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Hex Battle Wars

Turn Based Strategy Game

Created by Steven Jagodzinski and Robert Cieszki

Instructions

Rolling For Stats

Armour class is determined by adding 10 to a roll of the six sided die. Chance to turn invisible (invisibility score) is determined by rolling a six sided die. Health for all players must be an equal amount determined by the players themselves. Example: 25 being a short game, 100 or more for extended play.

Placement Of Obstacles

Each player is given an equal number of one, two, and three level obstacles to position on the board in any way they choose. Obstacles must be placed in such a way as to allow level to level movement. Example: a three level or a two level obstacle cannot stand alone. An obstacle grouping may only be climbed one level at a time. Example: no jumping from a three level obstacle to the ground directly. Any left over blocks may be distributed by the high roller of a twenty sided die.

Placement Of Characters

Each player rolls a six sided die to determine order of character placement. High roller gets to place their piece(s) anywhere on the board. Placement continues clockwise around the board. Each successive player can place their piece no closer then ten hex spaces away from any other piece on the board.

Order Of Play

The high roller in the placement of characters goes first, play then continues clockwise around the board .Player may then roll for invisibility, movement, or attack, in that order. Once an action is taken, you must move on to the next action, not back to a prior action. Example: you cannot move, then turn invisible. On the character sheet, there are three passes to be made. If no action is desired, the a pass must be filled in until none remain. The action, either of the three possible, must be taken.

Invisibility

Players who wish to turn invisible must roll a ten sided die. If you meet or exceed your invisibility score, you then remove your character and replace it with your three invisibility tiles. Each player has three tiles of their own color. You can then move each tile independently after rolling a six sided die for movement. You cannot attack while invisible. You must also roll for invisibility each time you begin your turn. If you fail to roll your score or above, replace the tile that is different on the underside with your character piece.

Movement

Roll a ten sided die for movement. You can move from hex to adjacent hex, also up or down one level at a time. Once you roll for movement, you must move entire amont of roll.

Attack

An attack can be performed on any piece that is in direct line of site. If you cannot see from one piece to another, example: behind an obstacle, that piece can’t be attacked. Roll a twenty sided die and subtract one point for every hex in-between characters. Add or subtract one point for every level up or down that separates characters. Characters in adjacent hexes on the same level attack with no minuses or pluses to the roll. When separated by one or more hexes, the hex occupied by the target is counted against the attack roll (twenty sided die). You must meet or exceed Armour Class to make a successful attack. Rolling a perfect twenty is always a successful attack, no matter how many spaces are between opponents, and is also double damage.

When attacking an invisible character tile, first state which tile is being attacked. If attack roll is successful, the nature of the tile must be revealed. If the tile is a ghost (only one tile is really you, the other two are ghosts), it is removed from the board. Then play is continued with the remaining tiles until the real one is attacked with a successful roll. When the character is revealed, it is replaced with the character piece and damage is taken.

Damage

Damage is taken after a successful roll of the twenty sided die. Roll a sixteen sided die and subtract amount from health on character sheets. If calculators are supplied, press (-), then the amount of the damage, then press (=). When a player reaches 0 points, they are dead and out of the game. This continues until one player remains, who then becomes victorious.

Advanced Play

Water And Quicksand Hazards

The blue and brown hexes on the board can be used to slow down movement. Blue is a minus one for water and brown is a minus two for quicksand. When applied to movement, minus one for the hex itself, then minus the value of the hex. You may move into any space that has a higher negative value than what you have left on the movement die. This is called “plowing in”. In order to leave any of these spaces, you must roll the negative value or higher, but apply the entire amount of the roll to the next space landed on. Example: you have one green hex and two blue hexes to move through. A roll of 2 or 3 is needed to land on the first blue hex. A roll of 4 or 5 to land on the second blue hex. A roll of 6 would put you into the hex beyond the second blue hex, no matter what terrain it was.