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Dragon Age: The War Game 3


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#1
AClockworkMelon

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GAME CLOCK

Welcome to the third installment of the Dragon Age: War Game!

It's important that you very thoroughly read the rules this time around, because there's been a major overhaul. In addition, the basic template we're using for Game 3 is the one we'll be sticking with in all future games, right up to Dragon Age: Origins' release. There might be minor changes to fix balancing issues and so forth, but they will be small.

Introduction
Welcome to DA:WG, a forum-based battle campaign that features the Dragon Age community as its generals! Pick a team, declare war and march off to fight! The game consists of turns, with you being allowed to act once per turn. Teams continue to battle until there's only one team left standing!

Turn System
Every midnight and noon according to THIS clock, a new turn begins. You only get to act once each turn. You cannot post for turns that you missed. The game isn't a huge deal guys, so there's no reason to get upset about missing a move or two.

How do I join a team?
During your first post of the game, just mention which army you're joining. When in doubt, look at everyone else's posts to see how they did it.

What can I do during my turn?
You have three options:
a.) Attack a team!
b.) Use one of your team's Special Abilities!
c.) Remove all B tokens from your team (B tokens are explained under the Spread Blight ability)!

Attacking

Attacking is the bread and butter of DA:WG. It's really easy to do, too. Just choose which team you're attacking and remove 2 life from that team's life total. It's important that you make sure there aren't any special abilities or conditions that would increase or decrease the amount of damage dealt. Attacking takes up your turn, though it's worth mentioning that The Blight players can attack two people in one turn! Do us a favor when you're attacking and let us know what team you're on so that we can keep track of which team is attacking which.

What incentive is there for attacking?
It brings that team closer to death! But if that isn't enough to entice you, when a team is destroyed, all other teams gain 5 life. The team that delivered the killing blow gains 10 instead of 5.

I was on a team that was destroyed, what do I do?
Join a different team! It's important to note that you still only get one action per turn, no matter how many times you hop between teams. If you acted (for your new team or your old one) within the current 12 hour period, you have to wait until the next turn.

Special Abilities

Every team has at least one Special Ability (some have two) that its players can use instead of attacking. If you want to use a special ability, just make a post saying which ability you're using. As always, be sure to double check that your ability doesn't have a different effect than what you're intending due to tokens, a team's innate resistance to your abilities, etc.

Heroes
Heroes are an important part of any faction, so it's important to understand how they work. Heroes cannot be targeted with special abilities and they don't actually attack other teams themselves. Instead, they have special abilities that fire when they enter play and during every Random Event (described below). Heroes count as being a part of their team, so this means if a Circle of Magi player wants to attack a Dwarven hero, he or she only deals 1 damage (see the Circle of Magi entry below).

What incentive is there for killing a hero?
First of all, it prevents that hero from using its ability during the next Random Event. In case that isn't enough to entice you, when a hero dies, all teams gain 1 life. The team that delivered the killing blow gets 2 instead of 1. The team that the hero belonged to doesn't gain any life, of course.

A team was destroyed but its hero is still alive, what happens then?
If a team would ever be destroyed while its hero is in play, remove the hero from play. The team that would have been destroyed has its life total set to twice the hero's current life total. So if the Antivan Crows would be destroyed but the Master Assassin is in play with 3 life, the Crows are set to 6 life and the Master Assassin is removed from play. Gameplay continues as normal.

What happens if there are multiple heroes of the same type in play?
Combine the two heroes into one, adding together their life totals. It is possible for heroes to go above their starting life totals in this manner. If this happened during a random event, both the Enter Abilities and Event Abilities of the hero take effect. If this didn't happen during a random event, only the Enter Ability fires.

Posting Your Move
So you have it all figured out? Well, post your move with the updated status. It's important that you try to make sure it's accurate. If it seems like there are a lot of people posting right now, perhaps it's best to wait a few minutes before posting. Once you've posted, go back to make sure someone didn't squeeze a ninja post in before you. If they did, try to edit your status accordingly.

Random Events
At a random time during each 12-hour turn there will be a Random Event. This Event is determined by me by drawing from a deck of cards. What follows is the Random Event Table.

