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Working Mad.

Right now progress for my current project, Dragons.Versus.Demons, is going pretty fine. I have ideas worked out, and I'm trying to get a tangible rule set worked out to get some advice. Still, even while working on such a demanding project I find time to think up other ideas. Most of the time they end up being easier to produce in fact. Such is the case right now in fact! Along with DvD I very recently started work on a tower defending game I call Guard Dogs. While a draft for DvD's rules are still in the works, I'm very close to finishing the first draft for GD. More than likely I'll post the full rule set for that game here too.

The problem? Just irked by my own over ambitiousness. Hopefully someday it'll net me some cash in my pocket. Until then..

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Guard Dogs Ruleset.

Intro.

Picture this. You work, live, eat, and sleep in some engineering base miles away from the general public. Why? The company you work for really, really adores their ambiguity. So much so that you might have guessed you were the henchman of some lame James Bond villain that built their base hidden deep within the broad side of a mountain. Hey, at least you aren't getting shot at, right? All you have to worry about is working the heavy machinery, or getting too much engine oil on your uniform. Got all that? Now, imagine one morning, while you're in the lounge scourging for a dough-nut or two, the security alarm goes off. Apparently some jerk mercenaries hired by a rival company want the machines you and your friends built. Worse yet, they're more than willing to make you dead to get to them. Think of how pissed off you'd be? Better yet, think how pissed off they'll be when they figure out just what you and your friends are building..

Guard Dogs brings a slightly different twist to tower defense. Two players take control of two different factions in the game, simply dubbed the Attackers and Defenders.

Attackers greatest strength are their sheer numbers, able to swarm in and over whelm their targets. As if that wasn't bad enough,sophisticated cloning technology at their disposal ensure that their numbers wont stay depleted for long, no matter what crisis they face! Defenders on the other hand, make up what they lack in quantity with sentry lasers and security bots. They're working overtime to build as many bullet-totting barriers between them and the invading mercs as possible. As an unstoppable force and an immobile object violently collide, something has to give eventually!

Defenders win the game by outlasting a turn limit set before the start of the game by both players(Default: 10 turns). Alternatively the Defending player wins the game when the Attacking player controls no characters on the board at the end of the Defending players turn. One in-game turn is when both Attackers and Defenders have taken a turn.

Attackers win the game when one of their characters moves into a ''victory space'' on the board, usually located somewhere within the Defenders stronghold. Likewise, the attacking player wins whenever there are no Defending characters on the game board.

Setup.

After choosing the map to play on the Defending player chooses between the available points designated on the map labeled A-D to act as the ''victory space'' for the game. The defending player then chooses five defending characters and places their movement counters within five spaces of their chosen victory space.

All unused victory spaces become''spawn spaces''for attacking characters. Again, an in-game turn counts as both the Defending, and Attacking players turns. The Defending player always goes first at the start of the game, giving them a chance to set up their defense before the attackers start moving. The Attacking player begins their first turn by spending points to ''spawn'' their characters on any spawn space.

During their turn players may move their characters and activate any of effects,and spawn new characters as long as they have enough points to spend.

Characters are moved along a gridded map, the gaming board, where each square represents one space or unit of movement. Certain spaces on the board are used exclusively by one of the players and have effects on the characters that move into them. That said, characters cannot be moved into a space occupied by another character or counter.

-Victory Space. One of four spots on the game board (labeled A,B,C,and D) chosen by the Defending player. If an Attacking character moves into this space the Attacking player wins the game.

-Spawn Space. Spaces on the board where the Attacking player spawns their characters. After a Victory Space is chosen the remaining three turn into Spawn Spaces.

-Equipment Shed. Spaces on the board marked with the letter E. When a Defending character moves into this space the player gains 10 points.

The game board, aside from showing the spaces on the board, depicts artwork detailing the setting of the game. Some spaces occupy walls or barriers shown in the setting. These spaces players cannot move their characters into.

Points and Spawning.

Points are a type of currency utilized by both players in a variety of different ways. Every Defender starts the game with a set number of points (SP) that is added up to make the players total number of points available, which are primarily used as fodder for their assets. The Attacking player, instead of their characters starting points being added up, starts the game with a total of 100 points.

Points can be lost and gained in a variety of different ways for both sides.

Defenders gain points by
-The effects of their assets
-Attacking an Attacking character through any means available(+5 points)
-Killing an attacking character (+20 points)
-Moving into an ''equipment shed''on the board (+10 points)

and lose points by
-Getting killed (-That characters total SP)
-Their characters and counters being attacked (-5 points)
-Through the effect of assets.

Attackers gain points by
-Attacking a Defending character or counter through any means available (+10 points)
-Killing a Defending character (+50 points)
-Starting their turn. (+15 points)

and lose points by
-Getting killed (-That characters SC)
-Being attacked (-5 points)
-Through the effect of assets.

Thanks to cloning technology at the attacking mercenaries disposal, a small dozen different mercs can easily formulate an army in a matter of minutes!

Spawning is when the Attacking player spends points to ''summon'' one of their characters within five spaces of any spawn space on the board. A characters SC or ''spawn cost'' shows how much points the player must spend to spawn the character.

The player can spawn as many characters as they can as long as they have enough points to spend. The only limit to spawning is a characters ''spawn limit''(SL) which shows how many of the same character can be on the board at once.

Counters.

Robots, machine guns,sentry turrets. There are a variety of different counters in Guard Dogs which represent the machines and weaponry Defending characters build with points to guard the victory space. All of which are placed on the board through the effects of assets and have their own effects and rule-sets. Unless stated otherwise counters are placed adjacent to the character that made it when they are made.

Some counters Defending players are able to move and attack like characters, only if such capabilities are described in the counters effect. Every counter has HP, and thus, can be removed from the board by an Attacking character by destroying them.

Combat.

Inevitably fights will break out when gun totting mercs and killer sentries are involved. Players can use the characters, assets, and counters they control to attack their opponents characters on the board as long as they are within attacking range which is measured in spaces. Players always needs a straight line of sight to attack any character unless specified otherwise.

By spending points characters can avoid damage entirely by dodging or increase the damage of their attacks with critical hits.

Stats.

The abilities of every character, asset, and counter in the game is fleshed out through the statistics listed below.

HP-A characters health value that lowers every time they take damage from an attack. When a character loses all of their HP they are killed and removed from the game.

Mel-The amount of damage a character can do to any character one space adjacent to them.

Mov- The number of spaces a character may be moved per turn.

SP- The total number of points a character starts the game with. Defender only.

SC- The total number of points a character costs to spawn on the board. Attacker only.

SL. How many of the same character can be on the board at once. Attacker only.

Rng. Attacking range measured in multiple spaces, as opposed to one space as with Mle.

Dmg. The amount of damage a specific asset or counter can deal to another character.

Assets- A list of counters and special abilities a character can utilize.

Love the "grunt in a James

Love the "grunt in a James Bond movie" theme three - if you do go ahead with that, you totally need to make a massive song and dance about it - similar to the old pc game Evil Genius - with traps and training rooms for minions, different henchman to buy, different robots - everynow and then getting invaded by a Super Agent - good fun. I hope you get loads of that wannabe-spy cold-war parachute-skiing cat-stroking deathlaser-toting world-dominating feel in!

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gamejournal | by Dr. Radut