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Transcript of Havoc Open Beta
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The text of this document is public domain; anyone may make use of this text for
any purpose. However, all layout and design elements are copyright of Levi
Kornelsen and Robert Clash Bowley, 2008-2009. All graphic art is copyright2008-2009 Laura Hamilton. The Better Mousetrap logo is copyright of Better
Mousetrap Games.Open BetaOpen BetaOpen BetaOpen Beta
VersionVersionVersionVersion
Open Beta?The version of Havoc that youre reading is quite playable, but itisnt yet perfected - and its the kind of game where balance can
only be achieved by having a lot of people reading, and trying a lot
of different things. Thats where you come in.
If you come across places where you cant quite sort out what the
text means, or where you think that theres an issue with balance,
youre invited to drop the writer a line. Email goes over to[[email protected]], and would be very much appreciated.
In addition to this document, there are a couple of online
slideshow tutorials that you might find useful, either forunderstanding the rules, or for showing your friends to let them
know about the game. These are:
Tutorial 1: The Overview.
http://www.slideshare.net/LeviKornelsen/havoc-tutorial-1
Tutorial 2: Custom Dragons.http://www.slideshare.net/LeviKornelsen/havoc-tutorial-2
Further tutorials on the game will be created if they seem to be
warranted, and will certainly be created for the follow-up games of
Haven and Hoard (for more on those, skip to the very end of thisdocument).
Thanks for joining in!
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Welcome.Havoc is a standalone combat game for two or more players, in which each
player takes the part of a dragon. It is based on the setting of Hoard, 2nd
Edition. To play this game, you will need: Filled-out dragon sheets: One for each player. Example dragons can be
found at the end of this document, as well as a blank sheet for creating a
custom dragon with the rules in the second part of the document. You may
also find it handy to reference one of the example dragons while reading
over the rules.
Dice: When the game rules refer to dice, they always mean regular six-sided
dice. Each player will need up to a dozen dice, of at least two visibly
different colors.
Pencils and an eraser: To track altitude, speed, and reserves, and check off
boxes on the dragon sheets. Players wanting to preserve sheets for re-use
may wish to instead employ stacks of pennies or other counters.
Setting UpEach player places their dragon record in front of them, and (whether through
tokens, dice, or pencil) puts the starting values for Altitude, Speed, and
Reserves in the big boxes for those. They grab pencils and dice, and theyre
ready to go.
How To WinEach dragon has reserves - this tracks their energy as well as their health.
At the end of each round, any dragon whose reserves are empty is eliminated.
The last dragon in the air wins. Note that it is possible for several dragons to
be defeated in the same round, causing a draw. It is also possible to play in
two teams of two (or more!) dragons per side, rather than as a free-for all. In
that case, the team with the last member or members wins.
1Rules Of Play
Reserves, Speed, AltitudeDuring the rules, these three terms will come up constantly. Heres what
they mean:
Reserves: A number indicating how much energy your dragon has left.
If your dragon runs out of reserves, your dragon is eliminated at the end
of that round.
Speed: A number indicating how hard it is to hurt your dragon, from
one to six. Dice must match or beat this to hurt your dragon.
Altitude: A number used to decide if your dragon is able to use many
attacks; some attacks only work if altitudes are closer together, whileothers require that your dragon have a higher altitude than their target.
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Creating Your Own DragonBuilding a dragon is a fairly simple process. Choose a breed, an elemental
affinity, an aptitude, and armaments. Then name them, and record all the
results of your choices on a dragon sheet. Heres what all of these choices
mean:
BreedA dragons breed sets their body type, from slender and fronded to spike-laden
to heavy plated. Your choice of breed will determine your special maneuver,
and will set your basic claw, tail, and magic damage. It will also grant you
some small portion of natural armor, and determine your starting reserves.
AffinityEach dragon has an elemental affinity, a kinship with one of the five elements
dragons concern themselves with (fire, electricity, ice, wind, wood). Incombat, this affinity grants them two special abilities known as masteries.
AptitudeBesides the vast advantages of their birth, dragons also spend time exploring
their own personal potentials, further developing their abilities and quirks. In
Havoc, these studies are summed up by giving the dragon an additional
mastery in combat.
ArmamentFor many dragons, the limits on equipment - things like boarders, swarms,
armor, and bombards - arent based as much on scarcity as they are on carrying
capacity and on the ability of accompanying creatures to keep up (and survive
the flight). So, when choosing armaments, equipment selection is limited by
how much the equipment hinders your dragon, lowering starting and maximum
speed and altitudes. In the upcomingHaven, equipment will also be limited by
creation, but that isnt the case here.
