Recommend
6 
 Thumb up
 Hide
5 Posts

Hoplomachus: The Lost Cities» Forums » Variants

Subject: NEW PVP MODES!! rss

Your Tags: Add tags
Popular Tags: [View All]
Kilo Delta
United States
flag msg tools
Avatar
mbmbmbmbmb
Two new PVP modes! "Tribute" and "Banner" Both are games of capture, with several core differences.

These are a small token of our appreciation for all your patience and support throughout Hoplo's development.

We love feedback so let us know what you think!

------------------------------------------------------------------------------------------

"TRIBUTE"


STORY:

"Each city attending the games has brought both their best fighters, and a tribute of wealth to Rome, as a sign of respect. Rome has taken the tributes and combined them into one. The cities now fight for the honor of formally presenting it, which will grant them independence, and military support."

TO WIN:

-Destroy the tower, carry the tribute, move it to your home hex (The hex closest to you in the center) and hoist it onto a platform on the wall.

SETUP:


-Both players set up their chips/champion/CF meter just as they would for the base PVP game. (For experienced players, start your champion all the way back in it's deployment zone).

-Place the unused CF Gem (the tribute) on top of a stack of 10 health chips (the tower)

-Place the tower on one of the center trap door hexes 1-5 or 2-6 (if placed on your side, your opponent begins play first, if placed on your opponent's side, you begin play first)

GAMEPLAY:

-Your champion being killed no longer ends the game.

-The tower is treated as an enemy unit for both cities. (every ability, including fury aura damages it). It is stationary, and CANNOT be moved with Pull or Hurl.

-Both the Tribute and carrying unit CANNOT be moved with Pull or Hurl.

-Once the tower is destroyed and the tribute is on the ground, one of your units may pick it up by rolling a single blue die instead of attacking. If you score a HIT, pick the tribute up, and place it on top of the unit. (Move the tribute to the unit, not the unit to the tribute).

-The carrying unit now must move to it's home hex and attempt to hoist it onto a platform on the arena wall. This is done by rolling a single blue die. If you score a HIT, you've lifted the tribute onto it's platform and won the game.

-Carrying units may pass the tribute to a friendly adjacent unit by rolling a single blue die instead of attacking. Recieving units may also make an attempt instead of attacking. Only one successful pass is allowed per turn.

-Champions carrying the tribute attack, move, and use abilities as normal.

-All other carrying units may attack, but are handicapped by being restricted to yellow dice for base and alt attacks (if a unit normally rolls a black, blue and yellow, it now rolls 3 yellow instead). These units also cannot use abilities.

-Adjacent units to the carrying unit may attempt to steal the tribute instead of attacking by rolling a single yellow die. If you score a HIT, put the tribute on top of the unit who successfully stole it.

CROWD FAVOR:

-CF is awarded for kills and CF hexes as usual.

-Destroying the tower grants you +2CF.

-Successfully picking up or stealing (not passing) the tribute grants you +2 CF.

-Scoring a "perfect hit" with a base or alt attack (all dice rolled for a unit's attack score a HIT) grants you +1 CF (including single die base/alt attacks).

----------------------------------------------------------------------

VARIATION: (For random tribute placement, and added difficulty)


TO WIN:

-Kill Mamurra the Giant, secure the tribute, and return it to your home hex, hoisting it onto a platform on the wall.

SETUP:

-Same as normal "Tribute" except now the arena boss "Mamurra the Giant" starts with the tribute on one of the center 1-5 or 2-6 hexes. Again, if placed closer to you, your opponent starts first, if closer to your opponent, you start first.

GAMEPLAY:

-Instead of moving like a criminal, Mamurra now moves like a beast (two d6 rolls). He is also no longer champion bound, nor does he combat lock. He is outnumbered, surrounded and tasked with protecting the tribute at any cost. He always moves, and his attacks are not handicapped by carrying the tribute.

-Once slain, Mamurra drops the tribute into the hex where he was killed.

-You cannot steal the tribute from Mamurra.

CROWD FAVOR:

-Same as normal "Tribute"

-Killing Mamurra grants you +4CF


5 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Kilo Delta
United States
flag msg tools
Avatar
mbmbmbmbmb
"BANNER"


STORY:


"To test for sense of pride, Rome has mounted the standard for each city on towers in the center of the arena. Who will be the first city to let their colors fly above the arena wall?"

SETUP:

-Both players set up their chips/champion/CF meter just as they would for the base PVP game. (For experienced players, start your champion all the way back in it's deployment zone).

-Locate your city's spare two sided banner chip and place it in the center trap door hex farthest from you. (your opponents banner will be closer to you and yours closer to them).

-Place 5 health chips under each banner

GAMEPLAY:

-Your champion being killed no longer ends the game.

-You CAN pick up/steal your opponent's banner.

-The banner towers are treated as an enemy unit. (every ability, including fury aura damages them). They are stationary, and CANNOT be moved with Pull or Hurl.

-Both the banners and carrying units CANNOT be moved by Pull or Hurl.

-Once a banner tower is destroyed and the banner is on the ground, one of your units may pick it up by rolling a single blue die instead of attacking. If you score a HIT, pick the banner up, and place it on top of the unit. (Move the banner to the unit, not the unit to the banner).

-The carrying unit now must move to it's home hex and attempt mount the banner high on the arena wall. This is done by rolling a single blue die. If you score a HIT, you've successfully mounted your city's banner and won the game.

-Carrying units may pass the banner to a friendly adjacent unit by rolling a single blue die instead of attacking. Recieving units may also make an attempt instead of attacking. Only one successful pass is allowed per turn.

-Champions carrying a banner may attack, move, and use abilities as normal.

-All other carrying units may attack, but are handicapped by being restricted to yellow dice for base and alt attacks (if a unit normally rolls a black, blue and yellow, it now rolls 3 yellow instead). These units also cannot use abilities.

-Adjacent units to the carrying unit may attempt to steal a banner instead of attacking by rolling a single yellow die. If you score a HIT, put the banner on top of the unit who successfully stole it.

CROWD FAVOR:

-CF is awarded for kills and CF hexes as usual.

-Destroying a banner tower grants you +2CF.

-Scoring a "perfect hit" with a base or alt attack (all dice rolled for a unit's attack score a HIT) awards you +1 CF (including single die base/alt attacks).

-Successfully picking up or stealing (not passing) a banner grants you +2 CF.
5 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Jason Ritz
United States
Kelseyville
CA
flag msg tools
Avatar
mbmbmbmbmb
Are we to assume to win the capture the flag variation, that we are to bring the flag back to that center hex again like in the tribute version?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kilo Delta
United States
flag msg tools
Avatar
mbmbmbmbmb
Indeed Jason, the hex closest to you in the center of the board.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kilo Delta
United States
flag msg tools
Avatar
mbmbmbmbmb
Also, remember that Rise of Rome comes with dedicated Tribute Chips! The CTG is TOTALLY open.

http://www.chiptheorygames.com

-Cheers!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.