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DarkCloud
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of Lists
Jul 2000 time: 05:36
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Heroes of Might and Magic Forum Game
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(c) 2004 DarkCloud Productions Inc.
Basically this game runs like a regular HOMM game, so it should be simple to HOMM players.
The rules are actually at least as simple as those for society and I think they're easier to understand than Gladiator and it is certainly simpler to play than Galactic Overlord)
Each Player has 20 ACTION POINTS at the beginning of their turn (And yes, points can be stored and carried over)
Action points can be spent to:
1. Build Hero (10 points)
2. Build Army/Recruit Creatures (point cost varies)
3. Upgrade Creature Recruitment Level (10 points-LVL 2, 20 points-LVL 3, 30 points-LVL 4)
4. Research Spell (point cost Varies) [all heroes of same player may use once researched]
5. Attack Hero (5 points)
6. Level Up Hero (5 points)
****
PLAYER INFO
A Player can choose one of 9 cities:
Necropolis
Castle
Rampart
Stronghold
Fortress
Dungeon
Tower
Conflux
Inferno
*Necropolis grants the hero 10% of the vanquished enemy heroe's creatures, ressurecting them as Level One Units.
*Castle gives the hero +1 Attack for every Battle Won or Level Levelled Up
*Rampart grants the hero +1 Defense for every Battle Won or Level Levelled Up
*Stronghold grants the heroe's creatures +1 Attack over their normal amount for each battle won or level levelled up
*Fortress grants the heroe's creatures +1 Defense over their normal amount for each battle won or level levelled up
*Dungeon gives the player nothing until he reaches level 3... then he receives +3 attack and +3 defense... at level 6 he receives the same.
*Tower grants the player 1 Spell Power or Point per level/battle won.
*Conflux grants the player 1 Spell Power or Point per level/battle won.
*Inferno grants the player 1 Spell Power or Point per level/battle won.
-Please name your city.
***
HERO INFO
1. Building a Hero
*Each Player's HERO has 4 stats and possesses 10 points to divide among them at Level 1
(At least one point is required in each stat section)
Attack
Defense
Spell Power
Spell Points
And, as the hero advances in LEVELS, the hero gains powers as per his city's bopnuses.
*Each Player's HERO Also has 10 points to spend on Monsters when he is first created.
(see appendix: M)
*The Hero also starts with ONE spell. (More will be gained through research)
-Please name your hero
In Summary
1.) Distribute 10 points among the stats.
2.) Recruit your monsters
3.) Choose your spell
4.) Name your Hero
=
2. Building an Army/Recruiting Creatures
If a hero elects to build an army- he will have however many action points he divides into the action to use to purchase monsters.
No creature stack may exceed 50 creatures
See appendix: M
3. Upgrade Creature Recruitment Level
Each upgrade allows you to recruit a higher level of creatures.
(5 points-LVL 2, 15 points-LVL 3, 25 points-LVL 4)
See appendix: M
4. Research Spell
As the game progresses; players may research spells.
