User:Mathetesalexandrou/Fanon:Hypatia's Wargame

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Wargame in progress

Hypatia's wargame is one of the chief source of entertainment for a member of the Meris Sophiston. It can be surprisingly inexpensive to play, since certain pieces such as toy bunnies cost as little as 2 simoleon per piece. It was created by Hypatia and it is played mostly by the Sunset Valley chapter members including the newly recruited Cycl0n3 Sw0rd. Despite its relative affordability (its greatest limitation is space), it has not achieved even local popularity.

Materials used[edit source]

2 6-sided dices (to emulate dice rolls, use a scientific/graphic calculator as a substitute, or other online random number generation services that allows you to define parameters.)

2-4 types of pieces, 16 pieces per set (or 24, if going with Kallisto's addition, with 6 more pieces of different types as well)

various other props representing doodads and tech structures

Rules[edit source]

It is a multiplayer (devised to be 2-4 players) turn-based strategy: There are 3 phases to a turn: movement, combat, and resupplying phases. A player starts the turn with the movement phase, rolling the 2 dices and moving according to the number rolled, a unit defined as the half-length of a floor tile. However, each piece can be moved individually as long as the pool of movement points support it (i.e. moving 4 pieces 3 units would take 12 movement points). All movement points are discarded when the player announced an attack, automatically shifting into the combat phase.

In the combat phase, a player may declare an attack on any enemy piece adjacent to a player piece that the player's piece faces as many times as the player wishes. In combat, simply roll a dice and the one with the higher roll wins, with the losing piece being removed to the reserve pile of the player owning the destroyed piece. There is a flanking and surrounding rule that provides bonuses, and here it is as follows:

Should the bunny piece attack the whale, it benefits from the flanking rule.

Flanking: when a piece attacks an opponent's piece that does not face towards itself, it gets a +1 attack bonus, so a roll of 5 is treated as a 6. This bonus also applies to any pieces joining in a surround attack. Surrounding: when there are multiple pieces that are owned by a player that faces the same piece to be attacked, an attack that would be taken by the multiple pieces is instead treated as one, and since a piece can turn in only one direct, any other piece that joins the attack will have the flanking bonus. The surrounding rule is set in a 3x3 square around the initial target, and defenders also may have similar bonuses. However, such bonuses only apply should the adjacent defending pieces face towards the piece that the attacked piece faces. When the outcome is decided, only the piece that either the defending piece faces nor the initial defending piece is destroyed.

Bunnies surround a whale piece. Since the whale is not facing either, both bunnies benefit from the flanking bonus, and should there be adjacent whales, they would not be able to assist.

After declaring the attacks, the player rolls 2 dices: if it yields 10 or 11, if the player has a piece in the reserve pool and has room in a 5x3 region around the base in this manner,

0 0 0 0 0

0 0 0 0 0

0 0 B 0 0

where B denotes the base, since it is to be located at the edge of the map,

the player may take out a piece from the reserve and place it back into the field. If the player rolls 12, the player does this with 2 pieces in reserve. However, if the player has 4 or less pieces in the field, then the player does this with (the roll - (3 + # of pieces owned by the player in the field), e.g. rolling a 8 with 2 pieces in the field will allow the player to deploy 3 pieces from the reserve pile)

And this cycle continues until the player's base has been captured, which is defined as all 5 adjacent tiles being surrounded by nonfriendly pieces, and the last team (or player) standing is the winner.

Kallisto's revision[edit source]

Although Kallisto saw potential in the game, Kallisto deemed it too simple as of this form. Kallisto deemed the supply rules pretty good, however, Kallisto decided that an expansion was in order. Kallisto introduces some new ideas, first differenty types of terrain, introducing the hill terrain and the water terrain tile: the hill terrain is special in that it requires 3 movement points to move from the edge to the non-edge segment of a tile, while providing a +1 combat bonus when a piece in the non-edge part of a hill engages in combat against one outside of it. Similarly, Water tiles are so that it requires 2 movement points to move through a water tile, edge or center, without the combat bonus. Kallisto also introduces group system, where units that are adjacent to one another can be grouped, so that the entire group can move at half the cost, rounded up.

The core members of the Hekatonschoinos Chapter playing with Kallisto's revision