/\ __ __ /\ /__\ _____ / /_ ____ _____ /_/__ __ _____ /__\ /\ / ___// __ \ / __ \ / ___// // / / // ___/ \_ /__\ / / / /_/ // /_/ // / / // /_/ /_\ \ \_/ /_/ /_/___/ \____//_/ /_/ \____//____/ /
/\ __ __ /\ /__\ _____ / /_ ____ _____ /_/__ __ _____ /__\ /\ / ___// __ \ / __ \ / ___// // / / // ___/ \_ /__\ / / / /_/ // /_/ // / / // /_/ /_\ \ \_/ /_/ /_/___/ \____//_/ /_/ \____//____/ /
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Arborius only needs its cards to be played. Cards are added to the battlefield from a player’s deck/army in a turn. A player loses when they can’t do anything in their turn, usually from all of their cards/pieces being killed or disabled. Imagine a chess-like game with terrain: hills, valleys, ravines. Arborius has terrain, but the terrain is made up of pieces themselves. Stacks of pieces can serve as barriers, roads, and more. As pieces move, the terrain shifts and evolves with them. Highground advantages encourage pieces to fight for a better position. Every piece moves in the same way: - Advance forward. - Turn/rotate left or right. - Attack dead ahead. - Move inside a piece. Solitary pieces with nothing adjacent get destroyed at the end of each turn. When a piece attacks, the damage it deals is equal to the height of the tallest stack of pieces inside it. Attacking and defending are calculated as follows: When a piece takes damage from an attack, the defender must remove that many items from it. Finally if a piece runs out of items, it is also destroyed.
Click here to read detailed rules with pictures.
All the depth in this game comes from the abilities and the recursive behavior of the item mechanics I’ve designed.
A 4BS R