A: All heroes Enter Play. The Master Assassin deals enough damage to each other hero entering at the same time to bring that hero to 1 life, instead of dealing 5. Heroes who were previously in play are killed outright, as per the Master Assassin ability.
2: The hero(es) of the team(s) with the highest life enters play.
3: The hero(es) of the team(s) with the lowest life enters play.
4: The Templar and Grey Warden Commanders enter play.
5: The First Enchanter and Keeper enter play.
6: The Dwarven Paragon and Archdemon enter play.
7: The Master Assassin enters play.
8: Lull In The Battle: All teams gain 10 life.
9: Heated Battle: All teams lose 10 life.
10: Tragedy Strikes: The hero(es) with the most life are killed.
J: The Inevitable: The hero(es) with the least life are killed.
Q: Disaster (High Dragon Rampage, Earthquake, etc): All teams lose 1-6 life.
K: Two other events on this table occur.

That table says that heroes can enter play via Random Events, but what if a team has been knocked out?
If I draw a 4 but the Templars have been eliminated, the Grey Warden Commander will enter play alone. If both the Templars and Grey Wardens have been eliminated, I'll draw another card.

The table says that heroes can be killed via Random Events, but what if there are no heroes in play?
Then I'll draw another card.

Teams
What follows is a list of teams, along with their starting life totals, special abilities and hero listings.

THE TEMPLARS
Starting Life: 30
Whenever the Templars attack the Circle of Magi or the Dalish Elves, they cause 3 damage instead of 2.
Special Ability: Mage Hunters
Put an O token on the Templars. If this would bring the amount of O tokens on the Templars to 5 or higher, remove all O tokens from them and enter the Templar Commander into play. Using this ability takes up your turn.
Hero: Templar Commander
Hero Life: 4
Hero Ability: When the Templar Commander enters play, he deals 2 damage to the Circle of Magi and the Dalish Elves. He causes an additional 2 damage to the Circle of Magi and the Dalish Elves during each random event, so long as that event does not kill him.

THE GREY WARDENS
Starting Life: 30
Whenever the Grey Wardens attack the Blight they cause 4 damage instead of 2 and lose 1 life.
Special Ability: The Calling
Deal 5 damage to the Blight. The Grey Wardens lose 2 life. Using this ability takes up your turn.
Hero: Grey Warden Commander
Hero Life: 4
Hero Ability: When the Grey Warden Commander enters play, he deals 3 damage to the Blight. He causes an additional 3 damage to the Blight and loses 1 life during each random event, even if that event would kill him.

THE CIRCLE OF MAGI
Starting Life: 25
Whenever the Circle of Magi attack the Dwarves or the Templars they cause 1 damage instead of 2.
Special Ability: Healing Spell
The Circle of Magi gain 2 life. Using this ability takes up your turn.
Special Ability: Blood Magic
Deal 3 damage to any team, or 2 damage if you choose the Templars or the Dwarves. The Circle of Magi lose 1 life.
Hero: The First Enchanter
Hero Life: 3
Hero Ability: When the First Enchanter enters play, the Circle of Magi gain 5 life.
The Circle of Magi gain an additional 5 life during each random event, so long as that event does not kill the First Enchanter.

THE DWARVES
Starting Life: 40
Special Ability: Berserker Assault
Deal 4 damage to any team. The Dwarves lose 2 life. Using this ability takes up your turn.
Hero: The Dwarven Paragon
Hero Life: 5
Hero Ability: When the Dwarven Paragon enters play, he deals 2 damage to whichever team has the most life besides the Dwarves (if there are multiple teams that are tied, he does damage to all the tied teams). He deals an additional 2 damage in this manner during each random event, so long as that event does not kill him.

THE DALISH ELVES
Starting Life: 25
Special Ability: Guerrilla Warfare
Deal 1 damage to any team. The Dalish Elves gain 1 life. Using this ability takes up your turn.
Special Ability: Reciprocate
Deal 1 damage to any team. Put a D token on that team. If a team with D tokens attacks you, that team loses 3 life and all D tokens on it are removed from it. You cannot use this ability on a team that already has a D token. Multiple D tokens are not cumulative. Using this ability takes up your turn.
Hero: The Keeper
Hero Life: 3
Hero Ability: When the Keeper enters play, the Dalish Elves gain 5 life. The Dalish Elves gain an additional 5 during each random event, so long as that event does not kill the Keeper.

THE ANTIVAN CROWS
Starting Life: 25
Special Ability: Assassinate
Deal 3 damage to a team. Put an X on that team. You cannot use this ability on any team that has 3 or more Xs on it. Using this ability takes up your turn. During each random event, remove one X from all teams and the Antivan Crows gain 1 life for every 2 Xs (rounded down) still remaining in play.
Hero: Master Assassin
Hero Life: 3
Hero Ability: When the Master Assassin enters play, he deals 5 damage to all other heroes in play. If the Master Assassin enters play along with them, they are still killed but their enter abilities do take effect. The Master Assassin deals 1 damage to every other team during each random event, so long as that event does not kill him.

