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Maffster

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  1. To get around space restrictions Open a second free blog and host the pics there and link them to the first blog www.kazenoshiro_file_dump.wordpress You can do this every time you need a n extra 3gb it's jot ideal but it works
  2. Fixed thanks. I'm way behind I need to add the novel too
  3. In the recent "imperial gifts" fiction news article It states that this fiction is set before the children of the Empire Web fiction. Does anybody know where that is?
  4. I started this list mainly because I'd turned the clan packs into pdf and wanted somewhere I could list them together. Everyone is entitled to their opinion even though sometimes they can be provably wrong hahaha
  5. Be careful if you have any secrets, there is a scorpion somewhere that knows them all. Lol
  6. I haven't read it yet so I haven't included it on the list until I've got an idea where it goes
  7. I haven't read it yet so I haven't included it on the list until I've got an idea where it goes
  8. I started this thread because I was in a tounament. Round 1 I have 2 bayushi manipulators in and and 2 contingency plans. I bid 5 and up it all the way to 9 Roind 2 I really didn't need any cards but I had to bid 1. It was at that moment I thought "mmm I wonder if there's a good reason why I can't bid 0"
  9. Yeah not one of my most popular ideas it seems But I'll also guess that the idea was beaten up and left for dead without a single gameplay test being actually done.
  10. ******************************************** Links to the first two games L5R - MINI Game 1 - Stone Placement - Yoso-Go L5R - MINI Game 2 - Stone Placement - Four in a Row! ******************************************** This game is not really a new idea as such and anybody familiar with the classic mastermind games will see where this game idea comes from, but here I present a multi=player version This can be player 2 player but I think this would be so much more fun with more players. and there really is no limit to how many people can join in. OK Lets start with the 2 player version as it will be easier to explain the multiplayer. ********************* RULES One player makes a code and the other player tries to crack the code in the fewest moves possibel. The player who is making the code takes a conflict card Secretly behind their hand or using a screen they place token onto the spots, the player has 3 options fro each spot. Honour Token Fate Token No Token The player select Earth - No Token Air - Fate Token Water - Honour Token Fire - No Token Void - Honour Token This is hidden from view either under the hand or under a cup or behind a screen The player who is cracking the code takes a dynasty card and places tokens in any configuration they like trying to guess the pattern The player then compares the guess to the code and tells the player how they did. In this case One Token is correct and its in the correct place. Fire - No token is correct. And two correct tokens but are in the wrong place. The player cracking the code marks it with an honour token for every correct token and a fate token for every token thats in the wrong place NOTE - No token is just as valid as fate or honour tokens and needs to be marked correctly The player now plays another card and makes another guess using what they've learnt from the previous round. The card is again marked and another guess is made Again their guess is marked and they another guess This time they cracked the code and the Conflict Card is revealed The player cracked the code in 4 moves. Now this is all very standard Mastermind stuff but because we are using cards it means any number of people can join in. ********************* MULTI-PLAYER This is where things can blow the mind as you get an overload of information. First one person is selected to create the code They take 1 Conflict Card and create a code just like before using Honour, Fate and No Token They hide the code so only they can see it. Now all players who are trying to crack the code all make secret guesses Behind their hand or screen just so long as nobody can see the guess In this example 4 players are trying to crack the code They all reveal their guess at the same time. The player who created the code goes round each player and tells the how many they got right and how many right in the wrong place. The players cracking the code mark their own cards Each player makes a new secret guess but they have a lot of information each round as all the cards from all the players can be seen by all players. First player to crack the code wins In case of both players cracking the code on the same round then keep a score. Scoring is just how many cards it took you to crack the code. Lower scores being better. Each round a new player is selected to create a new code to be cracked. If you want to increase the level you can use more different types of tokens ********************* ARTS & CRAFTS if you want to increase the difficulty add more types of tokens Here are some mini element token that you can print and stick to some spare fate tokens This will give the code more options If you want to up the level even more then why not print these Clan Mon tokens giving the code a lots more options If you saw my post about enlightenment I made some tokens using coin capsules You can see that post here Enlightenment Win Condition Rules These are the tokens that i made in the other post and could be used to play this game. Any thoughts please comment below
