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Transcript of Anime pandataco prototype_0515-2
Doomsday Wars Guide Book
Created by Anime Panda Taco
William Amadio Peter Blankenship Aaron Christian Carter Malave Miguel Reyes Kory Scholle
Introduction Welcome to Doomsday Wars. This guide is intended to instruct new players on the various rules and mechanics of the game. In this guide you will find a complete list of components that you will need to play, you will also find instructions for setting up the game board and sorting the other components to prepare to play. Major mechanics such as movement, combat, Treasure, and the interplay between these mechanics will all be described in their respective sections. We hope you find this guide useful and we also hope that you enjoy the game.
Table of Contents Introduction ...................................................................................................................................................... 1 Table of Contents ............................................................................................................................................ 2 Where does the game take place? ............................................................................................................. 3 What is the story? ............................................................................................................................................ 3 Warlords .............................................................................................................................................................................. 3
Game Components .......................................................................................................................................... 4 Setting up the Board ..................................................................................................................................... 13 Playing the Game ........................................................................................................................................... 14 Combat .............................................................................................................................................................. 16 Treasure Finding ........................................................................................................................................... 19 Treasure Cards: ............................................................................................................................................. 20 Plundering ....................................................................................................................................................... 20 Zone Capture ................................................................................................................................................... 21 Alliance/Broken Alliance ........................................................................................................................... 22 How to Win ...................................................................................................................................................... 22
Where does the game take place? In the year 2032, the planet Earth is not what it once was. An earthquake has shattered all
standing human structures and humanity itself is in shambles, yet nature still lives on strong. Vast forests, barren deserts, great plains, and beautiful archipelagos are just some of the terrains that remain intact. Each terrain remains unique, and each one offers many opportunities for humanity’s comeback. Our story begins in an unrecognizable part of the world.
What is the story?
In the year 2032, a catastrophic earthquake wrecks the entire world. With infrastructures and cities in ruins, the governments of the world lose the ability to maintain order, and civilization fails. First, there is rioting and looting, but that is just the beginning. What comes next can be described as nothing less than total anarchy. Nomadic bands of bandits pillage what few attempts of peaceful communities pop up. People are reminded of the sick incivility that comes from humanity when true desperation takes its grip. Just before all civilization is lost, and humanity consumes itself in mad carnage, warlords begin arising to establish control. Each warlord wants control for different reasons. Some want control for stability, some to rebuild civilization, and many more just want control for power. Regardless of their motives, each warlord will stop at nothing until they control everything.
Warlords Shinkai has been a loner for the most of his life. When he was only 8 years old he was
abandoned by his parents. After that he took care of himself. He came across a gentleman who offered to bring him into his home. Some time later, his new caretaker fell ill, died, and left all of his wealth to Shinkai. This is how he became head of the Alti Corp which he changed to the Shinkai Corporation. The company grew into an arms dealer involved in producing weapons and vehicles for military warfare for The United States. From this foundation, Shinkai established his place in the world after the earthquake that destroyed almost everything. It’s been roughly 6 years since the fall and he has managed to conquer a sizable territory with an army that he created and the weapons his business manufactured.
Tranois was one of the few pirates who still existed in the modern world. Tranois was a king of his own pirate fleet. He became known as the modern world's first real pirate by using Guerilla Warfare to take on the navies of multiple world nations. Tranois is one of the most significant instigators of the conflict that followed the massive earthquake. Tranois is a great tactician and he is able to command effectively without direct contact.
Sinclaire came over to North America from Britain in the years before world fell. He was a political leader. He managed to run a multi-‐billion dollar corporation and even had the Mayor of Miami in his pocket. Many people followed Sinclaire before and after the earthquake happened. During the years following the earthquake, he managed to slaughter hundreds of people, many of which were his followers. Sinclaire not only leads his city with an iron fist, he has turned that very fist into a bloodied mallet.
Kry was born as a native to North America. His ancestors were of an unknown tribe that roamed the land before the Europeans had come over and colonized the Americas. Kry became a hunter like his father before him. Kry was always fighting for his people. Before long he grew to be a hero of many oppressed ethnicities. This reputation helped him create his army in the new world. Dedicated to restoring his land to their rightful caretakers, he leads an army of those who are willing to take back the world from the devastation of the viscous bands of survivors.