2222Custom Dragons
First Second Third
Val- -Ithi- -Var
Tand- -Uri- -Riss
Kisk- -Aka- -Sath
Vakas- -Ala- -Gra
Rast- -Uta- -Numa
NameYour dragon will need a name. Most dragons in
the world are named by stringing together
common first, second, and third syllables,
though short form versions of these are often
created as use names. The most common such
syllables are shown on the right; you can create
a use name from a string in any way you like.
So, the name Tand-Uta-Numa might becomeTanda, Tanuma, Utan, Danma, or any number of
other constructions.
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Choose ArmamentsThere are four kinds of armaments - Armor, Boarders, Boulders, and Swarm.
Each of these is rated in terms of hindrance; this is a measure of how much a
dragon is slowed and weighted down by carrying that armament. To arm your
dragon, decide how much of each armament youd like, add them up, and then
check the table to determine your starting and maximum speed and altitude.
ArmorMany dragons supplement their inborn armor with
slim plates, bracer-like guards, and the like. Even so,
these can encumber a dragon very easily.
Each added Armor Box is a 4-Point Hindrance.
Black out all the armor boxes on your sheet except
those gained as armaments or from breed.
BoardersTypically human slaves, boarders are carried by many
dragons as weaponry. While boarders have some
degree of weight to them, each individual boarder can
be set and ordered separately, making them the
armament of choice for fleshing out a set.
Each Boarder is a 1-Point Hindrance; a dragon is
limited to carrying eight boarders at most. Black out
all boarder boxes on your sheet not gained asarmaments or armor.
BouldersEvery dragon going to fight takes along a pair of
boulders, one in each rear claw. These are large
igneous rocks, chosen for their likelihood of shattering
into painful and hard-to-remove slivers.
Boulders, when dropped, provide bombardment dice.
Each boulder grants one bombardment die (this has
no hindrance cost). You may raise the number ofdice given by both your boulders; each added die is a
2-Point Hindrance. This change affects not only the
boulders you start with, but also any gained through
use of the drake special maneuver.
SwarmMany dragons use their elemental abilities to
quicken eggs other than dragon eggs, producing
creatures with mild affinities. These allies are potent
weapons, but are also very hindering.
Each Swarm Die is a 10-Point Hindrance; a dragon
is limited to three swarm dice at most.
TOTALHINDRANCE
StartingSpeed
MaximumSpeed
StartingAltitude
MaximumAltitude
None-10 3 5 2 3
11-18 3 5 1 3
19-24 2 5 1 3
25-30 2 5 1 2
31-38 2 4 1 2
39-48 2 4 0 2
49+ -Cannot Fly-
Speed & Altitude ChartFind where your total hindrance lies on the chart below, and copy over the
starting and maximum speed, and the starting and maximum altitude, onto your
dragon sheet.
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In T his SectionThis section contains a number of prebuilt dragons, as well as a blank dragon
sheet for your use. Each of the prebuilt dragons is built to fit a specific style of
fighting... Kisri: This dragon is all about damage output. Get up to top altitude, and
then rake or bombard. If your target spends all their time at loweraltitudes blasting at you, bombard them first. Then dive down, raking as
you go, and pick up a couple more boulders. Raking beats bombarding,
but matching altitudes can be tricky. Still - never, ever, let up.
Valasa: This dragon should be played wherever your target is not. If
theyre above, get low and use clinging strike to build up a boarding pool,
then add to it a few times. If theyre low, board them and then climb and
blast. Use your lind ability if youre ever just above your target, so that
you can maneuver in such a way as to stay above them.
Turigra: This dragon is all about the long haul. Try to stay within tail-reach of the target - but avoid being on the same altitude as Kisri! Just
keep hammering away, and youll see results. When someone boards you
or tries to clinging strike you, relax: Youre radiant for a reason.
Rasthin: This dragon is built for the mid-range. Between tail and swarm,
you rarely (if ever) want to be on the same altitude - but one away is just
right, and two steps away is just fine as well. Use your regnant mastery
far, far more than any other strike; its your main attack, and a powerful
one.
