Creator: Battle_Copter || First Published: 02/05/2017 || Players: 5 || Size: 24x34
| Categories: Toy-Box | ||
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Battle_Copter (02/05/2017 02:03am | Edited: 02/05/2017 04:25am):
A 4P-version of Phantom Domain. I really like the original, but I've always felt it takes too long to finish one game, due to the large number of players required and the large map size. This version should allow for quicker and more fun games. Original map: http://awbw.amarriner.com/prevmaps.php?maps_id=69419 Note: Although similar, this version of Phantom Domain uses slightly different rules. Players are advised to read the rules carefully and bear in mind the differences. Phantom Domain Rules ~~~~~~~~~~SET UP~~~~~~~~~~ Fog: On Sonja Banned (South Segment Problems) Broken Five Banned (Grit, Kanbei, Sensei, Hachi, Colin) Sturm, Rachel, Von Bolt, Drake, Hawke, Olaf Banned (Damage Abilities) Lab Gating: Preferably None (Maybe something to try at a later date with this setup.) Orange Star has to be Javier and OS will be the games "Moderator". (OS will be referred to as mod from now on, as presuming I am modding the game, I am CI.) Mod units cannot attack unless they are produced by the effect of tokens (see tokens appendix). Set the game up as a free for all. The game is not truly free for all however due to the presence of roles (refer to roles for more information). The mod is not truly a player and is there to ensure the experience of the game does not go awry. If anyone has their win condition fulfilled, Mod will alert the rest of the players through broadcast to set draw and will eliminate all losers through means of the south west HQ area. ~~~~~~~~~~MAP~~~~~~~~~~ The bottom of the map is divided into six sections, each with its own purpose. HQ Area: If a player is actively trying to break the rules, has lost all units on the main map, or another player's victory condition is met, the infantry in this area will remove that player from the game. Removing players from the game in this way ensures a fast turn cycle. The mod has no other purpose for this infantry and will not capture all HQ`s as a joke. Do not use this infantry for target practice if for some reason you can get a unit in range to fire upon it. The mods backup plan for you doing this is to send an arbitrarily large number of mega tanks and make the game less fun for you. Mech Lottery: At the start of the third day and every three days afterwards, The mod will publicly announce the winner(s) of the Mech Lottery. Participate in the Mech Lottery by moving your mech to one of the three forests. The players who choose the row with the least mechs win the round. The winner of each round receives 1 token. *In the event of a 1-1-2 tie, both winners get 1 token each. *In the event of a 2-2-0 tie, nobody gets any tokens. Recon Tug-of-War: A diplomacy-based game. A round starts with the recon on its home city. Every turn, each player private press- messages the mod one of four directions: Up, Down, Left, or Right, and the recon moves according to the aggregate of all directions received. E.g. if two players pick Up, one player picks Left, and one player picks Right, the recon moves two spaces up. The goal is to move the recon to your own lab. The winner of each round receives 2 tokens. Once a player has won, the recon moves back to its original square and a new round begins. *Note: Players can choose not to participate by simply not sending the mod any directions. *The turn immediately after a player wins, the recon will move back to its home square, and so no directions will be accepted. Phantom Area: At the start of the game, the mod will use megatanks to cover all but one of the bases. The player whose base isn't covered is designated as the Phantom, and has access to all the neutral cities and towers in the Phantom Area, which he may choose to capture at his leisure. APC Musical Chairs: A 4-way competitive game in which all players scramble to occupy the 3 mod cities. Each APC must move at least one square every turn, or the Mod will destroy that APC**. At random intervals, mod announces "Musical Chairs!" and the winners are the players whose APCs occupy a mod city on that turn. Everyone else loses. Mod awards 1 token to each winner. *The method of determining random intervals is left to the mod's discretion. I recommend rolling a six-sided dice and calling Musical Chairs on a 6. **The only exception is if that APC is or was sandwiched in between two other APCs. Neotank Hunt: A cooperative game in which all players cooperate to try to catch the mod neotank. On the first turn, mod moves the neotank to a random position. Thereafter, each turn, mod randomly moves one square in a direction it can move in. Players try to trap the mod neotank by surrounding it with their units. A round ends when the mod neotank is unable to move any more. At that point all players who have a unit adjacent to the neotank win 2 tokens each. Mod publicly announces the winner, after which all player units must return to their starting squares. Once this is done, mod once again moves neotank to a random spot on the board and a new round begins. *if the neotank is at a side or corner, only 3 or 2 units are needed respectively) Main Map: The map will normally start out as a four-way free for all with the final goal of each player being to complete their roles victory condition. Players are encouraged to form diplomatic groups as they try to complete their role's victory condition. Players are allowed to interact with mod units however they would like however, the mod must follow specific rules listed here. *Mod tanks near your home base will never attack you. Main Map Mod: The mod must immediately dive their corner submarines. No mod units can attack unless otherwise stated. (See tokens appendix). ~~~~~~~~~~TOKENS~~~~~~~~~~ Tokens Appendix: Everyone starts with zero tokens and tokens can only be gained in four ways. Those ways are: 1) Sitting on Mod Labs - (See notes below.) 