THE BLIGHT
Starting Life: 50
The Blight can choose two targets whenever it attacks.
Special Ability: Spread Blight
Deal 1 damage to any team and put a B on it. Whenever a team with a B attacks or uses a special ability, that team loses 3 life for each B on it. Using this ability takes up your turn. Any player can spend his turn removing all Bs from his team.
Hero: Archdemon
Hero Life: 6
Hero Ability: When the Archdemon enters play, deal 1 damage and put a B on every team except the Blight. The Archdemon deals 1 damage and puts a B on every team except the Blight during each random event, so long as that event does not kill him.

FREQUENTLY ASKED QUESTIONS

Some of these teams have abilities that let their life total go up, is it possible to go above your starting life total?
No. The life totals given are maximums that you cannot break. If you would ever gain more life than you're allowed, simply stop at your maximum life total and ignore any further gained life. It's important to note that heroes can go beyond their starting life totals.

It seems like some teams are really weak/strong compared to certain others. What gives?
The weakest teams actually have one of the best shots of winning. As soon as the game begins, people are going to start attacking the strongest teams. Keep in mind that even the teams lacking teeth against the majority of their opponents (like the Templars) tend to make up for this with really brutal damage against their enemy of choice. It's up to you people, the players, to come up with a strategy that culminates with you paired off against the team that you've got an advantage against.

I will update this FAQ as I need to.

STARTING STATUS:

The Templars: 30
The Grey Wardens: 30
The Circle of Magi: 25
The Dwarves: 40
The Dalish Elves: 25
The Antivan Crows: 25
The Blight: 50

Modifié par AClockworkMelon, 21 octobre 2009 - 06:33 .


#2
AClockworkMelon

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This game doesn't begin for another hour.

#3
Silentplanet

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I was just about to post, then i noticed a half hour to go :D

#4
Shattered Shield

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tick tock tick tock..........i wanna kill things

#5
Guest_Bio-Boy 3000_*

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I heed to my master's call!

#6
Shattered Shield

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woot woot is it game time?

#7
AClockworkMelon

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The enchanter looked down at the ring of bodies around the base of the Circle's tower. The corpses of the dwarves mingled with the broken bodies of men and elves. The tower had sustained heavy damage during the siege and it was only thanks to the defensive rituals that they had kept going through the night that the structure was still standing at all. Turning away from the battlefield, the mage swept down the staircase, spiralling around the tower's perimeter over and over, each time passing great arched windows and catching another glimpse of the carnage outside.

Once at the ground floor, he joined his peers and took his spot in the circle they had formed. The shimmering bubble of magic that had protected the tower these past days was beginning to fade. But there was no turning back from the spell they struggled to complete. The ram had touched the wall and the battle would begin again once the Sun had risen into the sky.

Out on the streets of the vast city sprawling out away from the tower, broken and bloodied warriors wrapped in leather armor stumbled into their alcoves, their hidden lairs. The Crows had delivered a heavy blow to the dwarves of Orzammar, but it had come at a heavy price. For every three dwarves they killed, they lost an assassin in return. Three to one in the Crows' favor. The dwarves were winning.

The Dalish retreated back into the safety of their forests, dragging with them their dead and wounded, taking advantage of the lull in the battle. All around the camp the warriors were sharpening swords and readying bundles of arrows. The counter attack would begin at dawn.

The Templars looked up at the white tower looming over them. The apostates were there key enemies and they were duty-bound to bring them to justice. And yet a greater threat was brewing in the distance. An archdemon had been killed, supposedly. Had another been awoken so soon? Or had the first simply not been killed? Every day the fires in the distance grew closer. The Wardens were out there somewhere, trying to slow their advance. Word hadn't been heard from them in days.

Modifié par AClockworkMelon, 20 octobre 2009 - 07:22 .


#8
Cuuniyevo

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I join the Blight and spread my taint amongst the Circle of Mages.

The Templars: 30
The Grey Wardens: 30
The Circle of Magi: 24 B
The Dwarves: 40
The Dalish Elves: 25
The Antivan Crows: 25
The Blight: 50

Modifié par Cuuniyevo, 20 octobre 2009 - 07:05 .


#9
Damsel of Distress

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Damsel of Distress rejoins under the Templar's banners.



Attacking the mages.



