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gerzel

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  • Birthday 04/17/1981

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  1. In regards to score I had planned on going for six to twelve rounds. Otherwise a point for every 5 soulstones in the starting crew sounds about right, just off the top of my head. I've also been thinking about adding a Goalie Mechanic. Select one figure to be the goalie. This figure may not be moved or pushed out of the starting zone. If any enemy figure with the ball attempts to enter the starting zone the goalie may immediately make a charge on that figure. If it is in range the attack is calculated normally. Damage flips are made but no damage is done. Instead if the attack is successful the enemy figure is stopped on the boarder before entering. Also flip for damage. For low damage the enemy figure keeps the ball in its possession. Moderate the ball is dropped in base contact with the enemy figure placed by the goalie controlling player. If high damage is dealt the goalie get s to pass the ball and must move the ball away from the starting zone. Goalies cost half as much in bennies to bring back after they are killed. Finally I'd like to note that I haven't had time to play-test any of these rules. So if anyone gets the chance to play and report back please do!
  2. Malifaux Soccer Rules The object of the game is to score points by carrying the ball into your opponent’s goal. The “Ball” is a figure that uses a 30mm base, if using random events more than one ball may be needed. The “Goal” is any non-friendly crew’s starting zone. A figure may pick up and carry the ball as it would the treasure in treasure hunt with the exception that a figure may also use a single (0) action to pick up the ball, or a (1) action to do so as well. The game board is set up as normal with the exception that no terrain may be placed less than 2” from the center. After all terrain has been placed the ball is placed in the center of the board. To score a goal a figure must be in possession of the ball and have their base be completely within the starting zone of a non-friendly crew at the end of the figure’s activation. When a goal is scored: 1. The ball immediately returns to the center of the board. If a figure is on the center it returns as close as possible to the center. 2. The scoring player gains a victory point and three bennies. 3. All other players gain two bennies. 4. The scoring player may return any figure they control to its starting zone. Bennies are given out when-ever a goal is scored to help teams refresh. With one benny a player may choose to either make a healing flip on one model, gain a soulstone, bring a model that the player controsl and has been killed costing up to 3 soul stones placing that model in the player’s starting zone or draw two control cards. Players may use multiple bennies to bring back larger figures. Players may spend bennies to partially bring back a larger figure but the figure remains killed until enough bennies are spent to completely pay for it. All bennies must be spent immediately; they may not be saved. A master may be bought back with 2 bennies. Figures brought back have their full wounds. Passing the ball Any figure possessing the ball gains a (1) Pass The Ball action. (1) Pass The Ball – The figure pushes the ball up to its charge distance away from the figure’s base. The ball must be moved in a straight line. If the ball passes through the melee range of any non-friendly figure the non-friendly figure may make a melee attack to take possession of the ball vs the passing ranged cb (if the figure has no ranged attack its cb is 0 for this purpose). Both figures may cheat and use soulstones(if the figure has the use soulstone ability) to affect this duel. If the ball ends in base contact with a figure that is friendly to the figure that passed the ball that figure may take possession of the ball immediately. Random Events Random events are flipped for at the beginning of a new round before the first player’s activation. The player winning initiative makes the flip and may not cheat or use soulstones. For every signifigant figure killed in the last round add 1 to this flip. Jokers only take effect if a Joker is flipped. Black Joker :: Foul! – Any figure possessing the ball is killed immediately. 1 :: Dangerous Crowd – The crowd is out for blood. All figures with in 6” of the map’s edge must resist 17 vs Df or take 1/2/4 dg. 2-3 :: Rioting Crowd – The crowd is fighting in the stands. The starting player makes a flip and places 1/3/5 corpse counters on the field . Each counter must be 1” from one another and within 6” from the edge of the field. All figures with in 6” of the map’s edge must resist 10 vs Df or take 0/1/2 dg. 4-5 :: Angry Crowd – The crowd is upset and is throwing junk onto the field. The starting player makes a flip and places 1/3/5 scrap counters on the field . Each counter must be 1” from one another and within 6” from the edge of the field. All figures with in 6” of the map’s edge must resist 10 vs Df or take 0/1/2 dg. 6-8 :: Complacent Crowd - Huh, they are actually sitting in their seats watching. Nothing happens. 9-10 :: Cheering Crowd - The crowd is pleased and cheering. All players draw a control card at the start of their first model’s activation. 11-12 :: The Wave! - The crowd is doing the wave. All figures on the board may make a healing flip. 13+ :: Going Wild! – The crowd is going wild. All players gain a benny. Red Joker :: MultiBall! – An additional ball is placed on the field by the starting player as close as possible to the center.
  3. At some point if you're doing that you may want to just have the two sets on two tables, and keep in mind the ceiling heights of the sewers... HT 2 Ceilings might pose problems to a HT 3 model.
  4. She is a master she has a boxed set coming out.
  5. Oops. Sorry Silver Chocobo, I meant for people to put a number beside their vote the 1st 2nd and 3rd Original in their opinion. If that's too complex you can just give your first choice for each field.
  6. I am wondering why Malifaux seems to be so Japan-centric with its non-European(Descended) figs. The old west had a far larger Chinese population than Japanese. Also other than Marcus himself there are no other non-Europeans represented, with the possible exception of the Ortegas which are still European descended.
  7. Overslept, so I don't have time this morning to check for anyone left on the other thread. I'll try to do it late this evening/early tomorrow when I get home but can't promise anything.
  8. Wasn't hope left in the bottom of the box?
  9. You can vote if you entered. You cannot vote for yourself.
  10. Ok Here is the voting thread. Please post your final finished entries here before Midnight the 16th. Anyone may then on the 17th post their votes for the winner. For your vote put your TOP THREE choices for each category Game Balance, Originality, Creativity, Theme and Fun. You can't vote for the same entry twice in the same category but you can vote for them in different categories. Balance 1. 2. 3. Originality 1. 2. 3. Creativity 1. 2. 3. Theme 1. 2. 3. Fun 1. 2. 3. Note: I will try to go back and add the posts from the previous thread if they are not put up by their owners on the morning of the 17th.
  11. I prefer a mix actually. Marshals have their uses. They are better at range and are a little bit tougher (Guild guards are good too). For my 25 point battles I've been going with Samual, 2 Witchling and 2 Marshals, and the last four points generally depends on the opponent and what I feel I need.
  12. Nah. In fact I have an "enhancement" plan for the tots. First make a log of green stuff...
  13. Nice Japache. I may end up making an actual entry thread for people to post their "final" version. Remember you also need to write up the fluff background material too. I kindo think of the game as being judged by five faction judges. Guild judges on game balance, Arcanists on Originality, Ressurectionists on Creativity, Neverborn on Theme, and Outcasts on Fun.
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