turnbullTeRRoR May 6, 2016 Share turnbullTeRRoR GC Alumni May 6, 2016 here are the rules Items in green are things I'm debating about. The Wheel of Time : The Lord of Chaos Use team selector dice to determine teams. The dice has one face for each team and two wheel of time faces. The wheel of time faces mean you can choose any available team. The shadow army moves first and then in clockwise order the army of the light, Children of the light, and lastly the Seanchan. Turns and battle. 1. First thing you do on your turn is to draw a card from your teams support deck. One card each turn to a max of three. If you have three you can choose to discard and draw a new one. Keep this card in your hidden area. Some cards can be played before you move. Some must be played in battle and others can be played after battle has ended. 2. Next you roll the twenty sided blue movement dice. All units start from your seal disc. You may move as many units in any combination as the number rolled allows up to a max of five spaces per unit. Example you roll 15. You could move 2 units 5 spaces each and 2 units 1 space and another 3 which totals up to 15. You can move and attack. Attack and move but you cannot move-attack-move. Special cards from the "the wheel weaves as the wheel wills" deck will be drawn if you roll a 1 ,11 ,15 ,or 20 on your movement. ( this is under debate) 3. Attacking an enemy can be done by moving your unit next to an enemy unit. You and your enemy each roll your six sided white dice to determine what characters are doing battle. These characters are listed by number and stats on your notes card as well as further down in these instructions. Attacker can now lay down any attack support cards they wish to use as the defender can as well. Attackers use the red attack dice in the amount detailed by unit type plus any bonuses. The defender using the yellow dice does the same. Highest total roll wins battle and losers unit is removed from the board. To win the game you must obtain your enemies seals or wipe them out. To capture a seal you must defeat all units within a space of the seal. ( the game begins with 6 surrounding your seal) Once a seal is captured you can use either your own seal or the captured seal to start any reinforcements. The team whos seal has been captured is down but not out. They can still retake their seal but they cannot reinforce/ gain any new units unless by converting them with special cards. Until they regain thier own seal or an enemies. faction notes: *** name*** indicates channeler [name] indicates shadowspawn Factions The Children of the Light (white cloaks) Base: Amador 1. Soldier Attack dice 2 Defense 2 only 1 defense vs one power users 2. Archer Attack dice 2 Defense 1 3. Soldier 4. Questioner Attack dice 3 defense 3 5. Soldier 6. Assassin Attack Dice 3 defense 1 4 attack dice vs one power user ----------------------------------------------------------- The Seachan (fore runners) Base: Saldea 1. Soldier Attack dice 2 Defense 2 only 1 defense vs one power users 2. Raken Attack Dice 2 Defense 1 3. Soldier 4.*** Damane*** Attack Dice 3 defense 3 only 2 defense vs Assassin 5. Soldier 6. Death Watch Guard Attack Dice 4 defense 2 --------------------------------------------------------- The Shadow (Dark Ones Army) Base: Shayol Ghul 1.[ Trolloc] Attack dice 2 defense 2 only 1 defense vs one power user 2.[ Drakghar] Attack dice 2 defense 1 3.[ Trolloc] 4.[ Myrddraal] Attack Dice 3 defense 3 5. ***Dread Lord*** Attack Dice 3 defense 2 6.[ Golam] Attack Dice 4 defense 3 one power users only have 1 defense dice vs golam ---------------------------------------------------------- The Army of the Light (the Dragon Reborns Army) Base: Tear 1. Soldier Attack dice 2 defense 2 only 1 defense vs one power user 2. Two Rivers longbowmen 2 attack dice 1 defense 3. Soldier ------------------------------------- 4.*** Aes Sedai*** 3 attack dice 2 defense dice 5. Aiel 3 attack dice 3 defense dice 6.*** Ashaman*** 4 attack dice 3 defense dice ---------------------------------------------------------- Faction support card stats(hero card secondary support stats no accounted for) Army of the Light Offense heavy deck- fairly balanced Strengths: 8 special attack cards 5 special effect cards Weakness: least amount of support cards no convert cards Hero/Champions: 4 cards support DEF: 0 support ATT: 1 support either: 6 reinforcements: 4 convert: 0 special attack no risk of loss: 8 deny ATT or skip: 3 special cards: 5 The Shadow's Army Offense heavy deck -fairly balanced Strengths: 9 special attack cards - most convert cards Weakness: only 2 hero cards only 6 defense supports total Hero/Champions: 2 support DEF: 0 support ATT: 2 support either: 6 reinforcements: 4 convert: 4 special attack no risk of loss: 9 deny ATT or skip: 3 special cards: 2 The Seanchan Army Strong support deck - fairly balanced Strengths: 14 support cards. 4 reinforcement cards Weakness: no special cards, only 2 special attack cards Hero/Champions: 4 support DEF: 2 support ATT: 3 support either: 9 reinforcements: 5 convert: 2 special attack no risk of loss: 2 deny ATT or skip: 3 special cards: The White Cloaks - Balanced support deck Strengths: 11 total support cards and 5 extra starting units Weakness: No channelers. Cannot use angreal, sa'angreal, portal stones and other special cards. only 2 special attack with no risk of loss cards. Hero/Champions: 3 support DEF: 2 support ATT: 7 support either: 2 reinforcements: 4 convert: 3 special attack no risk of loss: 2 deny ATT or skip: 3 special cards: 4 updated 5/6/16- added commentary on teams strengths and weaknesses. Quote Link to comment Share on other sites More sharing options...
turnbullTeRRoR May 6, 2016 Author Share turnbullTeRRoR GC Alumni May 6, 2016 As you can see the rules gives you how to play and a break down of each teams units ( unit info also available to each team via index card at their seat of the table) I've ponied up to 30 support cards for each team. I just wondering if having a max of 3 cards in hand or 5 would be better. ( this will probably come with testing) Also I'm wondering the best way to decide how to pick up the "wild" cards that can be very helpful, harmful to you, or harmful to all. Most are cards that are played immediately but some can be added to your hand with no penalty. Do you think dice roll of 1, 11, 15, 20 is a good idea or I can add counters for each team and lets say each time you defeat 5 enemies you pick a card? Or maybe some other way I haven't even thought of? Quote Link to comment Share on other sites More sharing options...
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