Battle of the Worthy Tradition / Ritual in Horizon of the Void | World Anvil

Battle of the Worthy

"I declare war on you and you!" "Yeah, that's not how this works...I think. Wait how does this game work again?" "Don't look at me, I'm at war with you."
— Three children trying to play Battle of the Worthy
  The three warring factions of the Alliance of the Worthy are often viewed with great confusion by the other galactic powers. An alliance specifically made so that only the warring factions can declare war on each other without outside interference is unusual by any stretch of the imagination; however, it is due to this that a popular board game has spread across the galaxy. Battle of the Worthy is in every respect a recreation of the three-way wars that occur in the Alliance of the Worthy, and the rules that apply to it can be just as confusing as the real galactic power.

Execution

The goal of Battle of the Worthy is to declare war on your opponents and defeat them in glorious combat while never breaking the Sacred Contract. To play the game one needs at least three players, with some games having had up to thirty-six, arranged around the Field of Battle. At the start of a player's turn you declare who you are at war with and begin to set up your twenty War Heroes in preparation for the battle phase. During this preparation your opponents can attack you with their own War Heroes by throwing them at your battle lines. After twenty seconds of these early exchanges the player's field is set and can no longer be attacked until the battle phase begins. A player can declare they are Away if they wish to not declare war on their fellow players. If they do this they can not set up their War Heroes, but they can not be attacked during the battle phase either.   During the Battle Phase players at war with each other move their pieces across the board as quickly as their thirty second timer allows, but for every space they take they must draw a card from the Troubles pile. If a War Hero attempts to take another War Hero's place on the board, then a Legendary Duel occurs. Both players must roll a six-sided die and multiply the result by the rank of the War Hero. The higher number wins the Legendary Duel and takes their opponents space on the Field of Battle. For every victory the rank of the War Hero increases to a maximum of three.   Once both player's have used up their turns it is now the Troubles Turn. All Troubles cards are examined and their commands obeyed. This can lead to gaining more ranks for your War Heroes, claiming more spaces that are not occupied, or losing a War Hero altogether. War is fickle, and all may fall to its glorious blade. During this phase any Away players will now draw an Away card for every Troubles card drawn by the other players. These cards can have similar effects to Troubles cards but may also have unique effects such as gaining a whole new War Hero with a random rank. Be wary though, being Away means you now have second pickings to the Field of Battle when you finally declare war on another player.   After 10 player turns, the number of War Heroes will be counted and multiplied by the ground gained during all conflicts. Victory will be given to the player with the highest score.

Comments

Please Login in order to comment!