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Subject: Rules variant for teaching new players: DDM: Arena

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bshugg
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04/29/2008 1:22 PM  
I've wanted a simple and fun version of the rules that would be useful for teaching new players yet still be interesting for existing players to play.   I worked on a few versions in 1.0 but nothing I was really happy with.  I decided to try again with 2.0 and like the results.   Take a look and tell me what you think.  I will be trying it out this week to see if the locals like it.

Looking for someone to cosponser a midwest DDM event. let me know if your interested!
Check out my brand new blog:
http://bshugg.blogspot.com

bshugg
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04/29/2008 1:23 PM  

DDM: Arena

 

Intro: DDM:Arena (D:A) is a quick play format that is designed to introduce new players to the game.ÂIt's easy to learn, teach and fun to play. It's designed for 4 players but can be played with any number.

 

Materials needed:

 

Enough 100 point bands build with the warband rules provided below

 

Arena Map, custom map of your own, or DDM legal map that matches D:A format

 

Basic 2.0 rulebook

D20 Dice

Way of tracking damage/conditions

 

Warband Building:

 

Each warband is build using the following rules:

 

100 point total

All must be from the same faction

No good and evil in the same band

4 figures minimum and maximum (ie a 4 figure band)

Minimum point cost of 20 points per figure

All figures are considered unique.

 

Map rules:

A map must have 4 legal starting areas (2 on each side) and be fairly balanced for all 4 players. A custom or hand drawn Arena map is ideal, but if that's not available then the following maps may be used:

 

Ideal maps - Premium for play balance

Dragon Graveyard (my first choice)

Tomb of Queen Peragrine (2nd choice)

Jungle Temple

Keep of Fallen Kings

 

 

Less than ideal- May have distance issues

Hailstorm Tower

Forest Cliff Lair

Keep of Fallen Kings

Market Square

Ratfang Sewers

Field of Ruin

King's Road

Underground Grotto

 

Maps that need to be fixed to use:

Thieves Quarter- Ignore planks and ladders, Buildings are considered blocking

Broken DemonGate- Healing font room is a start area

Frostfell Rift- Ignore middle starting areas, enlarge the 3x2 start areas to 3x3.

 

 

Gameplay:

 

There are 2 versions of the rules, Basic and Standard. They consist of the following:

 

Basic-

Play using all regular DDM rules with the following exceptions:

 

  1. Treat each stat card as if they are blank from the word abilities on down. Thus each figure has no abilities or special abilities and there are no champions.
  2. The first 2 turns of the game, you may only target the player diagonally opposite of you with attacks and abilities
  3. Ignore victory areas
  4. Winner is the first person to score 100 victory points or eliminate all 3 opposing players.
  5. There is no charging or Opportunity attacks

Standard-

Play using all regular DDM rules with the following exceptions:

  1. Use the assault format rules, with 5 VP for each round
  2. The first turn of the game you may only target the player diagonally opposite of you with attacks and abilities.
  3. Winner is the first player to score 100 victory points or eliminate 6 opposing gladiators.

Looking for someone to cosponser a midwest DDM event. let me know if your interested!
Check out my brand new blog:
http://bshugg.blogspot.com

Vrecknidj
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04/29/2008 3:29 PM  
Looks like fun. I'm curious how it tests.

Both Standard and Basic
1) How about "No mounts"? I know that the Warhorse isn't legal anyway, but this eliminates the possibility of someone fussing over mount rules.

Standard
1) How does one determine victory areas? If you start in either Start Area A, do you get victory points for being in any Victory Area A?
2) If you're running an Eternal Blade and choose to use the +2/+10 champion power, are you required to select a Keyword of a piece that's on a figure from the warband that's diagonally opposite you? After the first turn, does the bonus apply to any opponent with that Keyword? On the first turn, does the bonus apply?
3) Does Wandering Monster apply normally?

Basic
1) If you play a Wandering Monster (assuming there is or will be one that fits the requirements), does it start in a Start Area instead of a Victory Area? (Or, by "ignore victory areas" is this not included?)

Dave

Knowledge Arcana editor issues 5-9, Phoenix Lore Magazine editor, assistant editor for Rite Publishing;
My Trade Thread and My Reference Thread; Winner of WBC IV, IX and XIII; Rule #0: bshugg is always right!

bshugg
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04/29/2008 7:36 PM  
Posted By Vrecknidj on 04/29/2008 3:29 PM
Looks like fun. I'm curious how it tests.

Both Standard and Basic
1) How about "No mounts"? I know that the Warhorse isn't legal anyway, but this eliminates the possibility of someone fussing over mount rules.



Standard
1) How does one determine victory areas? If you start in either Start Area A, do you get victory points for being in any Victory Area A?
2) If you're running an Eternal Blade and choose to use the +2/+10 champion power, are you required to select a Keyword of a piece that's on a figure from the warband that's diagonally opposite you? After the first turn, does the bonus apply to any opponent with that Keyword? On the first turn, does the bonus apply?
3) Does Wandering Monster apply normally?

Basic
1) If you play a Wandering Monster (assuming there is or will be one that fits the requirements), does it start in a Start Area instead of a Victory Area? (Or, by "ignore victory areas" is this not included?)

Dave

These are the basic alpha rules. I'm sure I will revise it a bit when I actually play it.

Mounts wouldn't do anything in basic play as their special text would be blank, and standard play can handle them I believe.

Standard
1.  If you start in an area A then any victory area A is legal.  There will clearly be better ones for you on each map, but with 3 other players you will have more things to worry about.
2.  You can't designate attacks round 1 only to prevent fights breaking out on the near sides early on.  You can trigger keywords and abilities as normal still.
3. Wandering monster wouldn't need to change in standard and would have no effect in basic.  This can change though if it matters.  I considered restricting to only humanoids and such to match "gladiator" theme, but wanted the simples rule set I could make that was still an interesting and fun variant.

Basic
1. Wandering monster would be ignored on the card  since they are blank from the word ability downwards.  They would set up normally in your start area.

Looking for someone to cosponser a midwest DDM event. let me know if your interested!
Check out my brand new blog:
http://bshugg.blogspot.com
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