Division Street – Calderon Valley

Calderon valley

Welcome to Calderon valley Japan. The city rests on a mountain range in Honshu Japan. The surrounding area is heavily forested with various kinds of trees. The main city area has a lot of cherry trees that have been planted by man. The city prides itself with the education of its children and because of that, it has a lot of schools. The city has 2 basic schools, 2 junior high schools, and 3 high schools. Other than schools, the city boosts a lot of hang out spots around the city. A new concept that the city has created is the cradle. These are large community centers that house various activities and each has a style their own. There are about 5 cradles in the city, with one at the very top center of the city and four smaller ones, two on the left side and two on the right side.

 

Common Locations – these locations are the spots where I anticipate a lot of play will occur. This list will grow over time as I gain additional input from the players.

 

Home Player 1

Home Player 2

Player high school- Madoriyama

Home room – Ms. Hanako

School club room -since one of the players is a member of the student council, the council room serves as their base of operations once things get going.

Azure park – primarily a children’s park, Azure park has a mile walking course as well as benches located in the four quarter mile markers. There are two designated entrances. One facing main street and the other near the school. Located on a flat plane south west of the water cradle.

Domino arcade- arcade has not been as popular lately however the newest fighting game Battle-men 7 has just released which may get the kids coming back.

Hideki shrine- a run down shrine ran by Ryo Hideki. Located between the sky and earth cradles. This is often called the lonely shrine as it is the only one located near the city.

 

High schools in the area

  • Madoriyama – player character’s school located above the water cradle
  • Ryoma high school – school with a reputation for delinquent students. Located near the earth cradle.
  • Tezuka high – very athletic school. Reputation for raising the best track and baseball students. Located on the other side of the sky cradle.

 

Middle schools

  • Natsume middle school – school where a Player’s sister currently studies at. Located near the plant cradle.
  • Sakamoto middle school

 

Basic schools

  • Tomoeda elementary
  • Shohoku elementary

 

 

Cradles – Cradles are places that hang out of a mountain by a series of support beams. In a cradle, there are guide rails that lead from the street to a cradle. Cradles are surrounded by a chain link fence that keeps youth from falling off the outer edges. Within the chain-link fence is a cafe-like area with many tables and chairs for people to sit. Depending on the cradle, other features are determined. The upper levels are generally populated by the closest businesses employers. It is said that delinquents often battle for ‘control’ over a cradle.

 

Sun – top most cradle built in the highest point of the mountain range. The sun cradle often houses very high ranking corporate events.

 

Sky – sky and water share the same height but are below the sun cradle.  The sky cradle is situated near many corporate offices. The buildings rise rather tall in the sky. Many of them have rather reflective windows. There is also a reflective pond in the center  and when the weather is just right- you can see the sky in both the pond and the buildings.  Sky is the cradle on the left in regards of orientation vs the water cradle.

 

Water – sky and water share the same height but are below the sun cradle. The water cradle often has performers play music here as well as people displaying art. In fact, the city’s art museum is located at the base of the cradle. Water is the cradle on the right in regards of orientation vs the sky cradle.

 

Plant -Plant and Earth extend to from the base of the mountain ocean or the beach depending. Plant is full of life. There is a community garden here so lots of people rent space here. In addition, its base is closest to the public pier so people also fish off the pier. Plant is the cradle on the right in regards of orientation vs the Earth cradle.

 

Earth – Plant and Earth extend to from the base of the mountain to the beach.  Closest to the Ryoma high so it is ‘under their control’. Despite delinquent activity, Earth is one of the first cradle’s tourists often see and so it is full of touristy attractions. Earth is the cradle on the left in regards of orientation vs the Plant cradle.

Division Street – Character Creation

Characters for this rpg are created using big eyes small mouth 3rd edition.

They are created using the following rules:

Characters are created using 200 points, meaning the heroic tier. Characters in this tier level are normal humans or near humans. They may get some special abilities but rarely exceed the power of a typical action movie hero.