The Templars: 30

The Grey Wardens: 30

The Circle of Magi: 21 B

The Dwarves: 40

The Dalish Elves: 25

The Antivan Crows: 25

The Blight: 50

#10
Shattered Shield

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Shattered Shield rallies to Damsel and rejoins the Templars



attacks the mages



The Templars: 30



The Grey Wardens: 30



The Circle of Magi: 18 B



The Dwarves: 40



The Dalish Elves: 25



The Antivan Crows: 25



The Blight: 50

#11
Guest_Bio-Boy 3000_*

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Grey Wardens must die! So should the Cirle I guess... Joining the Blight

-2 Grey Wardens -2 Cirle of Magi

The Templars: 30
The Grey Wardens: 28
The Circle of Magi: 16 B
The Dwarves: 40
The Dalish Elves: 25
The Antivan Crows: 25
The Blight: 50

Modifié par Bio-Boy 3000, 20 octobre 2009 - 07:16 .


#12
Silentplanet

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Join the dalish elves and hide in a tree only to deploy some serious Guerilla WARFARE! on the crows..

The Templars: 30
The Grey Wardens: 28
The Circle of Magi: 16 B
The Dwarves: 40
The Dalish Elves: 26
The Antivan Crows: 24
The Blight: 50

Modifié par Silentplanet, 20 octobre 2009 - 07:18 .


#13
Lathaon

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breaking stuff

Modifié par Lathaon, 20 octobre 2009 - 08:14 .


#14
Nekator

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Joining my Templer Brothers in their endless fight against the heathen.. burns a rogue mage on the stake.


The Templars: 30

The Grey Wardens: 28

The Circle of Magi: 15 B

The Dwarves: 40

The Dalish Elves: 26

The Antivan Crows: 24

The Blight: 50

Modifié par Nekator, 20 octobre 2009 - 07:19 .


#15
Arttis

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Joining the antivan crows
Lets make a new enemy today *no one wins twice in a row*
Attacking the Magi for 3 damage

The Templars: 30
The Grey Wardens: 28
The Circle of Magi: 12 B  X
The Dwarves: 40
The Dalish Elves: 25
The Antivan Crows: 24
The Blight: 50

Modifié par Arttis, 20 octobre 2009 - 07:21 .


#16
Schwadragon

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Schwadragon joins the Blight.

Spreading the Blight to the Grey Wardens

The Templars: 30
The Grey Wardens: 27 B
The Circle of Magi: 9 B
The Dwarves: 40
The Dalish Elves: 26
The Antivan Crows: 24
The Blight: 50

Edit: By my count the Magi should be at 9. Is that right?

Modifié par Schwadragon, 20 octobre 2009 - 07:22 .


#17
NewYears1978

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How many tokens dose the healing spell cost now? It's not in the instructions..or is it instant cast?

#18
Arttis

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you heal for 2 health a turn

#19
Shattered Shield

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yea it takes up ur turn but u heal two damage if ur mage

#20
kansadoom

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Joins The Dalish Elves

Uses Reciprocate on the templars

The Templars: 29 D

The Grey Wardens: 27 B

The Circle of Magi: 12 B

The Dwarves: 40

The Dalish Elves: 26

The Antivan Crows: 24

The Blight: 50

#21
Arttis

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Down with the magi! then with the Dalish*you made us an enemy by attacking and we need to see you die or almost win but lose one game now*

#22
AClockworkMelon

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Lathaon, B tokens cause 3 damage if you attack or use a special ability. Healing would be pointless. You can spend a turn removing the B token, however. Redo your turn, please.

NewYear, the Magi's healing ability is instant. There are no tokens.

Silentplanet, you cannot heal above your starting life. Redo your move.

The Templars: 29 D
The Grey Wardens: 27 B
The Circle of Magi: 10 B
The Dwarves: 40
The Dalish Elves: 25
The Antivan Crows: 25
The Blight: 50

Readjusted stats, discounting Silentplant and Lathaon's move.

Modifié par AClockworkMelon, 20 octobre 2009 - 07:27 .


#23
Arttis

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i dont think you can heal above your regular health dalish...or can they? i thought healing above the reg amount was taken out?

Modifié par Arttis, 20 octobre 2009 - 07:26 .


#24
Kilsot

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Gah discrepancy in the first post. Does the Master Assassin kill the heroes when they all join or not? The random event rules says he does not while the description for him says he does.

Joins the Dwarves

Attacks the Magi

The Templars: 29 D
The Grey Wardens: 27 B
The Circle of Magi: 8 B
The Dwarves: 40
The Dalish Elves: 25
The Antivan Crows: 25
The Blight: 50

Modifié par Kilsot, 20 octobre 2009 - 07:33 .


#25
Arttis

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dalish at 25....no one goes above starting health...i think