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Elemental: Pen & Paper Rules

Elemental: Pen & Paper Rules

Version 0.51: Last Updated November 11, 2009.

 

The Map

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The Rules

 

I.                    The Sovereign

a.       Default Power of 5.

b.      Default Essence of 15.

                                                               i.      Essence determines the max amount of mana the player can store.

                                                             ii.      Mana is collected by controlling a shard or through technologies that allows the sovereign to generate it on his own.

II.                  The Map

a.       Fertile Land

                                                               i.      Denoted by “F” on the map.

                                                             ii.      Provides 5 food if a farm is built on it.

b.      Metal

                                                               i.      Denoted by “M” on the map.

                                                             ii.      Will support 1 knight if mine is built.

c.       Shards

                                                               i.      Denoted by A, B, C, D, E on the map.

                                                             ii.      Provide mana for spells.

d.      Dragons

                                                               i.      Denoted by (X) on the map.

                                                             ii.      Provides a dragon to the player who can win him over.

e.      Ruins

                                                               i.      Denoted by a (*) on the map.

                                                             ii.      Draws an event card.

III.                Cities

a.       Drains 3 essence from sovereign to create.

b.      Default Power is 1.

c.       Can have 4 improvements built.

d.      Improvements

                                                               i.      Farm  (on fertile land)

                                                             ii.      Mine (on metal resource)

                                                            iii.      Mana Collector (on shard)

                                                           iv.      Barracks

1.       Required to produce units.

                                                             v.      Tower of Sorcery

1.       Provides 1 point of spell research per turn

                                                           vi.      University

1.       Provides 1 point of technology research per turn

                                                          vii.      Bazaar

1.       Provides 1 gold per turn.

                                                        viii.      Palace

1.       Provides 1 prestige point per turn.

e.      Units

                                                               i.      Soldier

1.       Default power of 1.

2.       Costs 1 gold per turn.

3.       Takes 1 turn to build.

4.       Consumes 1 food resource per turn.

                                                             ii.      Knight

1.       Default power of 3

2.       Costs 1 gold per turn.

3.       Requires 1 dedicated metal resource

4.       Takes 1 turn to build.

5.       Consumes 1 food resource per turn.

                                                            iii.      Dragon

1.       Default power of 10

2.       Can only be obtained by a player that has collected 20 prestige points.

f.        Technologies

                                                               i.      Warfare

1.       10 research points

2.       Adds 1 power to all units.

                                                             ii.      Civilization

1.       10 research points

2.       All cities give 1 gold to player

                                                            iii.      Adventure

1.       10 research points

2.       Required to communicate with dragons

                                                           iv.      Magic

1.       10 research points

2.       Gives player 1 generic mana per turn.

g.       Spells (all cost 10 spell points to research)

                                                               i.      Improve Power

1.       Permanently boosts power of an army by 1 point per use.

2.       Consumes 8 mana of any kind

                                                             ii.      Destroy City

1.       Eliminates a city

2.       Requires control of 4 different shards plus 8 mana of any kind.

                                                            iii.      Combat

1.       Improves power of any army by 2 points for 1 turn.

2.       Requires control of 1 shard plus 5 mana.

                                                           iv.      Appear Prestigious

1.       Adds 10 prestige to your current total for 1 turn.

2.       Requires control of 2 shards plus 8 mana.

                                                             v.      Spell of Mastery

1.       Win the game

2.       Requires control of 5 shards plus 9 mana.

                                                           vi.      Haste

1.       Permanently Increases the speed of an army by 1

2.       Requires control of 2 shards and 6 mana

h.      How combat works

                                                               i.      Two armies meet, the one with higher power wins.

                                                             ii.      If both armies have the same power, the attacker wins.

 

From this, we will begin playing out a stripped down version of Elemental together in real-time. 

The 5 players are:

 

Once all 5 players comment, we shall begin. :)

70,977 views 29 replies
Reply #26 Top

Turn one, I begin researching mysticism. These leads to ancient lore, where I will find one of the Dragons is actually an ancient prophet from my creation story, having found her own immortality realised. The old ways are adopted, and the Dragon is shortly there-after welcomed into the fold as a Warrior-Prophet of our peoples.

Reply #27 Top

Attacker should lose if both are even as that would make more sense logically and gameplay wise imo. 

Reply #28 Top

Quoting SnallTrippin, reply 27
Attacker should lose if both are even as that would make more sense logically and gameplay wise imo. 
End of SnallTrippin's quote

 

Unfortunatly it makes for a much much much less dynamic game. for example, when the game comes down to multiple rival dragons, the games stalls until one player is able to accumulate enough research or mana to buff the power of his dragon. He now has free reign until another player is able to match his buff, at which point the game stalls once again.

 

And really, if attacking meant a loss of your troops for no gain, why would you possible ever consider it? Fortune favors the bold! I say leave it as is, or possibly have both armies removed. Sacrifice is always an interesting element.

Reply #29 Top

Quoting SnallTrippin, reply 27
Attacker should lose if both are even as that would make more sense logically and gameplay wise imo. 
End of SnallTrippin's quote

 

From a gameplay perspective that's absurd!   Logic and realism is irrelevent if gameplay is sacrificed. Can't believe that some people are willing to sacrifice gameplay over realism....