Max attribute level is 4

Min max combat values 4/8

Min max health 40/100

Min max damage multiplier 3/6

Min Body Mind Soul – 3 (can be 2 with a defect).

Stats

· Body- physical aspects of your character such as overall health, strength, endurance, quickness.

· Mind- mental abilities such as intellect, wit, quick learning. Does not correlate with breadth of training and depth of experience.

· Soul- luck, willpower, determination, spirit. High value represents the many anime heroes whose main trait is their strength of character such as Yugi Muuto.

Initial character creation Attributes.

· Attack combat mastery

· Aura of inspiration

· Combat technique

· Defense combat mastery

· Divine relationship

· Energy bonus

· Heightened awareness

· Heightened senses

· Item

· Massive damage

· Melee attack

· Melee defense

· Organizational ties

· Ranged attack

· Ranged defense

· Skills

· Tough

· Wealth

 

Skills – skills have a natural cap of 6 however a Genius at a skill would have beyond.

· Level 1 and 2 indicate significant training or practice.

· Level 3 and 4 indicate considerable experience with the particular skill.

· Level 5 and 6 are true experts in the skill.

 

Defects

You can only have a max of 8 defects. I trust you not to take enough to make your character useless or uninterested in the scenario.

 

Weapon

Weapon has a number of potentially broken combinations. If you have a cool concept, please let me know about it before hand. I want to be lax but this is one category I need to know more about.

 

Special attributes

There are special attributes you will gain access to later. These must have an attribute restriction attached, limiting their usage in order to stay in genre. Most common will be the deplete option.

 

Shock Value

My game will include shock value as a rule. Basically during the game if you take damage beyond your shock value you have to make either an average or challenging roll. If you fail, you are stunned and lose a turn. If on a ledge you may fall off. If you fail the check by a greater margin than half your soul stat you fall unconscious for a number of rounds equal to 8 – Body (minimum of 1 round)

If you fail your shock check and its an non stun based attack, you will begin bleeding. You lose 1 health point per turn. Out of combat you lose 1 per minute. A roll of medical: emergency response will slow the bleeding to 1 health point per 10 minutes. If you are somehow healed by an attribute you stop losing health. Health loss by this method can only be healed this way or if treated at a hospital.

 

An event will change you, making you into something a little…more.

The following attributes may now be selected in addition to the ones above

Additional Attributes

· Armor

· Block power

· Damage conversion

· Enhanced stat

· Environmental influence

· Features

· Illusion

· Jumping  * gm discuss (want to cut down on flying)

· Plant control * limit 1 character

· Pocket dimension

· Power flux

· Projection

· Resistance

· Shield

· Sixth sense

· Special defense *gm discuss

· Special movement

· Super speed

· Super strength

· Telekinesis * gm discuss (want to cut down on flying)

· Weapon *gm discuss

Project Division Street – mini series

I have begun a new RPG project titled Division Street. Division street is my new mini campaign that focus’s on duality. Often this is day and night, light and dark, love and hate. I decided to use BESM 3rd edition because I wanted to get back to my rpg roots as well as found I liked the modular nature of the game. I will be posting a few different things here soon, but I first wanted to get the setting out in the open.

I like to think of this as persona x sailor moon. Where we deal with high school students pushed into supernatural situations in between their daily lives.

Game Category

  • Action
  • Comedy
  • Drama

Period

  • Modern Day

BESM genre 1 (fan service) keywords

  • Attack Phrases
  • Bososoku (biker gangs)
  • Bishonen
  • Collateral Damage
  • Dying Speech
  • Face Cuts
  • Giant Robots
  • Ghosts
  • Hyper dimensional hammer
  • Ki Powers
  • Kendo
  • Late for School
  • SDF
  • School uniforms
  • Transformation Sequences
  • Terrible Cooks

BESM Genre elements

  • Alien visitors
  • Hero teams/ Magical girls
  • Martial Arts
  • Mecha
  • School Days
  • Science Fiction
  • Supernatural

Orden…Reborn. D&D 4.0 Pt.2 Sidestory 1

Before I took hiatus from GM’ing D&D we had a natural stopping point to our campaign. During that time I wanted to try a few other games before returning. I also wanted to take that time and gather my notes thoughts and give each player – specific lead-ins to the next chapter, which I called part 2. Since the chances of this happening are about zero now, I figured I would release the few I had written…

 

This would be Rob’s part…

D&D 4.0 Part 2

Where the mountain meets the river, the air itself grows calm. The night air itself still with a mysterious magical force. A mote of energy appears in the air above the stream. Blue at first in color, then golden it pulses with this unidentified energy. It travels from the stream, through the grass and towards the mountain range.