SPELLS
Level 1
(2 points) Protection from Ice Magic Lvl 1(negates the enemy's lvl 1 ice magics) [Only one type of protection may be enabled]
(2 points) Protection from Earth Magic Lvl 1(negates the enemy's lvl 1 ice magics) [Only one type of protection may be enabled]
(2 points) Protection from Fire Magic Lvl 1(negates the enemy's lvl 1 fire magics) [Only one type of protection may be enabled]
(2 points) Protection from Air Magic Lvl 1(negates the enemy's lvl 1 air magics) [Only one type of protection may be enabled]
(3 points) Magic Arrow (destroy 1 level one creature at Level 1 Spell power... at level 2 destroys one level 2 or 2 level one creatures) (Ice Magic)
(3 points) Fire Ball (destroy 1 level one creature at Level 1 Spell power... at level 2 destroys one level 2 or 2 level one creatures) (Fire Magic)
(5 points) Level Drain (drains 1 level of attack or defense [PLEASE SPECIFY] possessed by creature) (Air Magic)
(5 points) Berserk (+1 attack to creature stack) (Fire Magic)
(5 points) Curse (-1 attack to creature stack) (Fire Magic)
(5 points) Stoneskin (+1 defense to creature stack) (Earth Magic)
(5 points) Weaken (-1 defense) (Air Magic)
(7 points) View Air (Views all stats possessed by all heroes- good for one round)
(7 points) View Spells (Views all spells possessed by all heroes- good for one round)
(7 points) View Earth (Views all heroes on board and sees their exact creature numbers- good for one round)
(7 points) Fireblast (Hits 2 stacks) (Fire Magic)
Level 2
Must have Basic Wisdom
(7 points) Protection from Ice Magic Lvl 2(negates the enemy's lvl 1,2 ice magics) [Only one type of protection may be enabled]
(7 points) Protection from Earth Magic Lvl 2(negates the enemy's lvl 1,2 ice magics) [Only one type of protection may be enabled]
(7 points) Protection from Fire Magic Lvl 2(negates the enemy's lvl 1,2 fire magics) [Only one type of protection may be enabled]
(7 points) Protection from Air Magic Lvl 2(negates the enemy's lvl 1,2 air magics) [Only one type of protection may be enabled]
(7 points) Shackle (Prevents opponent from retreating) (Earth Magic)
(10 points) Summon Fire Elemental [SpellPwr 1 (A:1 D: 1), SpellPwr 2 (A:1 D: 2), SpellPwr 3 (A:1 D:3), SpellPwr 4 (A:2 D:3), Spell Pwr5 (A:2 D:4), 6,7 (No effect), SpellPwr 8 (A:3 D:4), SpellPwr 9 (A:3 D:5), SpellPwr 10 (A:3 D:6), etc.
(10 points) Summon Water Elemental [SpellPwr 1 (A:1 D: 1), SpellPwr 2 (A:2 D: 1), SpellPwr 3 (A:3 D:1), SpellPwr 4 (A:3 D:2), Spell Pwr5 (A:4 D:2), 6,7 (No effect), SpellPwr 8 (A:4 D:3), SpellPwr 9 (A:5 D:3), SpellPwr 10 (A:6 D:3), etc.
(10 points) Summon Ice Elemental [SpellPwr 1 (A:1 D: 1), SpellPwr 2 (A:2 D: 1), SpellPwr 3 (A:3 D:1), SpellPwr 4 (A:3 D:2), Spell Pwr5 (A:4 D:2), 6,7 (No effect), SpellPwr 8 (A:4 D:3), SpellPwr 9 (A:5 D:3), SpellPwr 10 (A:6 D:3), etc.
(10 points) Summon Air Elemental [SpellPwr 1 (A:1 D: 1), SpellPwr 2 (A:1 D: 2), SpellPwr 3 (A:1 D:3), SpellPwr 4 (A:2 D:3), Spell Pwr5 (A:2 D:4), 6,7 (No effect), SpellPwr 8 (A:3 D:4), SpellPwr 9 (A:3 D:5), SpellPwr 10 (A:3 D:6), etc.
(10 points) Lightning Bolt (Destroy 5 level one creature (Lvl 1)... (Lvl 2) Destroys 10 lvl 1, 5 lvl 2) (Air Magic)
(10 points) Adv. Level Drain (drains 2 level of attack or defense [PLEASE SPECIFY] possessed by creature)
(10 points) Glittering Armor (+1 defense to hero) (Water Magic)
(10 points) Fury's Blade (+1 attack to hero) (Fire Magic)
(10 points) Dispel Protections (Dispels all protective spells) (Water Magic)
(12 points) Meteor Shower (Hits 3 Stacks) (Fire Magic)
(15 points) Armor of the Damned (+2 defense to hero) (Earth Magic)
Level 3
(15 points) Greater Ice Protection (Negates all Ice Spells- both beneficial and detrimental)
(15 points) Greater Fire Protection (Negates all Fire Spells- both beneficial and detrimental)
(15 points) Greater Earth Protection (Negates all Earth Spells- both beneficial and detrimental)
(15 points) Greater Air Protection (Negates all Air Spells- both beneficial and detrimental)
(15 points) Mass Curse (-1 attack to all enemy creature stacks) (Fire Magic)
(15 points) Haste (Stack's Attack is doubled) (Air Magic)
(15 points) Escape (Allows Hero to Run away and retreat to Castle even if Shackle is cast) (Air Magic)
(17 points) Greater Meteor Shower (Hits 4 stacks) (Fire Magic)
(20 points) Chain Lightning (As lightning bolt, but hits up to 5 stacks [none of which can hold more than 50 creatures]) (Air Magic)
(20 points) Armor of the Dragon (+5 defense to hero) (Earth Magic)
Level 4
(25 points) Armageddon (Hits All Stacks [Including your own] randomly destroys 5 stacks) (Fire Magic)
(25 points) Greater Haste (All Stacks Attacks are doubled) (Air Magic)
(25 points) Greater Escape (Allows Hero and Creatures to Auto-Retreat with the entire army intact even if Shackle is cast) (Air Magic)
(25 points) Clone (Copies one stack of creatures for the duration of the conflict)
5. Attacking A Hero
NOTE: NO HERO CAN ATTACK UNTIL ROUND 3 BEGINS [attacks made on round 3 are processed for round 4]
1. When attacking a hero, a player must first send orders to say which hero is going to be attacked and which stacks should be targeted with spells. If the enemy possesses only one hero- that hero will be defending the town.
