A multiplayer combat game based on Heroica for up to 6 characters playing individually or as part of a team. Players can use Goblins, Golems and other microfigure monsters as well as Heroes... Who will you fight as?
About this creation
Perhaps it as all part of some twisted magician's game: no-one knows why but those who return speak of being taken in the night, whether hero or monster and forced to fight in an arena where your floor is another's wall.
This build started with the 'half-a-cube' floor layout which I tried to make a final room for a Heroica adventure but all of my ideas suggested it might work better as a PvP experience.
The idea is that characters move and fight in an attempt to knock each other out of the game. Nudging the microfigs off and watching them rattle down the middle is strangely satisfying. There are key changes to the normal rules in order to make the combat more of a game. To prevent stockpiling in what is supposed to be quicker round-based gaming, players can hold only one potion and one weapon at any given time.
You will have noticed that the game area has three base colours, red, green and blue. This is to aid the use of random elements and a simple three colour die is used to identify a colour zone. As an example, new potions can enter the arena during a game; the RGB die is used to determine which raised corner square it is placed on.
Firstly, normal Heroica roll determines how many actions you can take. An action can be moving one square, taking/swapping a weapon or using a weapon. Some characters and weapons can move or be used diagonally. The next photo shows how the diagonals go around the corners (marked with health cones). A diagonal from the raised corner square can travel across the centre and up the straight line of squares on the other side.
Each Character has their own rules for movement and strength. These affect how many actions they can take (or how they are taken) and how damage is dealt when they are 'hit'. The Ranger for example can move diagonally but is not very strong. The knight moves slowly (1 less than rolled) but has a high strength to protect him from attack.
Weapons have their own rules too which affect how many characters can be targeted, how far away they can be and how much damage they can deal.
It's a tight fit but they do just about fit on adjacent squares as they go around the bend.
I haven't finished working out all of the character and weapon stats as there are 6 heroes and many monsters but you get the idea.