The mote of energy, no longer alone gathers along a rock in the mountains. Several motes of energy fly towards this rock, revealing a hidden passage. Deep inside the passage is a pathway that at first is a tight fit, but opens to a larger chamber. Inside the chamber, there are several large statues of men and women, each with perfect physical features. Their eyes once dull begin to slowly pulse with power. The statues align in a perfect circle and each statue holds the adjacent statue’s hand. Below their forms a raised pedestal lies. The pedestal itself shaped like a large obelisk with a pure crystalline sphere in the middle lies in wait.

The motes gather along the statue’s eyes, flowing up the statue’s carved surfaces. Each statue, now covered in these spheres of energy, begin to shine brightly. The motes gather into the eyes of the statues at a quickened pace. The energy inside of the room becomes super charged, with electricity now forming in the space between all of the statues. The motes, now all gathered into each of the eyes of the statues, begin to harden into a strange substance. The substance pulses then flows out from the eyes.

The substance now travels in midair ignoring the properties of physics and defying reality itself. The substance now gathers into the middle of the air near the ceiling of the chamber. It drops slowly and covers the crystal. The crystal begins to hum with energy as it begins to slowly shrink down in size. Its previous form, now mutating and begins to form the features of a man. Eventually a man is formed from the crystal. His features are of brilliant purple skin with light, glowing patterns.

With a small amount of energy left, the statues then gather ambient magical force. The energy collects along the statues hands and from each hand, the energy shoots forth into the man. The man throws his head back and gasps for its first breath of air.

The statues begin to gleam brightly. A voice sounds from all directions within the chamber. “Welcome back, son of the life spring. You are Deva and you are eternal. Let your next life bring forth the change necessary to stem these dark times.”

The man falls quiet, and curdles into the fetal position on the pedestal and rests.

After some time a woman dressed in ceremonial robes enters the chamber. She is adorned with a purple robe that glows orange with mystic energy. Holding some cloths and a mystic staff, she walks to the form lying in the center of the platform. “Awake my son. This place may be our birth chamber but it is not fit to live in. There is much to discuss in our city. A place for you is surely there.”

The form lethargically begins to stir. Awaken and somewhat rested he stands to greet the woman.  The woman gasps upon seeing the form of the man. He appears like normal Deva yet something is off. His head, a few small bony protrusions extend out from his temples. Each protrusion is about an inch long and takes on a curved horn like appearance.

“By Bahamut’s grace! Tell me, what do you last remember?”

The man speaks: “I recall a lot of smoke and ash.  I recall the regal presence of the sun. I also recall a strong dwarven woman. I recall hearing her begin to sob while holding… she was holding me…”

The woman hands the man some robes. “Come, we will discuss what path you shall take in this life. I fear you a pariah for your birthed…Features. Still you must find your aptitude, our race is not one for laziness. Do you recall your name child?”

The man begins to concentrate. “I believe I am called… Orden.”

“Then follow me Orden, son of Sun! I, Maridia will show you your new destiny!” We shall travel to Ray city, the true home of the Deva in our land.”

 

 

 

Ray City

The city called Ray is a place that lies near a river bank, sheltered in a mountain range in the crown region. Ray city was formed long ago by a Deva called Nenthan. Nenthan sought out where he was born and felt compelled to protect it from danger. He formed the city as this site is one of the few places in all the land that consistently birthed Deva.  Many other Deva questioned him as they felt no need to have their own city. Other races accepted them and they felt their home was along them. Nenthan’s city would become a shining beacon of justice and peace.

