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WorldWorksGames :: View topic - Floyd's Rules/Mechanics Basic Breakdown
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Floyd's Rules/Mechanics Basic Breakdown
http://www.worldworksgames.com/forum/viewtopic.php?f=51&t=6133
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Author:  Gamesmith Denny [ 06-04-2008, 12:42 PM ]
Post subject:  Floyd's Rules/Mechanics Basic Breakdown

Hey guys. I just wanted to post a quick rules breakdown for those curious compliments of our very own Floydski. There's been a few calls for a really basic summary and I think he did a good job of relating basic mechanics in a thumbnail way. This will have to do until we get some actual BattleReports up and running.

(We'll be working on that update patch addressing some typos, rules clarification and small card errors soon as well)

From his BoardGameGeek post:

The game plays fairly fast with an average fleet size. And believe it or not the table doesn't feel small (I play it regularly in a 3x4 area).

There are not a lot of rules to wrap your head around.

Stats and Movement/Range, Orders. Everything has a basic stat for its initiative order (for moving and attacking). A Velocity rating for range of movement and a basic defense rating. The turn arcs are printed on each ships base so it is easy to see each vessels maneuvering capability.

The Anatomy of a Turn is broken down into 6 primary phases:
Orders phase, Special Orders phase, Movement, Attack, Cleanup, End of Turn.

The turn starts with issuing orders to each ship. So on each vessels *TOS panel you flip the corresponding order switch you wish to give that vessel. (ie. Move, Fire, Repair, etc). Each phase of a turn is broken into Initiative bands. (Eg. Movement is based from Lowest to Highest 0.1.2.3.4.5.6). Usually the bigger ships move first with the quicker, more agile fighter squadrons able to adjust flight patterns after they see where the bigger vessels moved.

There are special orders that can be given to each vessel which makes for a variety of different tactics. And BTW, the *TOS (Tactical Order Stands) are a very integral part of the game as they eliminate 99% of any bookkeeping that would be needed. And you can buy upgrades for ships and squadrons (called ModChips: Ace Pilots, Skilled commander,Missile Salvos, etc).

Combat is handled Highest to Lowest on the Initiative Band (6.5.4.3.2.1.0) and each attack is resolved using the standard D6 die or dice. Each ships main weapon arc is printed on the ships base. An accompanying Stat card is supplied for each ship that have all other weapons/ranges/damage capacity printed on it along with what any special abilities and their descriptions. It's pretty fluid once you've played a round to see how it works and potential effects (ie. ships have levels of damage. As they take more hits they become weaker and can do less damage...but you can try and repair them).

Their are also advanced rules (which most will want to play this way) that add the potential for Order Loss. E.g AS the Admiral is sending orders to his fleet, sometimes in the chaos of battle an order doesn't get relayed or cannot be completed. This IMO adds some real tension to the decisions. And also allows some of the ships to really shine. Also there are Ramming rules and bigger explosions (which can potentially cause harm to nearby ships if caught to close to an explosion) leaving Debris fields. There are also Wormholes which are ways to travel from one sector or another, and in some cases (see the scenarios) one board to another. And offer another layer of tactical challenge and opportunities to explore (besides the standard "Blow each other" up). Also, without getting into too much detail, the Wormholes have different states that can be altered (ie. Stable, unstable and dangerous). There were some alternatives discussed for Wormhole usage and they may end up in a future expansion.

The scenarios start out with the basic head to head (The Standard Engagement). But this was a design intention. To slowly acclimate new (tactical space gamers) and gamers a like. But it quickly gets more interesting with (Supply Run - escort mission) and (The Gauntlet - 3 sequential missions with varying resources available depending how you did on the previous one) and (Sector command - which is basically controlling different sectors of space traveling between wormholes). And the scenarios also come with pre-written variants and suggestion on how to add variety and difficulty. Most of these are really quite fun.

So there you have it. A basic run-down of the game from one of its Beta-testers. IF you have any more questions just ask...but I encourage you to visit the forums at the World Works Games _Wormhole Forums.

Thanks and I hope that provided you a better over-view of the Wormhole game experience.

~Floyd


* It tracks what phase of the turn sequence you are in, whether or not a special order has been used, damage tracking and as stated repair. You do not need to build the 3d version, as you can make them flat and 2d as an alternative, but they are really nice (and quick) to build in their full 3d form. [/quote]

Author:  Fl0ydski [ 06-04-2008, 03:09 PM ]
Post subject: 

/Heh! Thanks Denny. There were people over there clamoring for info so I quickly wrote that up.