2) APC Lottery - (See notes under Map.) 3) Donation from Another Player - At any time, you may private press message the mod and choose to donate any number of tokens you have to another player. Possible uses include diplomacy or throwing other players off your trail by randomly changing your token count. You may choose to donate anonymously or allow the mod to include your country. Mod will press message you when your token count changes. Mod Labs: At the start of the fifth day and every five days afterwords, any player with a unit on top of a mod lab will receive a token. You may capture mod labs however this will prevent the mod from seeing who is on top of them and therefore turning off their ability to give players tokens. Tokens will be recorded by the mod and will be sent to you in a private press message. Token Purchases: 1 Token - Destroy one of the mod tanks near your home area. Tanks are destroyed in a clockwise order (the tank on the tower is destroyed last.) 2 Tokens - Anonymous Mod Broadcast Message - Private Press Message the Mod, they will broadcast your message anonymously. 3 Tokens - Reconnaissance Scout - Mod private press messages you a link to an image of the mod's central piperunner's, recon's, and sub's vision range. (You may share the link freely if you choose to.) 3 Tokens - Mod Lab Information - The mod messages you with all information of the current units on top of all mod labs. Info includes: Country, Fuel, Ammo, Health and Unit. 3 Tokens - Helper Unit Purchase Log - The mod messages you with the purchase history of mod units of target country. (Includes day sent, where it was sent, and what unit was sent.) 4 Tokens - Activate Mod Piperunners - Message Mod a country. For the next five days, Mod piperunners will be allowed to attack units of that country. (You may choose to target your own country.) Mod Helper Units - Message the Mod a country. Produces and sends the unit towards that country's base and only attacks that country's units. You may choose to target yourself. 2 Tokens - Mod Tank 2 Tokens - Mod Anti-Air 2 Tokens - Mod Battle Copter 4 Tokens - Mod Medium Tank 4 Tokens - Mod Fighter 5 Tokens - Mod Neotank 5 Tokens - Mod Bomber 6 Tokens - Mod Mega Tank Price rises by 50% for each extra tower OS obtains by HQ capping. Mod helper units will be produced at the facility closest to their target. Mod Helper units AI: Mod helper units will move towards the home lab of the country, attacking all units in the mod's vision range. They will not attempt to refuel or repair and will attempt to attack the unit with the highest cost within Mod's vision. *Mod units will only target units they can attack. E.g. a tank will not target a bomber, but may target a B-copter. *Mod units will never attack units on your bases or airports. All other units are valid targets. *If the mod does not see any of your units, the mod unit attacking you will head straight for the lab and sit there until a target appears. *A mod unit that does not move or fire for 4 consecutive days will be deleted the following round. ~~~~~~~~~~ROLES~~~~~~~~~~ There are six roles in this game, each with unique abilities and victory conditions. The Phantom will always appear in a game, but the other three roles are selected randomly by lottery. Victory conditions do not necessarily conflict, which allows for the formation of alliances according to the situation. In general, roles with stronger abilites have more difficult victory conditions. 1. Phantom Ability: Spawn of the Devil - Starts off with access to the Phantom Area. Victory Condition: Phantom captures all four player-owned labs on the main map. 2. Oracle Ability: Eye of the Oracle - Starts off with knowledge of who the Phantom is. Victory Condition: Phantom loses control of his home lab on the main map. 3. Detective Ability: Interrogation - Reconnaisance Scout costs 1 token. - Anonymous Broadcast Message costs 1 token. - Helper Unit Purchase Log costs 1 token. - Mod Lab Information costs 1 token. Victory Condition: Controls at least 2 player-owned labs on the main map. 4. Merchant Ability: Business Acumen - Whenever you spend 3 or more tokens in a single round, 1 token is refunded. *Refunds only occur after you have spent the tokens. E.g. you cannot purchase a 3-token item if you have only 2 tokens. Victory Condition: Controls at least 2 player-owned labs on the main map. 5. General Ability: Reinforce! - Whenever you purchase a mod unit, get a mod recon for free. Victory Condition: Controls at least 3 player-owned labs on the main map. 6. Spymaster Ability: Well-Connected Starts off with knowledge of the other 3 player's roles. Victory Condition: Wait for Phantom to capture the remaining two player's labs, then steal one of them back. Must not lose control of own lab any point. Both the Phantom and Spymaster are designed as solitary players. Possible alliances based purely on victory conditions could include Oracle + anybody, or Detective + Merchant. Of course, the real challenge is to figure out who's who, and deception will probably be very frequent in this game. ~~~~~~~~~~VICTORY~~~~~~~~~~ The game ends when one of the players completes their victory conditions. At which point they should take a screenshot and PM the mod, who will then confirm their victory the following round and declare the game to be over. If two players achieve victory simultaneously, a joint victory can be awarded. |
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a9977321 (02/05/2017 03:43am | Edited: 02/05/2017 03:48am):
I like the map. But I wonder what will happen in APC Musical chair if you are blocked by others and can't move at all? I will personally give up that game early to avoid any deduction to my hard-earned tokens. EDIT: Is it possible for me to use megatank to deal with all mod tanks at the back of my base as you got only 5 towers? Also I guess there is no need to use the tower-related price rising setting as you're unlikely to have additonal towers here. Minigames are really good. |
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Battle_Copter (02/05/2017 03:54am | Edited: 02/05/2017 04:07am):
I edited the rules slightly. APCs won't be destroyed if you were blocked. Also changed the APC Musical Chairs rules so that winners get tokens instead. Yes, you're allowed to destroy the mod tanks manually, but that might take a while. |
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supreee (11/11/2018 10:28pm):
You should ban Kindle since Urban Blight is damaging. |
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starhal (06/27/2025 06:38am | Edited: 06/27/2025 06:47am):
APCs in minigame sections can't resupply, which is a small problem. Maybe add blackboats? Then again, by the time that happens players will probably want these minigames to be done anyway,so it wouldn't be an issue XD Very cool map, will enjoy playing it |
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