; and
the player having the option of cheating fate by replacing the selected first card from the deck with a card from the control hand and recalculating the modified dynamic asset value using the card from the control hand.
3. The game mechanic method of claim 1, further comprising the steps of:
providing the player with a plurality of markers; and
the player having the option of selecting a second card from the deck and adding the value of the second selected card to the modified dynamic asset value in return for the player discarding a marker.
4. The game mechanic method of claim 1, further comprising the steps of:
requiring the player to select one or more additional cards from the deck, the first selected card and the one or more additional cards forming a card pool; and
the player using one of the lowest value card or the highest value card in the card pool to calculate the modified dynamic asset value.
5. The game mechanic method of claim 2, further comprising the steps of:
providing the player with a plurality of markers; and
the player having the option of selecting a second card from the deck and adding the value of the second selected card to the modified dynamic asset value in return for the player discarding a marker.
6. The game mechanic method of claim 1, wherein the result of the attempted action further comprising the steps of:
successfully attacking a second game component;
triggering an attribute of the second game component requiring the player to select one or more additional cards from the deck, the first selected card and the one or more additional cards forming a card pool; and
the player using one of the lowest value card or the highest value card in the card pool to calculate the modified dynamic asset value.
7. The game mechanic method of claim 6, further comprising the steps of:
triggering an event attribute requiring the game component and one or more of a plurality of other game components to modify a dynamic asset value.
8. The game mechanic method of claim 6, further comprising the steps of:
triggering an event attribute requiring the player to restrict movement of the game component.
9. A game mechanic method for playing a game contested by a plurality of players, comprising the steps of:
providing a playing surface;
providing each player with a deck of cards, each deck having similarly numbered cards;
providing each player with control over one or more miniature model figures;
assigning one or more dynamic asset values to each miniature model figure;
each player deploying their miniature model figures on the playing surface;
each player drawing a plurality of cards from their deck to form a control hand;
at least one player initiating an interaction between a first model and a second model, the interaction governed by a dynamic asset of the first model and a dynamic asset of the second model;
the player having control over the first model selecting a first card from their deck and adding the number value of the first card to the dynamic asset value of the first model to produce an initial modified first dynamic asset value;
the player having control over the second model selecting a first card from their deck and adding the number value of the first card to the dynamic asset of the second model to produce an initial modified second dynamic asset value; and
comparing the initial modified first dynamic asset value with the initial modified second dynamic asset value to determine a preliminary result of the interaction, according to a predetermined correspondence between possible results of the interaction and the magnitude of difference between the initial modified first dynamic asset value and the initial modified second dynamic asset value.
10. The game mechanic method of claim 9, further comprising the step of providing each player the option of cheating fate by replacing the selected first card from the deck with a card from the control hand and recalculating the modified dynamic asset value using the card from the control hand.
11. The game mechanic method of claim 9, further comprising the steps of:
providing each player with a plurality of markers; and
each player controlling at least one model having the option of selecting a second card from the deck and adding the value of the second selected card to the modified dynamic asset value in return for the player discarding a marker.
12. The game mechanic method of claim 9, further comprising the steps of:
specifying conditions which require a player to select one or more additional cards from the deck, the first selected card and the one or more additional cards forming a card pool; and
the player using one of the lowest value card or the highest value card in the card pool to calculate the modified dynamic asset value, with the specifying conditions defining the number of additional cards to add to the card pool from the deck and whether the player uses the highest value card or the lowest value card from the card pool.
13. The game mechanic method of claim 10, further comprising the steps of:
providing each player with a plurality of markers; and
each player controlling at least one model having the option of selecting a second card from the deck and adding the value of the second selected card to the modified dynamic asset value in return for the player discarding a marker.
14. The game mechanic method of claim 13, further comprising the steps of:
specifying conditions which require a player to select one or more additional cards from the deck, the first selected card and the one or more additional cards forming a card pool; and
the player using one of the lowest value card or the highest value card in the card pool to calculate the modified dynamic asset value, with the specifying conditions defining the number of additional cards to add to the card pool from the deck and whether the player uses the highest value card or the lowest value card from the card pool.
15. The game mechanic method of claim 10, wherein the result of the interaction further comprising the steps of:
triggering an event of a first model requiring a second player to select one or more additional cards from the deck, the first selected card and the one or more additional cards forming a card pool; and
the second player using one of the lowest value card or the highest value card in the card pool to calculate the modified dynamic asset value.
16. The game mechanic method of claim 11, further comprising the steps of:
specifying conditions which require a player to select one or more additional cards from the deck, the first selected card and the one or more additional cards forming a card pool; and
the player using one of the lowest value card or the highest value card in the card pool to calculate the modified dynamic asset value, with the specifying conditions defining the number of additional cards to add to the card pool from the deck and whether the player uses the highest value card or the lowest value card from the card pool.
17. The game mechanic method of claim 9, wherein the interaction comprises an attempt by the first model to cause an effect upon the second model.
18. The game mechanic method of claim 17, wherein the result of the interaction comprises the attempt either succeeding or failing.
19. The game mechanic method of claim 18, further comprising the step of the result of the interaction triggering a second effect.
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