This is the city to which Orden would call home. The chamber that Orden was reborn in is called the Shrine of Memories. The shrine was crafted by a mysterious person called the entity whom is responsible for all Deva in all realms. This particular shrine has a special tie to the astral sea and every six months a new crystal is born here. The crystal itself is priceless and its magical energy structure is rare. The gem itself cannot birth Deva but it acts as a key to a mysterious energy that the Nenthan wished to protect.

The Shrine has never been seen by people outside of the Deva and once born many Deva forget the shrine while relearning other things about themselves. The high counsels of the Deva are three people who know exactly where to find and more importantly activate the shrine’s doors.  It is a right as ancient as the shrine itself to appoint the wisest Deva to this sacred position and to guard the knowledge against anyone else.

 

 

 

Month 1

Upon ascertaining his strengths and weaknesses, Orden has become something of an anomaly. Having as much skill as he does as a newly reincarnated person has shocked everyone.  Maridia was very surprised and has shown some sort of personal pride in seeing Orden through his tests. One morning, Maridia appeared onto Orden’s chamber with news.

“Orden.” Maridia said. “The time has come to learn of your new path.”

“Wise Counsel Maridia, I am ready to receive my charge.” Said Orden.

Orden, lead by Maridia is taken to the court yard of Gleam Spark castle. The courtyard is large and well kept. A pond is in the center of the courtyard. In the middle of the pond is a circular land mass that has gazebo like structure in the middle. A stretch of land forms a bridge between the land mass and the edge of the courtyard. Maridia Leads Orden from the entrance of the courtyard to the land mass. Two other Deva fully adorned with white robes with golden trim are present.

“Consular Chozem, as you see I have brought Orden. It is time he knew our decision.”

“Very well Maridia. Orden, your tests are very peculiar and to be honest surprising. For one to have as much skill as you being newly reborn to us is staggering.”

Clearing his throat, the next man speaks: “Orden. Your martial skill is excellent. You have even shown quite promise in leading us spiritually. Perhaps your path… lies in both.”

Maridia then speaks “Orden. Chozem and Phandarum and I have come to a conclusion. You are to join the knights of glory! From this rank you will travel out and into the world and search for a man named Scroud. You will bring Scroud to justice for crimes against the realms. This is your charge.”

“I… do not know what to say. This is quite an honor!” says Orden.

“You will take a few months to train with the knights and learn from their ways. After this time, we will send for you and give you your first assignment.” Said Phandarum.

Orden has become accepted within the knights of glory. This order is one of the most prestigious amongst the Deva. They are a band of devout warriors known to practice techniques that are both powerful and mysterious.

 

–Rob’s character was lost at the end of the previous part. To compensate plus reward him for excellent role playing i had him select his own equipment as well as add a special boon.

You receive the boon Pelor’s Sun Blessing level 13. You may also reset Orden’s magical items. You receive items as if you were starting a new level 11 character.

D&D showcase 4

Teflon Reed- The boy wonder of wizardry

 

One thing I enjoy about building characters that would be echoed throughout other games and systems is 1 of two things- 1 I want to either challenge myself in a different role or 2 I wish to take something familiar and twist it to make it my own. Reed I think falls into the second camp. D&D 4.0 was the first d&d I was aware of that didn’t penalize you for playing a race non traditionally. In the past, the older games gave you stat bonus and penalties making it tough. Other older editions still completely restricted  some paths completely either by Level caps or by outlawing it.

Reed was my attempt at making a character without such restrictions in D&D. Here I thought of how interesting it would be to have someone as unassuming as a young halfling boy with a tremendous talent for the arcane.  Halflings are always about big things in small packages so this was my version of that.

 

Appearance/personality

In D&D 4.0, halflings tended to be taller and leaner than other editions.  Reed is somewhat tall for his age, being only 15 when the campaign started.  Reed has brown eyes and brown hair. He is smart and wise beyond his years- being a boy genius. This actually lead to some home life trouble and because of this, he had a penchant of lying about his age. Reed does not like to be touched and in the past used mage hand to slap people away that touch him.

