- Druid's Grove [Alpha Project]
Druid's Grove ©2011 Moriken Games
Druid’s Grove is a game that lets players battle each other through strategy and wits. The game is a turned based strategy placing the player in the shoes of a druid living in the Greatwood Forest. The druids’ are battling for territory and dominance by summoning creatures of the forest and magic to aid them. The combat plays out in phases with players making tactical decisions on which piece to move and what to attack. The main objective is to remove the enemies summoning crystal by damaging it; other conditions are available and customizable. Theplayer can control a certain number of pieces on the battlefield that they cansummon each round and the pieces they choose will lead to different outcomes and strategies.
The core mechanics of the game are similar to chess, each player gets a single move and if the pieces are confrontational they begin to fight. However unlike chess each piece has attributes and abilities that can be used during combat and sometimes out of combat.
This project is currently in Alpha.
There are 3 categories of units in Druid's Grove. Striker, Defender, and Utility. Each of these categories are defined by their name such as strikers having a higher bonus to damage and a defender having a higher bonus to defense. Within these categories there are tiers or ranks of each totally at four. The higher the tier the more powerful the creature is.
- Sequence of Play
Initiative Phase– Both players roll a d6, highest determines who goes first for the rest of the match.
Creation Phase - The very first creation phase each player starts with 10 EP (essence points) and every creation phase after on that players turn he will roll a d6 and gain that many essence points. Both players can spend essence to spawn creatures but do not have to.
Move Phase – During movement phase a player can move one of his pieces.
- Attack Phase –Attack phase follows immediately after a piece enters a square marked as "aggressive."
Example of play
Player 1 Rolls high initiative.
Player 1 summons a creature.
Player 1 moves his creature.
Player 2 Summons a creature.
Player 2 moves his creature.
Player 1 summons another creature
Player 1 moves his creature in combat of player 2's creature.
Player 1 chooses to attack, combat occurs.
Player 2 summons another creature.
Player 2 moves his creature.
The cycle continues until a win condition has been met or a player surrenders.
- Essence Crystals
Each player has a crystal on the battlefield. This crystal is the object that allows the player to summon creatures and it collects the essence around it. Every round a player rolls a d6 on his creation phase to gather essence. If a player kills an enemy creature he gets that creatures tier in essence.
An essence crystal can only store a maximum of 20 essence, any essence that exceeds 20 is lost. If a players essence crystal is attacked the maximum capacity is permanently lowered by the damage dealt. If the capacity reaches 0 the players crystal is destroyed and they lose.
- Attack Pattern
Each creature tier has a specific attack patterns that count as "aggressive" squares.
The red numbers indicate what squares are considered aggressive while black squares indicate non-aggressive squares.
- Obstructions and Terrain
Seer Deck (54 cards)
Red – Atack 18 cards 1-6 x3
Yellow – Defense 18 cards 1-6 x3
Blue – Speed 18 cards 1-6 x3