(After the battle is fought, if the defending hero loses and a new hero was built by the loser- the new hero then attacks the winning hero that same turn.)
[For example: Ljube attacks Spaced Cowboy. Spaced Cowboy's hero loses, but he was building a second hero... That hero then attacks Ljube automatically the same turn and wins- killing Ljube's hero and gaining a level.]
2. When attacking a hero, the player must select what spells he wishes to use (he may use each spell more than once, but the cost of the spells used must not exceed his Spell Points level. Yes; he may use a spell more than once.
3. When fighting, the figures are used as such.
quote:
joncha (5 Att. 2 Def. 2 Pwr 1 Pts)
CASTLE
10 Pikemen A:1, D:1
v.
DrSpike (3 Att. 4 Def. 1 Pwr. 2 Pts.)
INFERNO
5 Imps A:0, D:1
1 Magog A:3, D:1
Joncha is attacking so: (10 pikemen)(1 attack+5 hero attack)= 60
DrSpike is defending, so: (5 imps)(1 defense+4 hero defense)= 25 AND (1 magog)(1 defense+4 hero defense)= 5... TOTAL=30
BUT- DrSpike chose to cast Magic Missle and destroyed one Pikeman so...
(9)(6)= 54 vs. 30
Therefore, Joncha wins the battle and gains 1 Spell Power or Point
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In the event of a tie, the defender wins.
4. Retreating/ Loser's Casualties
After losing a battle, a character will automatically retreat, albeit going back to an army constituting 10% of his former strength.
However, he can choose to surrender if he thinks that the odds are insurmountable.
This may be done as many times as necessary, but the army will be destroyed if it loses two battles consecutively.
5. The Winner's Casualties
Multiply total points of losing side's units * Losing Side Heroe's Defense Modifier / Divided by Winning Side's Heroe's attack modifier= # of unit points destroyed on winning side.
If this # of unit points exceeds the number of units possessed by the winning side- the winning side retreats before the battle is won and both sides lose 25% of their forces.
6. After winning a battle, a player gets to choose a special power to add to his hero from the list below in addition to his gained hero power that comes along with a gain in level anyways.