Princess Bloody-‐Face, also known as Christina, is the youngest warlord in control. She was captured by a pirate’s crew for ransom. She was beaten, drugged, and violated. During those weeks
her spirit was broken. When her parents finally got the chance to gather the money they met up with the pirate king Tranois, but instead of just taking the money, he dismembered her mother and father over the spread of a few days. The days that followed were crippling to Christina, and the woman she once was, was no more. She grew fierce and violent as she matured. She plundered the eastern deserts, spilling the blood of her victims as she screamed and laughed but all she could think of was the pirate king who murdered her parents.
Game Components o Game board for players to play the game on. The game board has five zones and four
interconnecting travel locations. Each zone has three capture spaces.
Players will use tokens to represent their forces. In each set of 20 tokens, one token will have a “W” on it to signify that it is a warlord piece. (this can be taped on with a slit of paper)
● 20 white tokens ● 20 blue tokens ● 20 green tokens ● 20 root beer tokens
Warlord Deck
● Five Warlords Cards: o The Warlord Deck is a set of cards that the players will draw from at the start of the
game. Each card will determine what zone on the game board each player will start in. Each card will represent a unique character whose identity the player will assume.
● Warlord's’ Army Cards o Each Warlord has its own Warlord Army Deck:
▪ Shinkai 3 Cards ▪ Tranois 3 Cards ▪ Sinclaire 3 Cards ▪ Kry 3 Cards ▪ Princess Bloody Face 3 Cards
Front Rear Rear
Rear Front Rear
Rear Front Rear
Rear Rear
● 25 Treasure Cards o Each Treasure will represent a special ability or benefit. Treasure Cards will be
stacked into a Treasure Deck. Players will draw from the deck if they successfully complete a roll on a Treasure space on the game board. Front Rear Rear x3
Rear x2 Rear Rear
Rear x2
● One eight sided die o The eight sided die will be used when players combat each other.
● One twelve sided die o The twelve sided die is used to determine how many spaces the player will move in
each turn. ● One ten sided die
o This ten sided die will be used for defender’s rolls in a combat situation. o The zero on the D10 is zero not ten. (so the die is 0-‐9)
● One 20 sided die o The 20 sided die will be used in rolls that determine whether or not players receive
a Treasure Card when they land on a treasure space or when they attempt to Plunder each other.
● Four Alliance Cards o Alliance cards allow players to combine forces for five turns, allowing players to
move pieces within the same areas. ● Four Broken Alliance Cards
o Broken Alliance cards allow players to end alliances between players. Also they give the opportunity for players to plunder the other player that they were in the alliance with.
● 30 War Tactics Cards Cards o These cards add a bonus to the a player’s attack during a battle or a bonus to a
player's defense during a battle. Players will be receive a card every two turns.
● Attack Cards Front Rear x2 Rear x2
Rear x2 Rear x2 Rear x2
Rear x2 Rear x2 Rear x2
Rear x2 Rear
● 10 dry erase cards and 4 dry erase marks ○ OR a piece of paper and pen for each player
Setting up the Board The game board needs to be laid out on a flat surface with all pieces and cards taken out of the box and separated. The decks must be separated by each category designated on the front of the card.
