BEATABALL
A game not involving balls
I've made a simple card game that you can supply your characters for! It involves Beata characters and a simple goal: to get more points than your opponent! The game is very easy to learn and very easy to get creative with. All you need is a board of squares and some stat cards.
Oh, there is a board of squares!
Oh, some stat cards!
Let me put these stat cards in teams of two. In this case, I'll do Kaya and Madison versus Maisie and Arbor. I would like to point out the strategic value of these cards: Kaya and Maisie are characterized as supports due to their special ability relying on stopping opponents rather than attacking; it's smart to pair them with offensive characters that will be able to make the most of their special abilities.
Now, how the game's played.
Each game gets
30 turns. A turn is defined by both teams using all their characters. These turns are expended if you do one of these things: move, attack, shield, or use a special ability. Let's put these characters on the board before I begin, however. The two players decide who places first via coin toss or whatever.
You can place your characters on any space along the backmost row, save for the colored space. When placing your characters, you can choose a text symbol to represent them. Here,
1 is Kaya, 2 is Madison,
3 is Maisie, and
4 is Arbor. Let's expend the first turn.
TURN ONE:You can move vertically, horizontally, and diagonally. Let's expend a few more turns.
TURN TWO:TURN THREE:Three turns in, both teams have made a point to pair up their supports and offensives.
TURN FOUR:Now Maisie (3) has taken priority over Arbor (4). Adversely, Arbor (4) has chosen to use her turn doing nothing. You can do that.
Now, here, the two teams have officially met, four turns in. It is Red Team's turn to attack. But what exactly happens when you attack?
Well, the level of your character is how much points they inflict. In this case, Madison (2) opts to attack Maisie, giving 2 points to the Red Team. Standard attacks can be dealt vertically, horizontally, and diagonally. if you opt to shield, you block a character's attack completely but can't move or attack. These cannot be done twice in a row.
So, Madison (2) attacks, and Kaya (1) moves forward.
TURN FIVE (RED TEAM'S TURN):Turn 5, the score is 2-0 Reds over Blues. However, now it's Red's turn to attack. And they opt to use special abilities early.
Maisie (3) uses her Special Ability,
Lethal Lullaby, on Madison (2). Madison is now incapicitated for 3 turns. Now, Arbor uses
her ability,
Magnetic Pull. She can choose to plop the opponents on two adjacent tiles, whichever she wishes.
TURN FIVE (BLUE TEAM'S TURN):These are the spaces Arbor (4) picks. Madison (2) is still unable to move. Let's play out the next few turns.
TURN SIX (RED TEAM'S TURN):TURN SIX (BLUE TEAM'S TURN):So Kaya (1) tries to run, but gets hit by Arbor (4). Arbor (4) is Level 5, so she adds 5 points to the Blue team's score. Blue Team leads 5-2.
Now, there's one more facet of the game to teach. What do the colored tiles do?
Well, these are
Time Stop tiles. Basically, if a team is down by a million or want to use one strategically, they can place a character in one of these tiles, and the turns will stop ticking down. Effects such as cooldown or incapicitation will continue to count down, but the overall game timer will cease. So long as a character is in one of the these boxes, this effect will be a thing. However, as soon as an opponent enters a box that is vertical, horizontal, or diagonal to the colored box a character is in, the
Time Stop effect will cease. Adversely, if both
Time Stop tiles are occupied, the effect will cease.
You can enter an opponent's
Time Stop tile and it will have the same effects.
Back to the game! After 6 turns, Kaya (1) opts to use her special ability, which freezes Maisie for 3 turns. She uses this to escape to the
Time Stop tile. However, on the Blue Team's half, Maisie scores 2 points by attacking Kaya before she can move again
TURN SEVEN (RED TEAM'S TURN):TURN SEVEN (BLUE TEAM'S TURN):Meanwhile, Madison's (2) incapacitation subsides after turn 8, or the next turn. Arbor (4) should use the next turn to fall back. Remember the turn limit: if you are leading, it is a good strategy to run from some motherfuckers. Whether you win 7-2 (the score at this point) or 700-200, you still win.
We could go on, but I feel this has taught the game's entire basic premise. This is the basic game. You keep playing until the turn limit ends, and the one with the highest points wins.
Please make cards for your own characters if you are interested. I'm too lazy to put detailed templates; so long as the card has the name, level, and Special Ability, it's cool. Here's the basic template:
https://2img.net/h/i1184.photobucket.com/albums/z322/sirtrystan/Fading%20Chaos%20TCG%20Card%20Templates/NewMagicTemplate.pngBe creative with the special ability! Feel free to add projectiles that span multiple tiles, abilities that can extend turn limits, traps, etc etc; the game is simple and versatile. As far as the game goes, if you wanna play, turn limits and board sizes are totally customizable. You could play with multiple teams too, whatever your heart desires.
ooc;; in 1899, Emilio Aguinaldo was sworn in as President of the First Philippine Republic.