Movement  &  Gameplay

A Player's turn consists of providing movements to each controlled Party. A Party may travel from one Area to another (one per turn).

Regional Map - The map provides general information about each Area, any known structures nearby, and the locations of any known Parties.

Players take turns moving their Parties around the Regional Map (hunting or exploring essentially).

If you have a Party in an Area adjacent to an enemy-occupied Area, you will be able to collect additional intel.* (Party movement, etc.)

This depends on sensory skill of your units and the audible signature of the hostiles.

For each Player's turn;

if your Party entered a new Area, (or if another party entered into the current area) you may be notified of others in the Area whom are of "unknown intent" or "potentially hostile" (if they are within sensory range). You are forced into the Engagement Mode. Otherwise, on your turn you can choose to 'Explore Area'.

Move to Available Area -or- Explore the currently occupied Area -or- Setup Camp

*An 'Available Area' is any Area located directly adjacent to the current Party's location, which is not somehow inaccessible.

Party will remain in the area until they choose to move to a new Area, which will end the current turn for that Party.

Party's turn is not limited unless there is an active turn timer for the current game session. Turn ends with 'End Turn' action (or turn timer expires).

If Party chooses to Explore the current Area, Party will be able to freely move around the Area and explore* (look for items, resources, etc.)

Once you are finished exploring (at any time), the party can choose to Setup Camp or exit the Area (go to adjacent Area).

If you walk to the boundaries of the Area, you will be presented with the options: "Continue exploring - go to the next Area. (This will end your turn)", or "Exit to Regional Map." (You can cancel this dialog and continue exploring the current Area also).

 
Camping Options:
Method End turn Vulnerability Definition Effects
Reorganize No N/A Join or Divide Parties, create new Party with Units
Regroup Yes low Inspect Units, use items, cast spells
Rest and Recover Yes high Rest and heal wounds, regain stamina, focus Regain Health, Stamina, Focus, Mana

Exploration - You are free to explore while it is your turn, within a specified range or limit of distance covered. Each unit can explore independent of the other units in the party if you wish, or the party can explore as a group (in formation). Once you reach the limit of movement per unit, your "movement" turn is over and you are not allowed to continue exploring until it becomes your turn again. Movement is limited per unit based on Stamina and Agility. The concept is to emulate movement on a grid, similar to moving into 'spaces'. At any time, a party member can enter a structure (or cave, etc.) This action will cause the unit to leave the party and form a new party.

Engagement - Once a unit is within (sensory range) of hostile forces you are given the choice to "Engage or Ignore?", (or start a dialogue?). Both parties are given the same choice.* If both parties choose 'Ignore', exploration can continue.*Be mindful, at any time the hostile party can choose to engage which would be very risky to Ignore! Once engaged, players take turns in battle until one party surrenders, or all units leave the area, or is defeated.

Surrender - One party chooses to stop the fight, the opposing party can either stop and allow them to flee, or if possible may block them from leaving and either defeat them or capture them as prisoners.

Leave the Fight - At any moment during combat, if a party member chooses to flee the fight, they can escape combat if they are able to move out of range of the opposition forces. (If they can remain undetected, they can leave the area without alerting the opponents again).

Defeat - Once all the party members of one team/party are injured or are unconscious or somehow unable to continue fighting, the Engagement is over. The victors split the loot from the defeated. Any survivors from the defeated party may be taken as prisoners.

  Q: Is it possible to enter an Area, not notice other "hostiles", and get ambushed by them while exploring? /'lay and wait' or 'camping'?

A: Yes, this is allowed in certain areas (including Wilderness Areas) but is not possible in Developed areas. Developed areas have armed guards who patrol regularly so there is no way to "camp" or "ambush" because the guards in the area will notice the activity of any hostile actors.

  Q: What are Developed Areas?

A: Any Area that contains a Structure, a Town, or other development.

  Q: What about 'lay and wait' or 'camping' within your own Developed area?