Example: If the front of the card says “Warlord” then it will go in the warlord deck. Each deck will be shuffled individually and will be placed face down so players cannot see. There are a total of 25 Treasure cards, 5 Warlord cards, 30 attack and defense cards, 4 Alliance cards, 4 Broken-‐Alliance cards, and 10 dry erase cards. The other pieces are a total of 20 green pieces, 20 blue pieces, 20 clear pieces, 20 root beer pieces, and 4 dry erase markers. These pieces should be
put in their individual grouping and will be chosen by the player at a later time. There is also four different dice: a 20-‐sided die (D20), a 12-‐sided die (D12), an 8-‐sided die (D8), and a 10 sided die (D10). These dice should be placed to the side for now until the players are ready to use each die for their respective uses. Once all of this is completed each player will roll a D20 dice. After all the players have rolled their primary roll, the lowest roll will go first. Starting with the player with the lowest roll, the game will rotate counter-‐clockwise to the next player. The players will also start with a mix of 5 attack and defense cards. The players will be receive either an attack card or a defense card every two turns. There are five different Warlord cards in the warlord Deck. The highest roll will take the warlord cards and lay them out faced down to be chosen by the other players. The lowest roll will then choose their Warlord. Each player will only take one card. The player will assume the identity of their selected Warlord Card. If a card is accidentally dropped/revealed then it will be shuffled into the deck and the Highest roller will reshuffle and re-‐lay the cards back out again. After the Warlords are chosen, the players pick up the Army Cards. These cards are labeled with the warlords name on the cover. Players do not have to hide these cards, which can be laid out to be seen. These cards will be used for combat purposes. Following Warlord Card distribution, players will choose their pieces. Each piece represents one legion. Piece color selection is going to be determined based on the primary roll. The lowest roll will choose their tokens first, followed by the other player based on seat placement in counterclockwise order. At this time Players will also pick up one Alliance card and one Broken-‐Alliance card to be used at their convenience. They will also pick up a dry erase card used to track combat wins and and turns. After receiving their tokens, players will have an opportunity to draw out their forces. There are a few dry-‐erase markers in the box and players will draw on their Legion tokens with the design specified on the Army Cards. Each Piece has a line of sight, the lines drawn on the piece represent site for that piece. Soldier for example has a single line going half way up the piece. The line of sight is the direction that the line that comes from the middle of the piece points to (like the radius of a circle). The Warlord cards will determine how many of each unit type the player will draw on their tokens. Ex. Tranois has 4 soldiers, 8 range, and 7 rogue. Players will draw only the amount given for their army, with the army card requirements. Players will now place their pieces on the board. Players are only allowed to set the legion tokens in the designated area specified on the Warlord Card. Players must place at least one legion token in the Capture Zone Area. Players may not place their pieces in travel zones, Treasure locations, or blackout areas. After all players have placed their legionnaires in a location they will now be able to begin the game.
Playing the Game ● Players use a 12 sided die to move. ● When the player is in a space, that space is controlled by the player. ● When the player moves into a zone that an enemy player occupies, the combat sequence
begins. ● The player can move to cover. Cover only covers one side of the space. ● When the player needs to look or change his/her line of the sight. It would be considered a
move. ● When a player enters a treasure space, the treasure sequence starts.
The player uses a D12 to determine the amount of moves the player can make throughout the board. Players at this time are allowed to use their Treasure Cards to gain more movement to advance to another area. However once the player has used their treasure card they must discard that treasure card back into the treasure deck. Any zones that the player moves over without conflict will be under the player's control. If the player moves into a zone occupied by an enemy player, then both players must enter the combat sequence. If the player moves into a treasure zone (Red Square) then the player must enter the treasure sequence. If the player moves to a zone that has cover, then the token that is placed there will gain a defensive bonus. If the player wants to change the direction that a token is facing, then it will the number of move the player has will be reduced by the amount of changes the player makes to the direction of the token. Before a movement roll, the player may choose to play an Alliance type card or a Treasure card. This is not mandatory, however cards must be played before the player rolls. The player will then roll a D12 die and move their pieces within the confinements of the roll. The player may move a single piece or multiple pieces within the confinement of your roll.
Example: If you roll a five you may choose to move one piece five spaces or choose to
separate and move five pieces one space. Moving a piece can be done in any direction. It is the player's choice to move where they want and how they want. Once all movement is completed, the player will then go through combat if they came in contact with other players. They will continue to fight for that spot until one player defeats and removes the other player’s forces from the area.
Example: Player X moves a piece into Players Y occupied area. Players X and Y will go
through a combat sequence until there is no more player Y or no more player X. Players may also find themselves in a zone capture situation. Zones are captured by taking out the other player that occupied the zone(Blue Zones). This is where players will fight for specific spots in the map. The zone capture areas are used to reinforce a warlord’s forces, and is usually where players keep their warlords.
