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games:board:thiefgame

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games:board:thiefgame [2013/03/24 15:48]
curufea
games:board:thiefgame [2013/03/24 15:49] (current)
curufea [Key concepts]
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   * **Sound** - Speed of a figure, the surface they are on, any action they do and ambient noises are all taken into account to work out the noise of a figure.   * **Sound** - Speed of a figure, the surface they are on, any action they do and ambient noises are all taken into account to work out the noise of a figure.
   * **Simultaneous** - Simultaneous movement of all figures is fairly important in this kind of game to create the right level of accuracy and tension. ​ Non-visible figures need not move at the same time as the visible ones to speed up the game.  But the visible figures should have a start and an end marker for their moves - the path between those two markers is divided into phases and looked at for any points they may be able to detect something. ​   * **Simultaneous** - Simultaneous movement of all figures is fairly important in this kind of game to create the right level of accuracy and tension. ​ Non-visible figures need not move at the same time as the visible ones to speed up the game.  But the visible figures should have a start and an end marker for their moves - the path between those two markers is divided into phases and looked at for any points they may be able to detect something. ​
-    * **Free Will** - This needs a bit more explaining.---**Guards** follow pre-plotted paths and act or react to their environment according to automatic rules __unless__ they enter pursuit mode" at which point they can be moved in the same manner as a thief.---**Thieves** plot their paths each turn, but may have their action for a turn be free willed. ​ The only exception to the turn plotting is if they are surprised (see [[ThiefgameMoves|Surprise]])."+    * **Free Will** - This needs a bit more explaining.---**Guards** follow pre-plotted paths and act or react to their environment according to automatic rules __unless__ they enter "pursuit mode" at which point they can be moved in the same manner as a thief.---**Thieves** plot their paths each turn, but may have their action for a turn be free willed. ​ The only exception to the turn plotting is if they are surprised (see [[ThiefgameMoves|Surprise]]).
   * **D6** - all dice rolls use a standard cube die.  There is usually a target number or difficulty that must be equalled or exceeded by a die to create a success. ​ The number of these successes is often relevant ---i.e. when sneaking, and a thief with a Sneak of 3 rolls 3 dice resulting in a 5,6,2 they have achieved 2 successes over the difficulty of the task (which is 5) and may therefore move 1 (number of successes x 0.5"​)."​   * **D6** - all dice rolls use a standard cube die.  There is usually a target number or difficulty that must be equalled or exceeded by a die to create a success. ​ The number of these successes is often relevant ---i.e. when sneaking, and a thief with a Sneak of 3 rolls 3 dice resulting in a 5,6,2 they have achieved 2 successes over the difficulty of the task (which is 5) and may therefore move 1 (number of successes x 0.5"​)."​
 ====Turn Order==== ====Turn Order====
games/board/thiefgame.txt · Last modified: 2013/03/24 15:49 by curufea