When the game began, he was a trickster, causing all kinds of mischief. He would often give people he didn’t like a hard time or pull small pranks. In the later game, he tended to still speak his mind, but became more matured through hardships.  Though he still sometimes lies about his age.

 

Backstory

Reed was born in the shadowy city of Amn in the Forgotten Realms setting. Here, he was born to many brothers and sisters. His parents owned a shop where they expected the young to work and if they have the talent- enlist in the armed forces. Reed was never able to match the physical talent of his brothers like Lydan. He did however manifest the talent of magic. Something so natural yet so raw and primal. Such a force fascinated him. He practiced all he could away from the prying eyes of his parents. Eventually, he ran away and was taken in by a wizard family. This family enrolled him into the wizarding school they worked in. Here, Reed learned many many things, and excelled so much so that even some High elves needed his tutelage. Eventually he left because he felt he could learn more on the road… well that and his problem with personal space caused him to mage hand slap a girl who touched his forehead. Reed needed to lay low for awhile so he traveled far way, earning his keep with wagoners by lighting the roads or cooking until he reached the city of Loudwater…where our story began.

Reed would go on to face many many threats. Along with his comrades- Lia the Elvan ranger, D.Omega the Water Genazi Paladin and Loyal the Bugbear Ranger, they would face the lady of shadows, sniper gnomes, trials of Moradin the Dwarven God, neurotic gnome inventors, all the way to extra dimensional arms dealing empires. While the threats were always large, the four, whom would become known as the four arms, would always rise to the challenge.

 

Characteristics

Wizards in D&D are versatile and Reed is no exception to this rule. Outside of combat, Reed would master spells that allowed him to fall great distances, transform his appearance into that of others, protect him and his allies with a magic circle of power…all the way to travel of great distances – if those places are linked via magic circle.

 

On the field of battle, Reed is more of a team player. By himself, he had few ways to protect himself. Usually relying on short bursts of magic to get away from danger such as a spell that made him fleet of foot. Or later he would use dimension door to transport himself far away from threats. Reed was talented in conjuration – using a few powerful spells such as mordenkainen’s sword or summoning an invisible canine by his side. He would eventually develop a knack of opening dimensional energy, making it possible for him to move his friends and foes around, giving his friends advantageous positioning. He would also combine spells into fearsome combinations, such as summoning a cloud of poison, then making he and his allies near immune to poison, making his foes suffer.

His signature spell however is a spell that causes tiny shards of force to fly forward and embed themselves in his targets. They would also remain in the air, so that if the enemy is still in the area they get a smaller minor sting. This ability even saved his life once, when he was the last of the four arms involved in a fight against an undead dragon. His allies had all fallen, but dealing the beast grave wounds. It was just down to Reed vs this beast… and Reed was just a tick faster. Using the last of his arcane power, he showered the beast with all the power he had left…and the beast fell!

 

Misc

 

Reed is one of my most favorite characters that I have ever made. I placed a lot of myself into this character in one way or another. Before the games were put on indefinite hiatus, he had traveled to the magical world of Eberron, where the advanced technology made him want to stay in this plane of existence. Even though he was placed here by accident, he found a way to briefly counteract a magical sickness that was accidentally given to him during a previous encounter. Perhaps this new place in all its wonder would prove to be a land of salvation for him. Or would he be forced to go home and work for his parents?

Pyramid game 2- Mars Cars

Mars Cars!

On Mars, it is said that an under ground junk racing circuit had began to get popular for a while. Martians would take junk and build a vehicle and race them, gaining prestige among their peers. Though sometimes it may not be the one that reaches first place that wins the prestige…

Mars Cars is a classic roll and move game designed using the components of the Pyramid Arcade set-  where you pit your tree against your opponent’s trees. Getting to the goal first is important but so is keeping all of your tree. Will you score the most points at the end?

