Hununga - archives



While trying to track down my old flash files for the game I came across this old prototype board and a early draft of the rules...


THE GAME

inspiration- this game is inspired by my two favorite board games. Street Soccer (a modern Dutch game) and Chaturanga (an early version of chess). The game is designed to be a combat game but seeks to avoid the imbalances that lead to predictable endgames. To avoid those problems I have made it possible for the players to respawn captured pieces.

how to win- The first player to get 3 points wins. You get points by holding the center objective or by capturing an opponents king.

how to play- Each turn the active player rolls 2D6. They use the numbers on each dice to move and attack with a different piece. If doubles are rolled then instead of moving two pieces you can choose to move the same piece twice. The active piece must use the entire number rolled on the die to move or move and attack.

moving and attacking- piece may only move and attack along horizontals and verticals (diagonals are not allowed). All pieces move the same... expending one dice point to move each square. The different pieces have different defense values represented by the number of dots on the piece. These represent the amount of dice points needed to capture the piece. The pawns have one dot, the bishops two dots, the knight three dots, the rook four dots, and the king has six dots (The names of the pieces are not important only the numbers... the names don't make sense because I haven't renamed the pieces to match the Aztec/Inca theme yet). So to capture a rook on a roll of a five you would have to move one square and then capture with the remaining four points. To capture a king you already have to be adjacent to him and roll a six. To capture you do not move into the same square as the piece... you capture from adjacent squares. This allows a piece to attack nearby pieces without having to move out of the objective area.

example - on the first turn the green player rolls a 4 and a 6. He moves his king one square to the side and three forward to take a center square (die 4). The King's pawn then moves forward five and captures the red king's pawn with the remaining one point (die 6).

respawn- If you have pieces which have been captured you may give up your highest dice roll to respawn them in your corner. The corner respawn square is marked with an arrow symbol. If there is already a piece in that square you cannot respawn. An enemy can move to your respawn square to keep you from bringing in reinforcements.

Objective- The primary objective is to take and hold the center (the area marked with the large sun symbol). To do this you must end a turn with you having at least one piece in the center four squares and your enemy must not have any pieces in those squares. If at the beginning of the next turn your opponent has not moved into one of the center squares or removed all your pieces in the center you score a point.

Bonus- Each time a point is scored the opponent of the scoring player gets a reroll token. Each token can be used once to reroll one die. This rule was added to give the loosing player a little momentum to make a comeback. The closer the score the more exciting and memorable the experience so this bonus is designed to keep the game balanced and fast paced.

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