Solo FlightIf youd like to try out the rules, but you dont have anyone to try the game
with, try grabbing two dragons from this section. Youll play one of those
dragons, and roll dice for the other. The other dragon will follow these rules:
Maneuvers: On turn one, the other dragon will beat. After that point,
they will climb, then beat, then climb, then beat. If they reach top altitude,
they will only beat. If theyve reached top speed, they will only climb. If
both, they will wheel. Strikes: If the auto-piloted dragon is two altitude above you at the start of
a round, roll a die. On a 4+, they will attempt to use boarders later in the
round. In all other circumstances, they will always employ their damaging
mastery (clinging strike or energy blast).
3333T he Extras
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A Better Mousetrap Joint. Original Art is Copyrightof Laura Hamilton, 2007-2009, and is used with permission.
Dice
Tail:(Up to one altitude away)
Claws:(Same altitude only)
Dice
DiceSwarm:(Up to two altitude away)
Bombard:(Attacks lower target only)
Rake(Same altitude only; add claw dice again.)
Dice
Boarders:(Target one altitude below)
Remaining Boulders:
DiceMagic:(Used in Masteries)
First Mastery
Second Mastery
T hird Mastery
Wheel: Make no changes.
Beat: +1 Speed, -1 Reserves.Climb: -1 Speed, +1 Altitude.
Dive: +1 Speed, -1 Altitude.
Jink: -1 Speed, Speed 6 vs. Attacks.
Breed Maneuver:
Breed Affinity Aptitude
Name
Armor:
Havoc Dragon Record
KisriDrake Spark Rampant
3
2-
3
Tail Snare: This maneuver can only be
performed if you have one or no altitude, andhave used up a boulder. Regain one boulder.
Jitter: Your sparks suddenly and accelerate.
Reduce reserves by one; increase speed by one
(up to maximum) at the end of this round.
Energy Blast: Your blasts your target. Reduce
reserves by one and add a number of dice equal to
your dragons magic damage to your attack pool.
Mad Assault: Gain claw and tail dice again, ifyou are within reach.
6
AltitudeAltitudeAltitudeAltitude
Maximum:
ReservesReservesReservesReserves
SpeedSpeedSpeedSpeed
Starting:
Maximum:
Starting:
Starting: 15151515
5555
1111
3333
2222
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A Better Mousetrap Joint. Original Art is Copyrightof Laura Hamilton, 2007-2009, and is used with permission.
Bombard:(Attacks lower target only)
Rake(Same altitude only; add claw dice again.)
Dice
Boarders:(Target one altitude below)
Remaining Boulders:
Armor:
Breed Affinity Aptitude
Name
Havoc Dragon Record
ValasaLind Flame Concordant
Dice
Tail:(Up to one altitude away)
Claws:(Same altitude only)
Dice
DiceSwarm:(Up to two altitude away)
DiceMagic:(Used in Masteries)
2
1-
4
Mystic Scrying: You employ unusual senses.
Your target must place and reveal their maneuverand strike dice before others do so nextround.
First Mastery
Second Mastery
T hird Mastery
Clinging Strike: Your unleash clinging energy at
their target. Reduce reserves by one and set four
dice aside for the boarding phase.
Energy Blast: Your blasts your target. Reduce
reserves by one and add a number of dice equal to
your dragons magic damage to your attack pool.
Multiplicity: Reduce reserves by one, and setaside (for boarding) dice equal to the largest
boarding pool in play, or four, whichever is less.
1
AltitudeAltitudeAltitudeAltitude
Maximum:
ReservesReservesReservesReserves
SpeedSpeedSpeedSpeed
Starting:
Maximum:
Starting:
Starting: 16161616
5555
2222
3333
3333Wheel: Make no changes.
Beat: +1 Speed, -1 Reserves.Climb: -1 Speed, +1 Altitude.
Dive: +1 Speed, -1 Altitude.
Jink: -1 Speed, Speed 6 vs. Attacks.
Breed Maneuver:
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A Better Mousetrap Joint. Original Art is Copyrightof Laura Hamilton, 2007-2009, and is used with permission.
Bombard:(Attacks lower target only)
Rake(Same altitude only; add claw dice again.)
Dice
Boarders:(Target one altitude below)
Remaining Boulders:
Armor:
Breed Affinity Aptitude
Name
Havoc Dragon Record
TurigraWyrm Frost Radiant
Dice
Tail:(Up to one altitude away)
Claws:(Same altitude only)
Dice
DiceSwarm:(Up to two altitude away)
DiceMagic:(Used in Masteries)
1
31
2
Plate Shrug: You shrug your heavy natural armor
back into place. Lose one speed, but regain twoof armor boxes, up to starting armor at most.
