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 Post subject: My idea for a Capture Points
PostPosted: Wed Sep 24, 2008 7:08 pm 
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NotKyle
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Joined: Tue Sep 18, 2007 4:41 pm
Posts: 597
Location: KCMO
I was reading Star Oceans Capture Point rules and had an idea on how to take the core idea and transform it into an objective based scenario ala Halo or numerous other FPS's that have territory capture gametypes.

Anyway here it goes. Let me know what you think. It's still a little fuzzy on some of the specifics and probably will remain that way until I see it played out a couple times.

The objective will be to control the majority of points on the map at the end of an predetermined number of rounds. Capture points will represented by glyphs. Players will agree upon where the capture points will be set up on the map (possibly using that map's recommended glyph placement as a guideline). There should be an odd number of capture points, the ideal number will vary depending on the size of the map and armies used.

Players will agree upon a number of rounds to play and whether to use the glyph powers or just treat them as markers (I think play testing will be required to see which is best).

Also set aside something on the table to keep track of glyph ownership, how many turns are left to capture each glyph (see below) and rounds played. This could be as simple as sheet of paper or you could use something fancier like dice or counters from other games.

Capturing Glyphs:
Ripped straight from Star Ocean-
It goes like this. The glyphs of brandar in each players starting zone is replaced by one of thier glyphs, marking it as thiers. The other CPs are marked with brandar glyphs making them unowned and neutral. players may capture these glyphs by standing on them for a set amount of turns( only the capturing player's turns are counted). 2 turns for a neutral glyph and 3 turns for a enemy owned glyph. After capturing a CP, the player replaces the glyph with one of thier own glyphs.

I have one rule change/addition for this, if you have been capturing an enemy point for two turns and your figure leaves the point (either destroyed or it has been moved) then the glyph becomes neutral.

Respawning:
Before placing order markers for the next round, roll a D20 and multiply the value by 10. You may place that many points in previously destroyed figures in your starting zone as far from the battlefield as possible. You can mix and match partial squads and heroes as long as they don't exceed the point value rolled. If you roll a 16 or higher you may instead place any one previously destroyed figure regardless of point value using the same placement rules (as far back as possible).

Game End:
At the end of previously agreed upon round whoever has a majority of capture points is declared the winner. In the event of a tie the game goes to "sudden death". Continue playing with NO RESPAWNS until one of the following occurs: a player has a majority of capture points at the end of the round, or only one player's figures remain on the battlefield.


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