Cleromancy
V0.1
by
Charl Landsberg
Introduction:
Cleromancy is a game played on a chessboard (or any square grid) with polyhedral (role playing) dice, including the d4, d6, d8, d10, d12, and d20, (the d100 is not used in this game, but can be used as a makeshift d10 since it is the same thing for all intents and purposes.) Each dice represents a unit that can be summoned. The number of sides on the dice is equal to the total health of the unit. As health is lost per unit the player can keep track of health lost by turning the dice to indicate current health at any given point. If a unit’s health is depleted to one point it can no longer move, but it can continue to do damage. If a unit’s health is depleted to zero the unit is removed from the board.
What you’ll need:
1) Dice. Each player has to have the same dice pool available to them. So if one player only has one set of dice then this is the maximum dice pool for each player. Ideally three sets of dice per player will work well. As explained later only 1d12 and 1d20 are necessary per player. For basic versions of this game (see Party) you can use 1d6, 1d8, and 1d10. Negotiate with one another, share dice to expand the possible pool, and just be fair.
2) A set of mana counters. Mana is generated in each round of the game and counters will be necessary to keep track of mana gained and spent. I have these half flattened red and blue marbles that work very well. Mana has to be shown at all times. Mana can be exchanged between players if there are more than two players. For basic versions of this game you will not need to keep track of mana.
The Units:
The Scion (d4)
4 HP
It costs 2 mana to build.
It generates 1 mana each round.
It can move 1 square each turn in any direction.
It can do 2 damage.
It has a damage range of 2.
It has to remain within 1 move of the Keep at all times.
It can spend its turn healing another unit for 1 health instead of generating it’s mana that round.
The Tribune (d6)
6 HP
It costs 3 mana to build.
It can move 1 square in any directions.
It can do 2 damage.
It has a damage range of 1.
The Magus (d8)
8 HP
It costs 5 mana to build.
It can move 3 squares but only in straight lines.
It can do 1 damage.
I has a damage range of 3.
The Consul (d10)
10 HP
It costs 7 mana to build.
It can move 2 squares in any direction.
It can do 2 damage
It has a damage range of 2.
The Titan (d12)
12 HP
Each player can only have one Titan in play at any given time.
It costs 10 mana to build.
It can move 1 square but only up / down / left / right, no diagonal movement.
It can do 5 damage.
It has a damage range of 1.
The Keep (d20)
20 HP
Each player can only have one Keep per game.
Generates 2 mana per round.
Can summon a unit, units appear at any square immediately next to the Keep.
Cannot Move / no damage.
Game Order:
At the beginning of the game each player rolls a d20 to see who starts.
Each player then spends their first turn summoning their Keep (d20) onto the board. A Keep (d20) may not touch the edge of the board.
Mana generation at the beginning of each consequent turn.
Units are summoned into play after mana generation.
Two units may move per round.
At the end of each round each of that player’s units may deal damage to any enemy units within its reach up to the value of its damage. So a Consul (d10) can do 2 damage, if two enemy units are within its range (2), the player can choose to either deal 2 to either of the enemy units, or 1 to each unit. The Titan can deal 4 damage, if it were in range of 2 enemy units, it can deal 4 damage to either enemy, or 2 / 2 or 3 / 1.
Once damage has been dealt no further moves may occur and the player’s turn is over.
The default game ends when a player has destroyed all other enemy Keeps or all other units.
Variations on Game Play:
Storm the Keep: Default game. Destroy the enemy keep.
Annihilation: Destroy all enemy units.
Expand: The chess board can be too small for more complex games. Try a bigger grid. This may be entirely essential if you are going to play with more than 3 players or plan on longer games.
Rush: Gain 5 mana per round from the Casle (d20) instead of 2.
Party: Start the game with just one Tribune (d6), one Magus (d8), and one Consul (d10) per player. Game ends when all opponent units have been killed.
Expedition: each player starts with 19 mana and can purchase Tribunes (d6’s) at 3 mana, Maguses (d8’s) at 5 mana, and Consuls (d10’s) at 7 mana. Any mana not spent is wasted.
Scorcher: The Keep only generates 1 mana per turn. Scions (d4) cost 5 mana to make. Only one piece may move a turn. Only one piece may deal damage a turn.
Hexed: Each player has only one set of dice (1d4, 1d6, 1d8, 1d10, 1d12, 1d20) in their dice pool.
Mortal: Each piece may only be summoned once. Once it dies it is removed from your dice pool for the rest of the game. If you have agreed on two 2d4 you may only summon two Scions (d4). If they are killed, then you cannot summon them again that game. (this can be used in conjunction with other rules too.)
Law of the Land: Make up your own rules.
Fate: Include an additional d20. Each time damage is dealt by a piece, a player rolls the d20. If the player rolls a 20 the unit does double damage. If the player rolls a 1 the unit does damage to itself.
Future Endeavours:
This game is still in its early days. Expect developments to the rules, addons, special moves, etc…
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