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Among all the games that I've made, this is the one that got the most play. Throughout most of high school, I played it with a cousin and his friends each time I visited him, and I had a group of friends from school that I played it with every month or so. I started off making 3 character classes for the game, but over the course of the few years that I was playing the game, I ended up making 20 different character classes. This variety was probably the most interesting thing about the game.
However, it had a few major flaws:
For a long time this game was known as simply 'Dave's Game', but after a year or so I decided to give it a real name. I gave it the name 'Keelar', but pronounced like 'Kaylar'. It was mostly just an arbitrary scifi/fantasy-sounding name. More recently, I came up with the name 'Militious Treasure Hunt', because I think it describes the gameplay accurately.
Before each board including the first one, each player may spend his/her gold on abilities for his/her character class.
Each character has a separate spec text file/section describing its abilities and what can be bought for that character with gold.
By default, HP upgrades can also be purchased by any class from the 'General Health Levels' list, unless the class spec indicates differently.
Multiple of each item may be purchased, but only one of each ability or level.
In those specs, costs in gold are shown at the left side of each ability as a number followed by 'g', like '5g' for something that costs 5 gold.
You may purchase and own items that you don't take into a board; they stay in your out-of-level inventory.
By default, all characters also have these abilities, regardless of class:
By default, each character starts with 6 starting and max HP and may purchase General Health Levels to increase that number. By default, each character has 2 hands.
Ability costs are generally indicated like: "pay 2 actions, 3 MP: deal 1 damage", with the part before the ':' being the cost and the part after the ':' being the effect
When an ability requires you to 'use 1 turn', that means you must skip getting any primary resources for that turn in order to use the ability.
The objective is to gather as much gold as possible from the game board and then get out the exit with it. As soon as a player character moves onto the exit, it exits the board and may not return (unless a special ability allows it).
There is friendly fire, so attacks may damage the character's self and also friendly characters.
Live characters (not downed), barriers, and walls may not occupy the same spaces.
By default, walls may not be pushed by pushback or by being moved with push, but barriers and characters may.
If the radius amount indicates some number of diagonals in parentheses like "3 damage at 3 radius (2 diagonals)", that means that portion of the radius can be on diagonal, which would look like this:
OXXXXXO XXXXXXX XXXTXXX XXXXXXX OXXXXXOwhere the explosion hits everything marked with an X, but not spaces marked with an O, and the target is marked with a T.
When teleporting to a random or semi-random space:
Burn X: causes 1 damage at the beginning of each of the target's turns, burn lasts until X of the target's turns have passed.
Stun: Stun causes the impacted character to lose half its primary resources on its next turn.
Irradiated: Irradiated characters take 1 damage at the beginning of each turn. This doesn't stack.
Weakness: While weak, a character gains 1 weak point at the beginning of each of its turns. If it has 2 or more weak points just before one of its turns, it skips the turn and loses 2 weak points.
Evasion: Evasion 1/X: any attack targetting the character has the given chance of missing the character. Explosive-type attacks and attacks that have a radius are not effected by evasion.
Carrying Characters: Some abilities allow one character to carry another (for example, the Dragon class). These are the rules regarding that:
Armor: Each time you are attacked the armor blocks once and the damage from the attack is reduced by the armor's protection number.
Void Spaces: Some abilities add 'void' to a space so that that space is occupied by void.
Chuck Rock Variant: Often, when I played this game with other people, the first round of it would be a round of 'Chuck Rock'.
By default, all 'Spells' are of type 'magical'.
Weapons and armor and devices are all items.
Spells are abilities.
I only ever played this game free-for-all, but I would recommend playing it with teams instead, because if it is a zero-sum game then, so there is more of a reason for players to attack each other. Without this, there ends up being a lot of negotiation, rather than combat. You could either always play with the same teams throughout one game, but another option is to change the teams for each new board. You could pick the teams randomly, but make sure not to use any combination of teams that has already been used for a board until all possible combinations have been played. Then start again, randomly choosing teams from any combination.
I only ever played this game such that each player spends the gold that player gathers on abilities to make the player's character more powerful. But doing it that way, generally whoever does well early on will keep getting a larger and larger portion of the gold on the board each board until no one can catch that player. A better idea would be to have it so that a player still gets full victory points from gold gathered, but only gets half the portion of the gold they would normally get for purchasing things, and then also half the average portion for opposing players from the previous board. This way, gathering more gold on a board would mean buying more things one board earlier, but it shouldn't cause one player to keep getting farther and farther ahead of everyone else. Playing the game this way, it would probably be a good idea to decide a specific number of total boards to play for that game at the beginning of the game. Or, another alternative would be for each player to still get victory points from gold gathered, but get an equal portion of the gold on each board for spending purposes.
Originally, the game was played such that abilities with a given range could only be fired in orthogonal directions, not on diagonal or between two orthogonal directions. But the game would probably be better without that limitation. Some existing abilities say 'LOS'. This was meant to mean that those abilities could be fired at an angle (not just orthogonally), so if all abilities are allowed to be fired at an angle, that modifier 'LOS' shouldn't have any meaning any more.
(in case anyone's curious)
For the barriers and walls, I tended to use 2 different types of counters (little lumps of plastic), which can probably be acquired most easily at an art supply store.
For the cards that the Sage class uses, you may need to use index cards and just write on them what they are.