  11. This is a the second mini game i've created and is much easier to play than the first game L5R - MINI Game 1 - Yoso Go I'm not going to explain all the rules for placing stones as they can be found in the first game, so if you understand that game then this should be super easy t follow. **************************** RULES Decide who goes first Players take turns placing stones onto the board Each round they can only place a new stone. Once a stone is in place then it stays there the whole game. It can't be captured and it never moves. Just like the first game players must play in the same element type that matches the spot where the last token was placed. There are 2 ways to win 1, If you're opponent can't make a legal move then you win 2, If you fill any of the 20 lines with 4 of your tokens you win Ok Lets run through a quick game to see how it plays The honour player goes first and plays Void Zone on the Void spot. The fate player plays in the Air zone on the Void Spot. The honour players plays back in the Void zone on the Earth spot. The fate player plays in the Fire zone on the Earth spot The honour player plays in the Air zone on the Earth spot The fate player plays in the Earth zone o the Earth spot The honour player plays in the Water zone on the Earth spot The fate player plays in the Earth zone on the Void Spot The honour player plays in the Water zone on the Void spot The Fate Player plays in the Void zone on the Air spot The honour player plays in the Air zone on the Water spot The fate player plays in the Water zone on the Air spot The honour player plays in the Air zone on the Fire spot The fate player plays in the Fire zone on the water spot The honour player plays in the Void zone and wins the game by creating a line of 4 in a row The wining line highlighted A reminder of all 20 possible winning lines Thats it a very quick and easy game that is over in a few minutes Any good name suggestion for this game?
  12. Here is a stone placement game that can be played using the backs of the cards as a board and fate and honour tokens. Everything you need comes in the core set. You will need 5 cards On the back of every card are 5 circles in a circle we lay the 5 cards in the same pattern. You also need tokens for each player. Each card is placed to represent one of the elements. Earth, Air, Water, Fire and Void. We will call these zones, so we have five zones Each zone has 5 spots for each of the five elements Players take turns placing tokens on the spots until 1 of the players wins. ****************** Rules Decide who goes first. Each player has two phases to each turn. Capture phase (optional) This is where you can move your tokens that are on the board and capture your opponents pieces Placement phase. (compulsory) This is where you place an additional token on the board. There are 3 ways of wining the game. 1, Fill all 5 spots on any zone with all of your tokens. 2. If there are any empty spots on the board and your opponent can't make a legal move then you win. 3, If the board is full then count the tokens in each zone. a if you have more tokens in the zone then you claim the zone b if you have claimed more zones then you win. I'm pretty sure there can't be a draw. ****************** Best way to see how this works is to follow along in an example. As capturing will come later we'll be skipping that phase until we get the chance. Ok lets begin The honour player goes first and places a token on in the Water zone on the Fire spot. The spot you play your token on restricts where your opponent can play their next token. The honour player played on a Fire spot so the fate player can either play on any available Fire spot in another zone. Or on any spot within the Fire zone. Lets say they play in the Fire zone on the Air spot. Meaning the honour player is now restricted to play Air. Either on any Air spot within any zone Or on any spot within the Air zone. Lets say they choose to play in the Air zone on the Water spot. I think it should be clear that the fate player can now only play either on a Water spot Or within the water zone They play in the Water zone and they also play on the Water spot. Passing play back to the honour player to play Water again. The Honour player plays in the Earth zone on the Water spot. At this point in the game before the fate player places a token they can capture a token from the honour player. There are 2 ways to capture an opponents token 1, Hopping from zone to zone this is done by hopping over an opponents token along lines created in the board shape. 