Example: Player Y has two locations and chooses to use a Treasure card that reinforces his
units. Player Y may choose which of his two locations to deploy his troops. If players occupy a Treasure area, then they will have a chance to win Treasure. Players will roll for their treasure and will follow the rules in Treasure Roll. After all combat and treasure rolls have taken place, players will then check their final states. Players may choose to use the Warlord piece like any other piece. However if the warlord is defeated but not eliminated, the Warlord will go back to its closest captured zone. The only way for a warlord to be eliminated is by taking over all of the warlords zones and then by defeating the warlord in combat. For players to move between zones they will need to use the Green Boxes. These Green Boxes allow the players to move from one zone to the next. Players may only move over the black lined areas if they are connected with a green line to a green box.
Combat ● Attacking players will roll a D8 to determine if the player wins of the fight. ● If one player rolls higher than the other then the player with the highest roll wins. ● Defending players will roll a D10 to defend him/herself. The zero on the die is a zero not a
ten. ● The player with the lowest roll will lose the fight. ● Warlords have abilities and benefits that the player can use. ● Players can use warlord abilities after 5 victories. ● If the player uses the warlord's ability, then it resets to zero and the player would need to
get 5 more victories if player wants to use the warlord's ability again. ● Players will track their own victories. ● If a player uses an Attack Card during the fight, then the roll would be increased depending
on the card used. ● If a player is attacked, then they can use a Defense Card that will increase the roll depending
on the card used. ● When a player is flanking another player’s piece (attacking from a position that is
perpendicular to the direction the opponent's token is facing) the attacking player gets +1. ● If a player is in cover, they will receive a defense bonus of +2 if they are attacked from the
side on which they have cover. ● If a player is attacking from cover, they will receive a +1 bonus to attack. ● Line of sight is determined by which direction the token is facing.
● If the attacking player loses to the defending player, then the attacking stays in the space they attacked from. That piece just can’t attack that same space (when attacking from the space they lost in) ever again.
● If the defending player has two tokens on one space and the attacking player fails to defeat one of the two tokens, then the defending player can attack the attacking player immediately with the other token.
● If a player is in an attack-‐attack sequence. Who ever loses the player's token is eliminated. ● If a player is using an archer to attack. The archer can shoot over the spaces that cannot be
traveled over. When a player moves into a zone where the enemy is currently occupying, that player must attack an enemy token. The attacking players will use a D8 to determine the attack. The defending player will use a D10 to see if the defending player successfully defends the zone. The player with the highest roll wins that fight. This will continue until one of three things happens: the enemy tokens are eliminated from the zone, the player decides to retreat, or the player's token are eliminated from that zone. If there are more than one token then the roll process will repeat itself until either the attacking player or the defending player is defeated. In case of a draw, players must re-‐roll. When a player is attacking, the player will be able to use Attack cards that can only be used if the player is attacking. When a player is being attacked, then the player can use Defense cards which help the defending player increase their roll. If the player is attacking the front, then they will use the Front attack stats of the Army card that they are attacking with. The player that is defending will use the front defense stats of their Army Card at this time. Players can flank the enemy by moving around the enemy token and attacking them from behind. Flanking makes the player to use the rear attack stats of their Army Card to affect their roll and forces the defender to use the rear defense stats of their Army Card to affect their roll. If the player is attacking from the side, then the attacking player will use the side attack stats of their Army Card to affect their attack roll and the defending player will use the side defense stats of their Army Card to affect their defense roll. In order to do these kinds of attacks the player must attack from a position that is perpendicular to the defending player’s token’s line of sight, and the attacking player’s token(s) must be looking at the enemy token. If the attacking player is attacking from cover, then the attacking player gets a +1 to the attack. If the defending player is defending from cover, then they will gain +2 to defense. The use of cover is determined by which player is adjacent to it first. For example, if the a defending player has moved their piece next to cover and then the attacking player moves to the other side of the cover and attacks, then the attacking player will not receive the bonus, the defending player will. Conversely, if a player has a piece next to cover and an opponent moves their forces onto the other side of the cover but does not attack, then the player may attack that opponent for a bonus. If a player is in an Attack-‐Attack sequence then whoever loses the battle, that player’ token is eliminated.
Example: Player A chooses to move toward an enemy occupied zone that is controlled by
Player C. Players A is attacking Player C in the front, both players will use front attack or front defense. Players A will use a D8 and C will use a D10. Player A rolls a six and adds his front attack
stats to his roll. Player C rolls a three and adds his front defense stats to his roll. Player A has a higher number due to his attack stats and roll making him the winner of that combat.
