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VANGRID

TH E G A M E
OF

ELEMENtS

Vangrid Manual Welcome to vangrid

The game pieces VANGRID MANUAL

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.

The Game Pieces


1 Game Board 8 Distinct Figurines 48 Checker Pieces 2 Playing Card Decks 6 Dice 2 Flag Tokens 4 Obstacle Tokens

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

48 Checker Pieces Game Board

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 Game Pieces

2 Playing Card Decks

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

Vangrid Manual The game pieces

Playing the game VANGRID MANUAL

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 Game Pieces

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.

Playing the Game

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

2. 3.

Vangrid Manual Playing the game

Playing the game VANGRID MANUAL

Combat and Respawn


1. 2. 3. 4. 5. When combat begins an attacker can use up to 3 dice to attack and the defender can choose up to 2 dice to defend. A player is successful in their attack or defense if they roll a greater dice total than their opponent. The damage done is the difference between the winning and losing dice totals. If an Elemental has all their life points depleted they are taken off the board. In order to respawn, the player must win a dice roll. The player initiating the respawn may roll up to 3 dice and the other player can roll up to 2 dice. They can then respawn in either respawn space. If the respawn spaces are both occupied; no respawn can take place.

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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Playing the Game

Playing the Game

4. 5.

Vangrid Manual Playing the game

Playing the game VANGRID MANUAL

Flag Capturing and Winning


1. 2. 3. In order to capture the opponents flag, the player be on the opponents Home space. In order to take the flag, the player must win a dice roll. The flag-taker can roll up to 3 dice and the flag owner rolls 2 dice. The flag taker must then bring the opponents flag back to their own Home while also retaining possession of their own flag in order to win.

Playing the Game

Playing the Game

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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