(See Appendix A: Special Powers)
Appendix A: Special Powers
SPECIAL POWERS
Basic Offense (+10% attack to all creatures)
Advanced Offense (+25% attack to all creatures)
Master Offense (+50% attack to all creatures)
Basic Defense (+10% defense for all creatures)
Advanced Defense (+25% attack to all creatures)
Master Offense (+50% attack to all creatures)
Basic Wisdom (Use Level 2 Spells)
Advanced Wisdom (Use Level 3 Spells)
Master Wisdom (Use Level 4 Spells)
Basic Fire Magic (+10% fire magic damage)
Advanced Fire Magic (+25% fire magic damage)
Expert Fire Magic (+50% fire magic damage)
Basic Ice Magic (+10% ice magic damage)
Advanced Ice Magic (+25% ice magic damage)
Expert Ice Magic (+50% ice magic damage)
Basic Air Magic (+10% air magic damage)
Advanced Air Magic (+25% air magic damage)
Expert Air Magic (+50% air magic damage)
Basic Seige Warfare (when attacking a player who only has ONE hero, you gain a +1 attack; if defending and you only have ONE hero you gain +1 defense)
Advanced Seige Warfare (when attacking a player who only has ONE hero, you gain a +2 attack; if defending and you only have ONE hero you gain +1 defense)
Expert Seige Warfare (when attacking a player who only has ONE hero, you gain a +4 attack; if defending and you only have ONE hero you gain +1 defense)
Appendix H: Example of A Hero
Sir Vovansim the Regal
Castle
Level 1
Attack: 2
Defense: 4
Spell Power: 2
Spell Points: 2
Spells Known: Magic Missile
Special Powers: None
Creatures: Pikemen (10) A:1 D:1
Appendix M: Monsters
CASTLE
Level 1
Pikemen (1 Att, 1 Def) [1 action point]
Level 2
Archer (3 Att, 1 Def) [3 action points]
Level 3
Gryphon (5 Att, 3 Def) [7 action points]
Level 4
Swordsman (8 Att, 2 Def) [11 action points]
RAMPART
Level 1
Centaur (2 Att, 0 Def) [1 action point]
Level 2
Dwarf (3 Att, 2 Def) [5 action points]
Level 3
Elf (5 Att, 3 Def) [10 action points]
Level 4
Pegasi (8 Att, 5 Def) [13 action points]
TOWER
Level 1
Gremlin (2 Att, 1 Def) [1 action point]
Level 2
Gargoyle (2 Att, 2 Def) [2 action points]
Level 3
Golem (5 Att, 3 Def) [10 action points]
Level 4
Magi (6 Att, 6 Def) [15 action points]
INFERNO
Level 1
Imp (2 Att, 0 Def) [1 action point]
Level 2
Magog (4 Att, 0 Def) [5 action points]
Level 3
Hell Hound (5 Att, 3 Def) [10 action points]
Level 4
Demon (6 Att, 6 Def) [13 action points]
NECROPOLIS
Level 1
Skeleton (0 Att, 2 Def) [1 action point]
Level 2
Zombie (4 Att, 0 Def) [5 action points]
Level 3
Wraith (5 Att, 3 Def) [10 action points]
Level 4
Vampire (6 Att, 6 Def) [13 action points]
DUNGEON
Level 1
Troglodyte (1 Att, 0 Def) [1 action point]
Level 2
Harpy (2 Att, 1 Def) [3 action points]
Level 3
Evil Eye (7 Att, 2 Def) [7 action points]
Level 4
Medusa (10 Att, 1 Def) [15 action points]
STRONGHOLD
Level 1
Goblin (1 Att, 1 Def) [1 action point]
Level 2
Wolf Rider (2 Att, 1 Def) [3 action points]
Level 3
Orc (4 Att, 2 Def) [6 action points]
Level 4
Ogre (15 Att, 1 Def) [20 action points]
FORTRESS
Level 1
Gnolls (0 Att, 2 Def) [1 action point]
Level 2
Lizardmen (2 Att, 1 Def) [3 action points]
Level 3
Basilisk (8 Att, 4 Def) [10 action points]
Level 4
Gorgon (12 Att, 5 Def) [20 action points]
CONFLUX
Level 1
Pixie (0 Att, 0 Def) [1 action point]
Level 2
Water Elemental (2 Att,5 Def) [6 action points]
Level 3
Fire Elemental (2 Att, 7 Def) [10 action points]
Level 4
Earth Elemental (9 Att, 5 Def) [12 action points]
Appendix T: Special Thanks
Snowfire, Gamecube64, Ljube-Ljcvetko, Ben Kenobi, duke o'york, Spaced Cowboy
SIGNUP
1. Ljube-Ljcvetko
2. Gamecube64
3. Spaced Cowboy
4. Ben Kenobi
Clarification: Skill Powers are only earned in battles... leveling up grants bonuses in skills but not skill powers
Last edited by DarkCloud on 24-06-2004 at 19:50
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SnowFire
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New York City, NY
Jan 1970 time: 00:36
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one of 8 cities:
By which you mean 9, right?
1. Building a Hero
Will you be requiring at least 1 point in Power & Knowledge, like the actual game? Or can you Crag Hack not bother with that silly "brains" stuff to hack more?
