Idea Kingshead Strategy Minigame

JacquesDessalines

Honorable Pirate
Kingshead is massive and for the most part fairly empty. Towards the top there is a fairly inactive area that few go to with some Assassins, and I am suggesting remodeling the area to include a strategy minigame challenge there and on Port Royal at the top of it's fort.

A navy character stands next to a table with soldier pieces on it, and you talk to him to enter a quque to play a chess like game against another player in the quque.

The board is 11 wide by 8 long.

[R] [R] [R] [R] [R] [N] [P] [P] [P] [P] [P]
[R] [R] [R] [R] [R] [N] [P] [P] [P] [P] [P]
[R] [R] [R] [R] [R] [N] [P] [P] [P] [P] [P]
[R] [R] [R] [R] [R] [N] [P] [P] [P] [P] [P]
[R] [R] [R] [R] [R] [N] [P] [P] [P] [P] [P]
[R] [R] [R] [R] [R] [N] [P] [P] [P] [P] [P]
[R] [R] [R] [R] [R] [N] [P] [P] [P] [P] [P]
[R] [R] [R] [R] [R] [N] [P] [P] [P] [P] [P]

The game begins in a fog of war where each side deploys their pieces. The middle ( N tiles ) are no mans land that you can cross after the game pieces are deployed, and if you are British you deploy to R tiles and if Pirate you deploy to P tiles.
Each player gets one turn before passing the turn.

The turn consists of selecting a piece that is not in recovery, and then optional choice to move, then attack, then move if move was not selected earlier in the turn, then choose which direction to face. The game ends when a side has lost all their pieces. Each turn has a "shot clock" timer that if it expires the turn passes, and a warning is issues. Three warnings is an auto loss.

Health is how many hit points your piece can take before death.

Power
is how much damage the attack deals, or in the case of a defensive ability how much power that ability does to each target.

Defense is the percentage of Power reduced to that specific unit by incoming attacks. For example 100 Power attack onto a 40% defense piece would deal 60 damage.

Blocking is from the front, from the sides half blocking, and no blocking in the back -- what direction you face your piece is relevant.

Turn Recovery is the amount of turns one must wait after using that piece. The number listed is to move and use it's attack ability. To just move you take the Turn Recovery number and divide by two and round down, to just attack divide by two and round up.

Tile Movement is how many tiles that unit can move, like a movement range. They can not occupy the same tile, but friendly units will allow them to pass by to an unoccupied tile.

The characters you deploy are (British Name || Pirate Name [same stats]):
Admiral || Captain: 120 Health, 60 Power, 0 Defense, 0% Blocking, 5 Turn Recovery, 3 Tile Movement
This unit does not attack, but instead heals each piece on your team 60 health points, unfazed by defense or false white flags.

Veteran || Pirate: 250 Health, 110 Power, 25% Defense, 80% Blocking, 1 Turn Recovery, 3 Tile Movement
This unit attacks one tile directly adjacent to it using a cutlass.

Rifleman || Sea Dog: 200 Health, 90 Power, 8% Defense, 60% Blocking, 2 Turn Recovery, 4 Tile Movement
This unit shoots at one tile within 6 tiles away from it. The shot will be intercepted by another unit blocking the path (that unit would be hit as if it were targeted itself, including friendly units [L shape paths are free of intercepting units as are diagonals]). Shoots a Bayonet, will stab instead of shoot for same damage if directly adjacent.

L shape pattern is
[R] [O] [O]
[O] [O] [T]
Where R is the Rifleman, O is occupied tiles, and T is the target. Similar to a knight's move in chess. This can be double up for a long shot with the following lay out, where E is now Empty, or the tile that would intercept:

[R] [O] [O] [O] [O]
[O] [O] [E] [O] [O]
[O] [O] [O] [O] [T]


Grenadier || Voodoo Wielder: 150 Health, 75 Power, 0 Defense, 30% Blocking, 3 Turn Recovery, 3 Tile Movement
This unit hits 5 tiles in a + shape with the center tile being within 3 tiles away (this means it can hit itself similarly to staff/desolation and grenades). It's attack is unblockable. Throws a grenade (navy), and casts a spell from a staff (pirate)

Infantry || Buccaneer: 175 Health, 90 Power, 12% Defense, 70% Blocking, 1 Turn Recovery, 4 Tile Movement
This unit attacks all adjacent tiles, including friendly pieces. Wields a broadsword.

Prison Guard || Sea Siren: 175 Health, 0 Power, 0 Defense, 0 Blocking, 3 Turn Recovery, 3 Tile Movement
This unit locks all units, friendly and enemy, within 2 tiles range until Prison Guard/Sea Siren moves, rotates or is hit. Locked pieces act the same as a piece in turn recovery, except they can not block, and if all pieces on a side are locked or dead that side loses.


Those are the 6 piece types and you chose a minimum of 1 of each with a total of 9. Additionally you chose a Flag Strategy to deploy.

The flags are a piece themselves that can not move, but you deploy it, it does not count towards an endgame piece, it can not be healed and if destroyed you lose the bonus. The flags are the following:

Lay Siege Flag: 150 Health, 0 Power, 0 Defense, 0 Blocking, 0 Turn Recovery, 0 Tile Movement
This flag grants a passive +60 Power bonus to all friendly Grenadiers/Voodoo Wielders.

Take Cover Flag: 300 Health, 0 Power, 0 Defense, 0 Blocking, 10 Turn Recovery, 0 Tile Movement
While this flag is alive, you may spend a turn using it's ability which grants all friendly pieces next to the back and side wall edges +30% defense until the flag is hit or destroyed. If not in turn recovery from using the ability, you may use the ability again at the cost of your current turn, however the ability does not stack (can not grant a unit +30, and then +30 again, however new units added towards the boundaries would gain the bonus).

Illness in the Ranks Flag: 150 Health, 25 Power, 0 Defense, 0 Blocking, 0 Turn Recovery, 0 Tile Movement
This flag deals 25 damage per turn at the end of each players turn to all opposing Veterans/Pirates per turn (with Defense math of Veterans/Pirates it deals 20 per turn). This illness can not lower the affected piece's health below 1. This effect lasts until the flag is destroyed.

False White Flag: 150 Health, 0 Power, 0 Defense, 0 Blocking, 2 Turn Recovery, 0 Tile Movement
While this flag is alive, you may spend a turn using it's ability which grants a 100% blocking bonus to a single friendly unit until that unit moves, attacks or rotates, or the False White Flag is hit or destroyed. Only one bonus at a time is allowed and if a player targets a second piece while the first has the bonus, the first will lose the bonus.



The game would have a rank system like SvS and PvP with a rewards store present in the area.
 
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