I am working a more complete Wormhole package & game analysis for people. (Though I am not going to give step by step on how to play). But a better over view of mechanics and game in general. I'll be rolling the above into it and fleshing out the rest.

Here is the begging of it (feel free to post comments, suggestions, critiques, horrible errors and out-right omissions)

When its finished I'll post a new thread review over at the Board Game Geek (complete with images).

~Floyd
_________________________

Index.
I. Wormhole Debriefing
II. What you will needed
III. Anatomy of the Game
IV. Notes


I. Wormhole debriefing:


Wormhole is a fast playing tactical space combat game with a cinematic feel. You and your adversary
play the part of the Sathrican Fleet Admirals facing off against each others fleets represented on the table top as
"Virtual Space" with models representing the ships.

The game was designed with the new gamer in mind as well as the seasoned Tabletop space combat skirmisher.
Which means the rules and presentation are provided in a manor to get everyone up to speed quickly with
an easy to understand rules breakdown and loads of visual references. And that while the game is really easy
to get into, there are a variety of tactical options, strategic depth and expansive flexibility to keep the game fresh,
and you coming back to the table for "just one more mission."

Some of the highlights of the system:

- Easily accessible and fast playing game mechanics with a deeper tactical strategy
- Innovative ship control panels (called a TOS or Tactical Orders & Status) minimizes table cluttering book-keeping.
through the use of visual cues both (tactile movable switches, color and iconography)
- Very little if any reference to the manual after the 1st play for rules, as the most pertinent information is available
on the ship reference cards or ship bases.

The game is provided as a *downloadable PDF that you can print out, cut and assemble the various
ships, game aids and rulebook.

To play up on the strengths of this (cardstock) medium, the following are the high points:

- A gorgeous full color rule book, super detailed ship textures, explosions markers and optional **space mat.
- Build only the the amount of models you want to play with or need. All the models are easy to assemble.
- And online tutorials for assembling each one is available at : www.worldworksgames/


II. What you will need :

A. Construction

- Inkjet or some type of color printer(buy yourself some extra black ink/toner cartiridges)
- Cardstock or some type of heavy card that will work on your printer. (EG. 110lb cardstock typically found in
office supply stores or your local "SUPER" store.
- PVA or white glue or glue sticks. (The lower the water content the better).
- X-Acto or utility knife for cutting and scoring the printed pieces.
- minimum of 2 sheets of (preferable black) foam-core with which to mount each ship and the command trays.
- Ruler and black/grey or colored marker to clean up the cut edges of the ships and accessories.
- a few hours a night to assemble the various parts to play.
- A few plastic bins work well for storage.

B. Play

- A flat area to play (such as a dinning room table) a 30in x 40in (76cm x 101cm) area is about the median size.
but an area 40in x 72in (76cm x 183cm) would be suitable for larger fleet engagements.
- A nice black play-field (a dark colored sheet or preferably a nice printed star-field)
- Assembled ships with accompanying TOS displays.
- printed Reference cards
- A handful of D6 (six sided die). Raid your Monopoly or Yatzee games collecting dust on the shelf.
- A ruler (measured in inches) or the convenient fold up ruler provided with the Wormhole game.


III. Anatomy of the Game

A game of Wormhole in its most basic form; would be alternating turns of each player moving their ship
representations to the most advantageous position to cause the most (potential) damage to their opponent.
And limiting the amount of damage to their own fleet. Thereby gaining what is called an Advantage over
their opponent. (Advantage explained more after the game basics below).

Picking out a fleet/force/group of ships for an engagement is east as each ship is allocated a point value.

The typical battle or Standard-Engagment would be opposing forces of equal points value with the goal
of accumulating more damage marks or outright eliminating your opponent in 6 turns. (Although some
the scenarios offer lop-sided contests and specific goals outside of simply eliminating the opponent that
can really add to the flavor and excitement of a game of Wormhole.)








Area where some of the info above will be rolled in and fleshed out.






- -


A clever system of handling book keeping was devised in the form of the TOS (Tactical Order Stand)
and the Fleet Trays. Which hold each of the TOS together in a convenient, easy to access, lap friendly tray.



* - The game is available for download at WWW.WORLDWORKSGAMES.COM. There is talk of going the
tangible pre-printed router or even possibly making this available on Compact Disc.

** - The space mat is available as a separate purchase and download called Uncharted Space. It is meant
as an stand alone space field mat for any game that might require one. As well as providing a nice mat to
play Wormhole on.

The Tangible(PrePrinted on vinyl) version of the space mat should be available for purchase soon!

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