Post by Leonid Govorov on Nov 2, 2017 14:41:17 GMT
Hey, today I have a new game to share, and the game is TripleA. TripleA is a turn-based strategy game and board game engine, amd I found a way to implement it here. I edited some rules and some I copied from the official TripleA guide. Anyways, enjoy
[The map]
The map is divided by areas. Land areas are caalledd territories and ssea areas are called sea zones. Rivers and samll islands may not have a purpose.
Each area is adjacent to a certain number of other territories. Units move on the map, from one area to other. Land units(armies)are limited to sea areas and vice versa unless thry are carried by transports.
Sea units can move to any adjacent sea area, except canals. You may only use them if your ally control lands of both sides of the canal.
Each area has a production value, or PUs. Some may have a PU of 0. It determines how big of a player's outcome.
All areas are controled by a player. He is the guy in charge of putting down units and also gets the PU from that area.
If you control an enemy's territory then all the units spawned here is yours to keep.
[Capitals]
The most important area of a player. If a capital is lost, then the following happens.
-All the PUs a player possess is transferred to the enemy.
-The victim cannot collect income.
-The victim cannot produce units.
[Units]
Each unit has its unique stat.
Atrack:Firepower of that unit while attacking. If you throw a dice equal or lower, it gets one hit.
Defense:Firepower of that unit while defending. If you throw a dise equal or lower, it gets one hit.
Movement: The number of map territories or sea zones the unit can move each turn.
Cost: How many PUs that must be spent to produce one of that unit.
[Sequence of play]
The sequence of turns for nations is: Russia>Germany>Britain>China>Japan>>America. After America's turn ends, and no side is victorious then the next round starts.
Sequence of phases for turns is:
Tech development>Purchase>Combat move>Battle>Placement>End of turn.
[Tech development]
In this phase, you may invest PUs to develop techs. This involves purchasing dice roles, with 5 PUs each. Then the players decide which tech to research, then rolls all of his dices. If 1+ sixes are rolled then that tech is developed. If not, nothing happens.
[Purchase]
Here you may spend PUs to purchase new units. You may create as much as your PU allows.
[Combat move]
Here you may move your units as much as its stats allows, or until he reaches a territory occupied by a neutral or enemy nation. If you wish to move an army unit, like a tank, you must use the transport ship. Nothing different with here.
[Attack]
In this phase, an area where two or more players of the different side has units would be created a battle that must be resolved. Here is the sequence:
1. Attacker fires, defender allocates casualties
2. Defender fires, attacker allocates casualties
3. Allocated casualties are removed. If one side has no units, then the other side is considered to be victorious. If the attacker wins, they capture the territory.
[Fire]
Each unit has a certsin attack and a defence power. Their owner will roll 1 dice for each unit he has. If he rolles same or lower than the attack stat, then he scores 1 hit point.
For each hit, 1 casualties are inflicted.
[Placement]
Here you may place units that you bought at thebeginning. The maximum numbers of units you can place is same as the production value(=the number of PUs it can produce).
[End turn]
Here all the techs researched in this phase are activated and the new units are mobilized for battle.
[Victory]
You may be victorious when both teams decide 1 side clearly won.
[The map]
The map is divided by areas. Land areas are caalledd territories and ssea areas are called sea zones. Rivers and samll islands may not have a purpose.
Each area is adjacent to a certain number of other territories. Units move on the map, from one area to other. Land units(armies)are limited to sea areas and vice versa unless thry are carried by transports.
Sea units can move to any adjacent sea area, except canals. You may only use them if your ally control lands of both sides of the canal.
Each area has a production value, or PUs. Some may have a PU of 0. It determines how big of a player's outcome.
All areas are controled by a player. He is the guy in charge of putting down units and also gets the PU from that area.
If you control an enemy's territory then all the units spawned here is yours to keep.
[Capitals]
The most important area of a player. If a capital is lost, then the following happens.
-All the PUs a player possess is transferred to the enemy.
-The victim cannot collect income.
-The victim cannot produce units.
[Units]
Each unit has its unique stat.
Atrack:Firepower of that unit while attacking. If you throw a dice equal or lower, it gets one hit.
Defense:Firepower of that unit while defending. If you throw a dise equal or lower, it gets one hit.
Movement: The number of map territories or sea zones the unit can move each turn.
Cost: How many PUs that must be spent to produce one of that unit.
[Sequence of play]
The sequence of turns for nations is: Russia>Germany>Britain>China>Japan>>America. After America's turn ends, and no side is victorious then the next round starts.
Sequence of phases for turns is:
Tech development>Purchase>Combat move>Battle>Placement>End of turn.
[Tech development]
In this phase, you may invest PUs to develop techs. This involves purchasing dice roles, with 5 PUs each. Then the players decide which tech to research, then rolls all of his dices. If 1+ sixes are rolled then that tech is developed. If not, nothing happens.
[Purchase]
Here you may spend PUs to purchase new units. You may create as much as your PU allows.
[Combat move]
Here you may move your units as much as its stats allows, or until he reaches a territory occupied by a neutral or enemy nation. If you wish to move an army unit, like a tank, you must use the transport ship. Nothing different with here.
[Attack]
In this phase, an area where two or more players of the different side has units would be created a battle that must be resolved. Here is the sequence:
1. Attacker fires, defender allocates casualties
2. Defender fires, attacker allocates casualties
3. Allocated casualties are removed. If one side has no units, then the other side is considered to be victorious. If the attacker wins, they capture the territory.
[Fire]
Each unit has a certsin attack and a defence power. Their owner will roll 1 dice for each unit he has. If he rolles same or lower than the attack stat, then he scores 1 hit point.
For each hit, 1 casualties are inflicted.
[Placement]
Here you may place units that you bought at thebeginning. The maximum numbers of units you can place is same as the production value(=the number of PUs it can produce).
[End turn]
Here all the techs researched in this phase are activated and the new units are mobilized for battle.
[Victory]
You may be victorious when both teams decide 1 side clearly won.