There are times when players will go into a Attack vs Attack combat. This only happens when a player has two pieces in an area and is being attacked. If the player that is being attacked does not win the defense combat his other piece in the area will proceed to attack the attacker. At this point both players are forced to use the front attack stats of their respective Army Cards and both must roll the D8. Another time this type of attack is used is in a Broken Alliance. When there are former alliance pieces in the same area, players will go through the Attack vs. Attack combat.
Example: Player A is attacking Player B who has two pieces in one space. Player A defeats Player’s B defense roll. Now Player B will follow Attack vs Attack combat rules and attack Player A. Players A and B both use the front attack stats of their respective Army Cards and roll the D8. Player B has the higher roll and high front attack stats, which results in Player A removing his piece from the board.
Players are allowed to use their Warlord pieces as any other piece. Warlords are given unique attack and defense stats. If a Warlord is defeated in combat and has a captured zone, that Warlord will be sent back to a captured Zone Capture Area of their choice.The only way to fully defeat a Warlord is by capturing all of that warlords zones and then defeating the warlord in combat.
Treasure Finding ● If the player rolls a <12, then that results in receiving no treasure cards and the zone will be
unable to be used until after five turns of the play landing on the spot. This will be tracked by the players.
● If the player rolls a >11, then that results in receiving one treasure card but the zone will be unable to be used for five turns
● If the player rolls a = 20, then that results in receiving two treasure cards but the zone will be unable to used for five turns.
If a player moves to a treasure area (Red Square with T), then the player must roll a D20 to determine the amount of treasure that the player with receive from the zone. If the player rolls a one through eleven then the player will not receive a treasure card and the zone will be unable to be used for five turns. If the player rolls a 20 then the player will receive two treasure cards and the zone being unable to be used for 5 turns. If the player rolls a twelve through nineteen, then the player will receive one treasure card and the zone will unable to be used for five turns. There are multiple kinds of treasure cards, but a few will have the same abilities like gaining reinforcements. Even within a similar ability, there will be cards with different effects, like gaining different amounts of reinforcements. The player must follow the ability of the treasure card when using the card. There are combat treasure cards that can only be used in combat. These combat cards allow for a better chance of winning the fight. There are also movement bonus cards which only apply to when the player is moving. This allows the player to add more movement to their movement roll. There are alliance/ broken alliance regeneration cards which allow the player to regain an alliance card or a broken alliance card. All cards that are used have to be placed back into the treasure deck except the alliance/broken alliance which are discarded.
Example: It’s Player A turn and Player A moves to a treasure zone. Player A rolls a nine on
the 20 sided die. Player A will not receive a treasure card. For using the treasure zone, that specific zone will be unable to be used for five turns.
Example: During Player D’s turn, he/she moves to a treasure zone and rolls a 20 on the D20.
Then Player D would get two treasure cards from the Treasure deck, but the Treasure zone will be unable to be used for five of turns.
Treasure Cards: ● There are 25 treasure cards in the deck that the player can draw from (when applicable). ● Treasure cards can be received if the player is on a treasure zone and rolls the correct
number range on the 20 sided die. ● If the player uses a Treasure Card, then the player will be able to gain movement or gain
more units or regain alliance cards. ● Each card is different in the amount that the player regain and what can be regained (only
troops, movement, and alliance cards). When the player enters a treasure zone, they will roll for a treasure card. If the player rolls the proper number range, then they will receive a treasure card. If the player uses a treasure card, then the player can gain more movement for their forces, regain lost troops, or regain alliance cards.
Example: Player A moves to a treasure zone and rolls within the range that lets the player recieve a treasure card. It is Player A’s next turn and he/she decides to use the treasure that he/she received. That card's ability is to have +10 moves for the player's troops. Then the player will move his/her troop accordingly.
Plundering ● If a player chooses to break an alliance, which happens when one of the allied players
breaks the alliance using their broken alliance card, then the tokens that both players have on each space that both players are on must fight in those zones.
● If a player is eliminated from the game, then the victor will have to roll a 15-‐19. The victor will be able to take a treasure card from the eliminated player.