(I vote requiring the 1 point minimum in those skills, but your call)
(3 points) Magic Missile
I vote this be renamed "Magic Arrow" in honor of what it's called in HOMM, rather than D&D.
(5 points) Shield (+1 defense to creature stack)
Maybe Stoneskin?
As for attacking heroes, uh, can you not lose the hero outright? You know, the retreat option and all that? The game will be very swingy if 3 turns in, 2 players possess nasty leveled-up heroes, and the other 4 have all lost their main hero.
Hmm, I'd be interested in playing, but not certain if I'll have the time. I'll post again tomorrow after more consideration.
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SnowFire
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New York City, NY
Jan 1970 time: 00:36
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Option 1: When you fight a hero, by default the hero auto-retreats to fight another day, albeit going back to a 10-point army and probably licking their wounds.
Then have a 1st spell called "Shackle" (a la the Shackles of War, an artifact that prevented retreating or surrendering) that, if cast, will insure that the hero is outright defeated. Also require that you can't take Shackle as one of your opening spells. That way, in the early game, you won't lose your hero right out, and if you want to deprive your opponent of his hero (Rather than just get XP from a battle), you have to waste a spell before you win the fight, possibly risking losing or at least taking more losses. Then have a 2nd level spell called "Escape" that will act as a "run away" command that will save yourself, but not your army, regardless of whether Shackle was cast; and a 4th level spell that will allow you to run and keep your army, but can only be cast the 3rd turn of the battle or later.
Option 2: Similar to D&D, heroes only die when at level 1. A higher level hero defeated loses a level.
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DarkCloud
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of Lists
Jul 2000 time: 05:36
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I'll see If I can answer all the questions:
Sorry, no exploration. No maps either. This is going to be straight-up battles 
quote: How are the winner of a battles causualties calculated?
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Hmm... honestly, my original plan was no casualties, but thinking on it some more, that would be overpowered. Therefore I would suggest that the winner takes 25% damage to all stacks.
quote: I know that this will infinitely complicate things for the GM, but it would be extra cool if each player could only see the squares that they had explored.
This wouldn't make it very interesting for those just keeping an eye on the thread though. Like, er, me.
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Sorry. at least for the first game, I'd like to keep it simple- therefore it's just going to be a straight-up fighting game... wiht no exploration... you can state that you'd like to be leveled up and you will that turn... but you won't go exploring any grand map or anything-- at least yet... (I like simple games) and frankly think that this is at least as simple as Society (I would like to make it so that no one has to spend more than 7 minutes on it)
Thanks for all the interest!
quote: Will you tell someone who is attacking them so they can choose appropriate spells to fight him?
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Yes, I think I'll have to do that.
quote: Will heroes also gain levels after won battles? or only by buying?
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Yes, they gain after won battles AND by buying 
quote: Any possabilties of adding in artifacts? They could give plus 2 to a single stat or plus 1 to two separate stats, they would be given to your starting hero and one artifact could be captured when a fight is won. Some suggestions may be, Dragon Sword of the Dominion +2 to attack. Stealth Shield +2 to defense. Spiked shield +1 attack, +1 defense. White pearl +1 spell power, +1 wisdom.
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I'll add them for the second version- and I'll add more spells first- I need to control it first while I see if I can manage the information and the game so that one player doesn't grow uber-powerful and destroy everyone else 
quote: Option 1: When you fight a hero, by default the hero auto-retreats to fight another day, albeit going back to a 10-point army and probably licking their wounds.
Then have a 1st spell called "Shackle" (a la the Shackles of War, an artifact that prevented retreating or surrendering) that, if cast, will insure that the hero is outright defeated. Also require that you can't take Shackle as one of your opening spells. That way, in the early game, you won't lose your hero right out, and if you want to deprive your opponent of his hero (Rather than just get XP from a battle), you have to waste a spell before you win the fight, possibly risking losing or at least taking more losses. Then have a 2nd level spell called "Escape" that will act as a "run away" command that will save yourself, but not your army, regardless of whether Shackle was cast; and a 4th level spell that will allow you to run and keep your army, but can only be cast the 3rd turn of the battle or later.
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good idea snowfire, I'll do that!
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