First Mastery
Second Mastery
T hird Mastery
Clinging Strike: Your unleash clinging energy at
their target. Reduce reserves by one and set two
dice aside for the boarding phase.
Icy Armor: You create armor of ice. Reduce
reserves by one; you gain two bonus ice armor
at the end of round. These armor are lost first.
Essential Purity: During the boarding, at normalshrinking, your boarding pool dice are removed
if they rolled two or less.
1
AltitudeAltitudeAltitudeAltitude
Maximum:
ReservesReservesReservesReserves
SpeedSpeedSpeedSpeed
Starting:
Maximum:
Starting:
Starting: 17171717
5555
1111
2222
2222Wheel: Make no changes.
Beat: +1 Speed, -1 Reserves.Climb: -1 Speed, +1 Altitude.
Dive: +1 Speed, -1 Altitude.
Jink: -1 Speed, Speed 6 vs. Attacks.
Breed Maneuver:
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A Better Mousetrap Joint. Original Art is Copyrightof Laura Hamilton, 2007-2009, and is used with permission.
Bombard:(Attacks lower target only)
Rake(Same altitude only; add claw dice again.)
Dice
Boarders:(Target one altitude below)
Remaining Boulders:
Armor:
Breed Affinity Aptitude
Name
Havoc Dragon Record
RasthinWyrm Spark Regnant
Dice
Tail:(Up to one altitude away)
Claws:(Same altitude only)
Dice
DiceSwarm:(Up to two altitude away)
DiceMagic:(Used in Masteries)
1
3
3
2
Plate Shrug: You shrug your heavy natural armor
back into place. Lose one speed, but regain twoof armor boxes, up to starting armor at most.
First Mastery
Second Mastery
T hird Mastery
Jitter: Your sparks suddenly and accelerate.
Reduce reserves by one; increase speed by one
(up to maximum) at the end of this round.
Energy Blast: Your blasts your target. Reduce
reserves by one and add a number of dice equal to
your dragons magic damage to your attack pool.
Coordinated Strike: Gain swarm dice again, ifyou are within reach.
1
AltitudeAltitudeAltitudeAltitude
Maximum:
ReservesReservesReservesReserves
SpeedSpeedSpeedSpeed
Starting:
Maximum:
Starting:
Starting: 17171717
4444
1111
2222
2222Wheel: Make no changes.
Beat:+1 Speed, -1 Reserves.
Climb: -1 Speed, +1 Altitude.
Dive: +1 Speed, -1 Altitude.
Jink: -1 Speed, Speed 6 vs. Attacks.
Breed Maneuver:
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AltitudeAltitudeAltitudeAltitude
Maximum:
ReservesReservesReservesReserves
SpeedSpeedSpeedSpeed
Starting:
Maximum:
Starting:
Starting:
A Better Mousetrap Joint. Original Art is Copyrightof Laura Hamilton, 2007-2009, and is used with permission.
Dice
Tail:(Up to one altitude away)
Claws:(Same altitude only)
Dice
DiceSwarm:(Up to two altitude away)
Bombard:(Attacks lower target only)
Rake(Same altitude only; add claw dice again.)
Dice
Boarders:(Target one altitude below)
Remaining Boulders:
DiceMagic:(Used in Masteries)
First Mastery
Second Mastery
T hird Mastery
Breed Affinity Aptitude
Name
Armor:
Havoc Dragon Record
Notes/Picture
Wheel: Make no changes.
Beat:+1 Speed, -1 Reserves.
Climb: -1 Speed, +1 Altitude.
Dive: +1 Speed, -1 Altitude.
Jink: -1 Speed, Speed 6 vs. Attacks.
Breed Maneuver:
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Coming Soon:
HavenHaven, the follow-up game to Havoc will fullyincorporate and expand on the Havoc rules as the
combat system for a much wider campaign and island
management game. This larger game will be
cooperative on the whole, with one or more players
taking on the role of adversary for given conflicts.
Haven will be playable as both a limited-run scoring
game and as an open-ended campaign system. Haven
will also introduce a wide variety of combat scenarios
usable with Havoc.
HoardBoth Havoc and Haven are games that will become part
of a new edition of Hoard, a role-playing game of
dragons. Hoard will incorporate both of these games,
while giving significantly more weight to the dragons ascharacters that can be personalized, created, and played.
A group playing Hoard might play their dragons from
hatching into incredible levels of size and power; they
will be able to trade, raid, and interact with the culture
of the islands that they live on, playing from the
perspectives of their characters.
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