2, By hoping over an opponents token moving around within a zone either clockwise or anti-clockwise in both instances the player must land on a spot that is of the element type they are playing on their turn. First lets look at hopping from zone to zone Lines are created by 4 spots of 2 element types In this example its the Water/Fire line The 4 spots that make up the Air/Void line are here There are 10 combination of any 2 elements types and they are 1 Earth/Air 2 Earth/Water 3 Earth/Fire 4 Earth/Void 5 Air/Water 6 Air/Fire 7 Air/Void 8 Water/Fire 9 Water/Void 10 Fire/Void Each combination of element type creates 2 lines within the board for a total of 20 lines within the board structure. Highlighted are both Air/Void lines Ok back to the game and its the fate player to play on Water They are going to move this token that already in play Hoping over the honour token moving along the Water/Fire line from the Water zone into the Fire zone onto the Water spot They move their token And remove the honour token from the board Its still the fate players turn as the turn end only when a player add a new token to the board. So each round a player can capture tokens on the board by moving tokens that are already in play Then they end their turn by adding a new token All confined to the element type they are playing that round The fate player this round is playing Water so they end their turn by playing a token in the Water zone on the Void spot. The honour player plays in the Void zone on the Air spot Fate plays in the Air zone on the Earth spot The Honour player plays in the Earth zone on the Void spot Now here the fate play can use the second way of capturing a token by moving around the spots within a zone The fate player is on Void. They can move around the Air zone Anti-clockwise hopping over the honour token to land on the Void spot. They make the move and remove the honour token from the game But the fate player isn't finished yet and can make another capture this round Here along the Air/Void line They can hop the honour token moving from the Air zone into the Void zone. They make the move and remove the honour token from play With no more captures available this round the fate player ends their turn by placing a token in the Void zone on the Air spot The honour player plays in the Air zone on the Water spot The fate player plays in the Void zone on the water spot passing play back to the honour player keeping it on Water Now here the honour player can only play within the Water zone as all the water spot everywhere else are currently taken They can pass play back to the fate player and keep it on water by playing on the Water spot within the water Zone Ok I hope you've followed everything so far now lets look at the 3 win conditions Win Condition One This is where a player fills all five spots of any zone with 5 of their tokens Lets take a look at this board position It fate to play on Fire They choose to play in the Water zone on the Fire spot The honour player wins the game by playing on the Fire spot in the Earth zone All five spots within the Earth zone have been claimed by the honour player. Win Condition Two This is where your opponent can no longer make a legal move. Lets take a look at this board position. Its Fate to play on Void They place their token on the last Void spot in the fire zone Its honour to play on Void and they can't make a legal move All the Void spots are taken and all the spots within the Void zone are also taken Because the honour player can't play then the Fate player wins Win Condition Three If the board ever gets to a completed state without a winner then player first count the number of tokens in each zone In the Earth zone there are 3 Honour tokens and 2 fate token so the honour player claims the Earth zone The player who has claimed the most zone at the end of the game wins. Thats all there is to it it can be tricky at first to see the lines but once you see them then its quite easy I'm sure there are plenty of games that can be played by arranging 5 cards into the configuration This is my first idea if anybody plays it and finds it to be broken or has suggested rules changes leave a comment *************************************** ARTS AND CRAFTS *************************************** If you have a printer than i've made some boards that can be printed and are a little more stable than laying out 5 cards. If you're struggling to see how the spots create lines then maybe this board could help. I've added all 20 lines to help highlight where they are I'm not sure if this helps or not If you have no problem seeing how the lines are created then maybe this is a better board to print. ************************ The Next Level ************************ For a more involved longer game then we can scale up another level giving the board a total of 125 spots to play This creates 5 zones 25 circles 125 spots When its a players turn and say they are playing Water this round Then they now have three options to play 1 They can play on any water spot anywhere on the board 2 They can play on any spot within a Water circle in any zone 3 They can play on any spot within the Water zone To create the Master size board print out the following 5 images onto A3 Paper and cut them out and stick them onto a big board in the correct configuration. Feedback is always appreciated. If anybody wants to come up with a good name for this game please comment below. Also a link to Game version 2 L5R-MINI Game #2 - Four in a Row
  13. I was suggesting this for the multiplayer that locks players into bidding 2 or 4. I thought this system would allow players the freedom to make any bid from 1 to 5 fairly.
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