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TH E G A M E
OF
ELEMENtS
elcome to the world of Vangrid, The Game of Elements. Vangrid is a class based board game that has the player focused on obtaining the opponents flag and bringing it back home. The game is thematically centered on the four elements of Earth, Wind, Fire, Water and these 4 elements influence every part of the game.
are located on 2 opposing corners of the board. Respawn areas are located on the other two remaining corners.
8 Figurine Tokens
These miniature images of the Elemental figurines are placed in front of the player. The life bars and active cards for each Elemental are placed below the corresponding Figurine Token. Earth has the most life points (10) and can attack 1 space in any direction. Water has 5 life points and can heal any figure 1 space away. It cannot attack on its own. Wind has 5 life points and can only attack opponents within 3 unobstructed spaces in a straight line of sight. Fire has 4 life points and can attack opponents 2 moves away.
Welcome to Vangrid
Checkers represent life bars for the figurine tokens. There are 24 checkers for each side. The game board is a grid of lines that not only run horizontally and vertically but also go diagonally as well. The player will move along these lines. Each intersection point counts as a space. There are also circles that are at the intersection of lines. These are universal obstacles that prevent movement across them. The home for players 2
The cards are used for movement and special actions. The suits are tied to the elements with Clubs = Earth, Wind = Spades, Diamonds = Fire, and Heart = Water. The face cards, the Joker and Ace cards have special modifiers or actions. The number cards are used for movement. 3
Each deck should have the number cards 7 to 10 cards removed from the deck as well as 1 joker card, with the number 6 cards being the highest number cards available.
Game Restrictions
1. 2. 3. 4. Players can only do one thing per turn whether it be movement, attack, using a face card or a critical action Players must always have 6 cards in their hands unless hit with an Ace which removes a card for the following turn. All critical actions like combat, respawning and capturing a flag require a dice roll. Life points are a limited resource. If there are no additional chips to accomplish an action like healing due to the opponent having absorbed the life points; that action cannot be done. Once cards are all used, reuse the discard pile once it is reshuffled.
6 Dice
These are used for attacks and to determine success of critical actions like respawning and obtaining the opponents flag. There are 3 dice for each side.
2 Flag Tokens
These are what the players must obtain to win the game. They are located in the home corners of the board.
4 Obstacle Tokens
These are obstacles; 2 for each side, which can be placed anywhere at the start of the game. Once placed however, they cannot be moved.
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Setup
1.
The flags are placed at home for each side. Next placers place their figures in the four corners of the second square in front of the home corner. Each player then places their 2 obstacles on any unoccupied space on the board except for the respawn points. Each player draws 6 cards from their respective decks. Four images of the Elementals are placed in front of the player the stacks of checkers representing life points are placed in front of the corresponding Elemental images.
Movement
1. 2. 3. 4. Players can only move an Elemental if the corresponding number suit card is held by the player. Players must move the full amount shown by the card. Players cannot retrace their steps in the same turn. After movement, the cards are placed into the discard pile. 5
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Special Cards
1. All face cards of a particular suit have the same exact power. Earth (Clubs): buffs an Elemental so that it removes 1 point of damage from a successful attack Fire (Diamond): buffs an Elemental so that it adds 1 additional point of damage to a successful attack Wind (Spade): move any one opposing Elemental 2 spaces away from its original location. Water (Heart): Absorb 1 point of health from an opposing elemental and distribute it to an elemental The corresponding Elemental must be on the board for the cards to be used. Ace cards allow you to remove one card unseen from the opposing players hand and discard it. The corresponding Elementals do not have to be on the board for the use of the Aces Joker cards allow you to place any opposing Elemental in any unoccupied space. Earth and Fire cards remain assigned to the Elemental until used in an attack or defense. These will be placed under the images of the Elementals in front of the player. Once used in an attack whether successful or not; they are discarded. 7
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Variations
1. Adding more players is possible however, it is recommended that a larger board be used and respawn spaces moved from their default locations. Allowing movement and another card based action in one turn is another variation that can be implemented. 9
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