*Special thanks to the Starship Captains facebook group – Lelia for the new name, Jason for additional ideas and bug fixes 🙂

 

Items needed-

One trio per player. Each trio must be a different color

2 six sided dice

Color Die

Zark City deck

Set up- Pick one of the ace’s to form the goal. Then create the rest board by drawing cards from the Zark city deck. After you draw enough cards (you determine what your track will look like) re-position the cards so that two colors are not next to each other and move some lower numbers near the starting space so it will be easier to get into the game.

Finally place your pieces next to the starting space.

My test board was set up as follows:

board-set-up

With the finish line being:

ending-space

Each card has a color and a number. Jack, Queen and King cards count as 11, ace as 12.

During your turn, you roll the dice.

You may move to the next space on the board if:

  • one of your dice has a number that is equal to or higher than the next space
  • if two dice added together have a higher number than the next space or
  • if you have the same color as your color die result.

You may use any combination of the dice to move up to 3 spaces on your turn. If you cannot move at all during your turn, you can either pass or take a “Split” action- leaving one of your pieces behind to move one space forward. You have to leave the lowest pip pyramid behind if you choose to move this way. If you only have one pyramid left, you cannot take the split action.

Moving examples

Example one:

In the beginning of the game, Red goes first. Red’s player has rolled a green, a two and a one. Red can only move one space this turn, as the two and one cannot combine to make a equal to or higher number than a 4. Green is used to move the player one space.

move-example-1

Example two:

If red had rolled a two, a six and a purple, Red would be able to utilize each of the dice in order to move three spaces.

move-exmple-2

Split examples

Lets say the game has gone on some, and you have the following situation.

split-example-1

As Red, you have rolled a six and a one and a blue however your next space is a green nine. Unfortunately you will be unable to continue in the normal fashion. You will have to either take a split action or pass this turn.

You decide to take a split action, moving your pieces forward and leaving behind your small piece.

 

 

*replacement image coming soon.

 

Goal: Your goal is to score the highest at the finish line. Although arriving at the finish line first gets you some prestige, it is not the only way to win…

First place nets 2 points, second place nets 1 point, third and beyond get no additional points. For each pip your racer has at the end of the game, you also score an additional point. Ties go to the player that takes first place if a tie were to occur..

End game example

Lets say at the end of the game, Red has made it to the goal with only their large. Green has arrived with a large and a mid.

 

*replacement image coming soon.

 

Red would score a total of 5 points. (large is worth 3 points with two additional points for first place).

Green would score a total of 6 points.  (large is worth 3 points, medium is two points and second place is 1 point).

 

Green wins.

Optional rules

Advanced scoring- the player that arrives first scores one point for every turn it takes your opponent to finish.

Mars car customization- These rules allow you to gain a benefit depending on how your mars car is constructed.  Either way, if you chose this rule, you will only be able to play using pyramids that match colors represented by the color die. (red, blue, green, yellow, purple)

You can do this one of two ways:

  • Basic-If you chose this rule, you are allowed to skip one space per turn that matches your mars car.
  • Advanced-Your group can take this one step further by allowing complete customization. This will allow you to use multi colored mars cars. Each player must use a different colored small piece to keep track of themselves.  If you chose this rule, you are allowed to skip one space per turn that matches one of the colors of your Mars Car. This rule makes the split action a tough choice. Sometimes it may be better to lose a piece if you are stuck on a tough space but you also lose the benefit of one of your colors each turn.

 

Advanced rules- coming soon.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Looney Pyramids- custom game- Battle of the Elementals

With my copy of pyramid arcade coming in the near future, I thought it would be fun trying my hand at designing my own game using the awesome pyramids.  My biggest hope is that it is something that isn’t a copy of something else and that it is fun enough to play often. My main inspirations for this game are games like final fantasy tactics and especially dungeon dice monsters. I also referenced some of my RPG lore in regards to the ‘brilliant world’.