● If the victor rolls a 20 then the victor will be allowed to take two treasure cards from the eliminated player.
● The rest of the eliminated player’s treasure cards will be placed back into the treasure deck. ● Both players are attacking so their defense stats are not in use. So both players have to use a
D8 to attack and use their army attack stats. In order for a player to use a plunder roll, the defeated player must be completely removed from the game, which means that the player’s Warlord must be eliminated. When a player is eliminated, the victor will be allowed a plunder roll. The plunder roll allows the victor to claim one treasure card from the eliminated player that the player defeated with a 15-‐20 roll on the 20 sided die. If the player rolls a 20 then the player can receive two treasure cards from the defeated player as
opposed to just one from a 15-‐19 roll. If a player chooses to break an alliance, which happens when one of the allied players breaks the alliance using their broken alliance card, then the tokens that both players have on each space that both players are on must fight in those zones. Both player are attacking using their attack stat. No one is using their defense stats. They would be using D8 to attack each other.
Example: Player A eliminates Player B’s Warlord. Player A will be able to roll a plunder roll. Player A rolls a 10 on the 20 sided die. Player A will not get any treasure cards from defeating Player B.
Example: If Player C eliminates Player A, and Player C rolls an 18 on the 20 sided die, then
Player C would receive a treasure card from Player A.
Zone Capture ● If a player enters an empty zone, then that zone becomes that player’s zone. ● If a player attacks a zone that has an enemy token in it and defeats that enemy player, then
the player would have captured that zone. ● If a player breaks an alliance, then they must fight for control of the zones that both players
are on. ● If a player has taken out a warlord, then the zones that were under that warlord’s control
become the player’s that defeated that warlord. Zones are identified on the game board by their title. A zone is what a player is trying to capture throughout the game to become ruler of all the zones. There are three spaces in each zone that need to be captured before a player can take over a zone. These three locations are called the Capture Zone Areas and are identified on the map by a blue square. A player must have at least one token on one of their Captured Zone Areas to signify their zone control. However invading players can capture the zone by defeating defending tokens on the Zone Capture Areas and simultaneously controlling all three areas.
Example: Player A moves to an empty zone. The zone now has become Player A’s zone.
Example: Player C enters the Player A’s newly captured zone. Both players have one token each on the zone. Both Players A and Player C have to fight for this zone. Player A rolls a five on the eight sided die and Player C rolls a seven on the eight sided die. Player A loses the zone that he/she had captured.
If a player has taken control of a zone, then other player’s Warlords cannot respawn in the Zone Capture Areas of that zone. If any player does not have any zones under their control and their Warlord is defeated, then they are eliminated.
Alliance/Broken Alliance ● The player may make or break an alliance at the beginning of his/her turn. ● Allies can occupy the same zone. ● The allied players can cooperatively attack other players during the duration of the alliance. ● The allied players cannot attack each other. ● If the player is breaking an alliance, then both players must fight if both players have tokens
in the same zone. Both players will be using D8 to attack each other. Each player gets one alliance card and one broken alliance card at the start of the game. When a player choses to use their alliance card, they get to choose another player to be in an alliance with. This allies players together, which allows them to move through each others spaces. This also allows the allied players to work together. The allied players cannot attack each other while they are allies. If a player is in an alliance decides to leave that alliance, then they must play his/her broken alliance card in order to break the alliance. When the alliance is broken then the players that share the same spaces will start an Attack vs Attack combat sequence. This means each player will use the front attack stats of their respective Army Cards and roll a D8 to attack each other because they are no longer allies.
Example: Player A decides to break his/her alliance with Player D. The players must fight for the zones that both players are in, Player D wins one zone that was originally Player A’s; then Player D would roll to see if they get treasure cards from Player A, Player D rolls a 14, He/she would not get a treasure card. This process is repeated until one of the two players is no longer in the zone.
How to Win There are multiple ways you can win the game. The first is by capturing all of the zones on the board, the second is by eliminating all of the enemy forces, the third is by collecting up to 15 different treasure pieces (each treasure must be different, no double set of cards). To lose, the player must either be eliminated from the game by losing their warlord, or not have enough cards to win.