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.
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:
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.
Mids – 2
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..
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.
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.
Dark Blue- water
Light blue- air
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.
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.