 

 

Battle of the Elementals

Requirements- 2 trios of one color per player.  One different color small per player that is a different color than the other colors chosen- representing their master. The zark city deck. (so you will have two colors each- one for our pyramids, one for your master)

The goal of the game is to cap the other player’s master. Masters cannot cap other masters. Only the other pieces may do so. Masters are also immune from attacks.

This is a battle game where the other pieces do battle with each other using the very elements they draw from the brilliant world – a separate plane of elemental energy. The elementals draw this power from the very land they stand on gaining sometimes great sometimes lesser powers from the land.  Cards from the zark city deck will form battle ground in which the players will do battle. Each card is referred to as a space. Each card’s numbers, and color matter in reference to battle.

Setup

At the beginning of the game, you draw 5 cards from the Zark city deck. This will be your hand. You then place 4 cards in a square formation between you and your opponent to form the center of the board. Last, take turns drawing a card for each piece you own. Place one piece atop each card drawn. You should be ready to now begin.

 

Set up example:

example-setup

 

Game play

Each player takes turns activating one piece, performing each action that the piece can take one time in any order before passing to the next player. You may not be able to perform some actions with some pieces. In addition, you may not be able to perform an action sometimes. That’s ok.

During your turn, you perform many of the actions as described. At the end of your turn, you draw your hand back to 5 cards.

Actions-Cast, Move, Attack (battle), Cap, Rejuvenate, Expunge.

Cast- you may play a card from your hand. You must play the card next to any of your pieces currently in play. You may only play a card one time during your turn.

Moving- each piece may move a number of spaces (cards) depending on its size.

Smalls- 3

Mids – 2

Large 1

Attacking- Pieces attack by targeting enemy pieces however each piece is limited in range depending on its size. You may target an enemy piece a number of spaces away equal to its pips. If a piece is within range, battle begins. See battle below for more rules on battle. Note that you cannot target a piece if there is an empty space on the board..

Smalls- 1

Mids- 2

Large – 3

Capping-Any piece may perform this action when adjacent to another piece. Your piece captures the piece it is next to. The piece that captures the other piece becomes the size of the piece that it has captured. The advantage of doing this is- if you attack an enemy piece it is returned to the other player’s play area off play and it may be returned by rejuvenation action. If you cap a piece, they are still technically on the board so they cannot be selected by the rejuvenation action.  The only draw back is that a piece can only cap one other piece.

Rejuvenate- You may find that you are running low on pieces. If you are, you may turn your master so it is on its side. If you do this, you may bring back a piece that belongs to you to the starting side of the board.

Expunge- Masters may ‘expunge’ or clear evil spirits possessing one of your pieces. You can do this action if you are two spaces or less away from the captured piece. The capturing piece is removed from the board.

Battle

Cards have number and suits. Jack is worth 10, queen is 11, king is 12, ace is 13. If a card is on its back, it counts as 1 for the purposes of battle and has no color. The numbers are used to determine the outcome of a battle.

When you do battle, you compare the number of the card your piece is currently on vs the number your opponent’s card is on. If your number is higher, you defeat the enemy piece, removing it from the board. If your number is lower, you are defeated instead. If you have the same value, both pieces are removed.  But the numbers can change depending on what color you and your opponent are currently standing on.

Each card has one of the following colors. Below, each color will show what element it belongs too.

Yellow- lightning

Dark Blue- water

Green- earth

Light blue- air

Red- fire

Lightning is good against earth

Earth is good against water

Water is good against fire

Fire is good against wind

Wind is good against lightning

Clear is not good against any element therefore all are good against it.

If your card is good against your enemy’s card, you double the value your card is on when calculating battle.

If you have a card that is weaker than your opponents and you are still able to defeat them even with their advantage against you, you earn a boon. You may flip one card back to its original orientation as well as flip your master so that it is facing face up.

Misc notes

Pieces may not occupy the same space as another piece unless they have performed the cap action.

As an advanced rule, you can only cap a piece you have an elemental advantage over. Try the game without this rule first.

Using these instructions, you should be able to eventually capture your opponent’s master or your opponent will capture your master.. I will be expanding on these rules eventually but for now, I hope you have a good time.