View Full Version : Drawcraft: ChromaticCodex vs HugeHarHar
ChromaticCodex
November 17th, 2010, 12:37 PM
Let's do this! Drawcraft. Dirty style. I'm thinking we use the rules as perscribed so far; 7x7 board etc. but we alow each 'soldier' to make one action per turn instead of moving 1 or 2 at a time. That aught to speed things up. I'm at work right now but i'll decide on a faction before too long and hopefully steal first turn tonight.. See you on the battlefield HugeHarHar!!
HugeHarHar
November 18th, 2010, 09:23 AM
Shoot yah homie. I'll be posting soon. See you on the field!
ChromaticCodex
November 18th, 2010, 01:19 PM
My faction for this round is: Space Pirates. Lawless murderers from the dark reaches of space who have come to perform unspeakable acts of malice and debauchery! Their starting base is an abandoned mining colony. Once a prosperous mining colony, it's recources long ago ran dry. A remote and inconspicuous hideout for thieves and killers. Once in a blue moon a salvage team will wander through this asteroid belt looking for valuable abandoned equipment. They always find more than they bargained for...
ChromaticCodex
November 18th, 2010, 01:32 PM
Turn one:
ChromaticCodex
November 18th, 2010, 04:43 PM
I was just noticing that on the other games each player started with a basic soldier! Opps.. well, the rules don't really matter cause they barely exist :) I'll start some convetions for this game that will pretty much stick to the original version, with a few tweeks:
First Phase: As mentioned before, each mobile unit gets one "action" per turn.. move, attack, or special ability.
Second Phase: create one unit in space adjacent to production building that can make that unit.
Third Phase: create a new building or upgrade a pre-existing building. (note: if the upgrade improves the soldiers that building produces, it only affects new units made by default)
Soldiers have 1 "hp" and 1 "attack" and 1 "movement" -- those don't have to be the only attributes that mobiles have, but we'll start with these. By default you can only move or attack once per turn with each soldier. Buildings will have 3 hps to start and are immobile. They begin play with one special ability. This may be understood but just to clarify movement will be in any direction- cardinal directions and diagonals as well.
*win by destroying enemy headquarters.
*any property you give a building or unit trumps all other rules :)
*have lots of fun and be creative!
So my abandoned mining colony has 3hps and will be capable of producing pirate recruits.
If this all sounds good to you HugeHarHar we'll use these rules as a guideline. Please feel free to make amendments/suggestions!
As this game gets more complicated, i'll probably make just one big post that has all the rules for my units and keep that up to date instead of having a million little intermitant updates.
HugeHarHar
November 19th, 2010, 03:55 AM
Old CC I'm down with the rules you've lain out.
I'm a few hours behind but I'll try and keep up from now on.
My theme is Fantasy Robots! WHAT?!
My first building, well it's not really a building, is the Stone Pit. The developing civilizations of this fantastical planet realized that the earth they dug up was capable of being made into great constructs. As the people learned more of what they were capable of as well large magical constructs began fill the needs of the growing world.
The Stone Pit can create constructs when occupied by engineers.
ChromaticCodex
November 21st, 2010, 01:36 AM
Pirate recruit: A convict, professional criminal, or ex-soldier are all likely candidates for joining a pirate crew. Not yet accepted by his fellows, fresh recruits must return with spoils to earn his status as a real pirate.
HP:1
Damage:1
Range:1
Speed:1
Special Rule// If a recruit can make it back to headquarters after killing an enemy he becomes a full fledged Pirate.
ChromaticCodex
November 21st, 2010, 01:39 AM
Turn 2:
HugeHarHar
November 22nd, 2010, 05:38 PM
Here's my update!
This base unit is called the Icon. It is a basic transport unit that over time will develop into much larger structures.
Attack-0
HP-2
Movement-0
A single soldier can ride inside and add 1 attack to the icon's stats.
Upgrades require an engineer.
ChromaticCodex
November 26th, 2010, 05:30 PM
Here's my next building; Hidden space port:
Discretely constructed in a hollow asteroid, this space port is ideal for concealing and maintaining an illegal fleet.
hp-3
Builds: Pirate Transport
ChromaticCodex
November 26th, 2010, 05:35 PM
Turn 3: Move recruit down; make recruit; build Hidden Space Port
HugeHarHar
March 3rd, 2011, 07:35 PM
A super...super cheapo update. I swear I'm doing more, and better stuff. Got a good inspiration from Prom.
This is the barracks. I'll add more info soon.
*OK HERES THE DETAILS*
I added another Icon creature to the board as well as built the Barracks.
The barracks has two features at this point and can be upgraded.
First the barracks can train soldiers which adds a +1 damage token to whichever creature is adjacent to the building.
Also the barracks can train engineers which adds a +1 movement token to whichever creature is adjacent.
The icon creatures each have two slots for new tokens, and eventually can be upgraded to include more.
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