A: This is possible, although you will not surprise your enemies if NPC guards alert/engage them. (NPC guards being AI controlled).

  Q: Is it possible to enter combat after someone is already engaged? Can I help my team member in a fight?

A: Yes. Each team will engage in combat. Each player will provide input and combat will commence the same as a one-on-one fight.

  Q: If I am exploring an Area, can hostiles enter the area and attack me?

A: No, not exactly. If a hostile party enters the area, you will not be attacked without being given the opportunity to plan for the attack and attack them as well. If there are hostiles in the area that you are not aware of, they may (and probably will) attack you without warning.

Ailments:

Any condition that may be imposed on a Unit either during combat or due to other causes (injury from falling for example).

Asleep/Unconscious - A unit will fall Unconscious from a severe blow to the head or if their Stamina is allowed to drop to zero. Asleep or Unconscious units are unable to move or defend themselves in combat. Asleep will usually wake up if attacked. Unconscious may not wake up depending on other factors. Stamina will be regained as the unit sleeps/remains unconscious. If a unit is unconscious due to low Stamina, they will not wake up when attacked until their Stamina is high enough to sustain them.

Scared/Terrorized - Lowers focus, Chance to hit and Accuracy. May also lower Agility.

Confused/Insanity - Depending on the strength, may cause units to become reckless and attack friendly units, or themselves.

Nauseous/Poisoned - Poison or Infection will continue to lower health and stamina each turn. Poison can lead to infection if left untreated.

Infected - Infection is more severe than Poisoning, causes lower focus each turn. In severe cases, Infection can lead to Wounded if left untreated.

Diseased - Diseased units may suffer from many different ailments. Disease will need to be cured by an Elder or a Healer.

Hexed - Hexed units may suffer from many different conditions including lowered abilities. Hex will need to be cured by an Elder.

Injury - If a unit becomes injured, depending on the injury, they may no longer be able to use weapons or tools, etc. They may be treated by another party member in Camp or in a Shelter. If left untreated, Injuries can lead to other conditions: Untreated Injury can lead to Infection, Diseased, Wounded or Unconscious. Injury could possibly lead to death, if the unit remains unconscious and untreated for example.

Wounded If an Injury (or possibly other condition) is not healed within a limited time, the Injury will become malignant and must be treated by a powerful Healer to remedy the Wound.

Disabled - If a Wounded (malignant Injury) condition is left untreated, the Unit may become 'Disabled', rendering the Wound as a permanent condition.

Deceased - If a unit's health is allowed to drop to zero, the unit will die. Deceased units may be Revived by a powerful Healer within a limited time.

If a Unit is allowed to remain dead for more than [twenty-four hours] They will no longer be revive-able and will be lost forever.

Special Moves - Climb, Swim, Sprint

Any of these Special Moves can be performed as long as Unit has enough Stamina, and their Weight Load is within specified limits.

Special Movement Load Limit Max Load: 200 (ex.) Basic Cost* /meter Typical uses…
Climb up to 30% less than 60 80/m Scale boulders, craggs, sheer cliffs, walls, ropes, ladders
Swim up to 40% less than 80 30/m Cross waterways (more than 1.5m deep)
Sprint up to 50% less than 100 12/m Rush in or out of Engagement Range (during combat only)


*Many factors affect the cost to perform including Race, Age and Skill Level.

Movement while Engaged uses more Stamina and covers less distance than movement while out of combat (during Exploration).

Agility rating determines the capabilities of the unit, Sprint vs Swim vs Climb

        Typical walking will cover approx. 20m per turn (area)
        Sprinting is limited to a distance, 15m per turn (area)
        Swimming is limited to a distance, 10m per turn (linear)
        Climbing is limited to a distance, 5m per turn (vertical)


Some races have more Stamina but also generally have less Endurance. As age increases, Stamina decreases.

Flight of the Wyvern™  produced by  Alchemical Games™
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