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Heroes Community > Age of Heroes Coliseum > Thread: ENTRIES - HOMM Board Games
Thread: ENTRIES - HOMM Board Games

Legendary Hero
posted January 10, 2007 11:48 PM
Edited by kookastar at 00:05, 12 May 2007.

ENTRIES - HOMM Board Games

This thread is for entries in the HOMM board game competition.  Please don't post comments in here - put them in the main thread {link above}.

Edit as much as you like up until the competition closure.


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Undefeatable Hero
posted January 21, 2007 09:13 AM bonus applied.
Edited by william at 11:07, 25 Apr 2007.

Board Game

The Game:

This game is kinda similar to Monopoly.
You will move around the board, and instead of buying houses you will be buying Dwellings, with your money (which will be gold in this game).

Instead of Houses or Hotels, you will be getting "Creatures" every turn, and if you land on the same square as your opponent is on, then you will have a small fight, for example:

If you have bought a Cloud Castle, and you have accumulated 10 Giants, and your opponent has built a Pyramid and has about 5 Cyclops, then you will win, basically because Giants are stronger, and you have more of them.

Of course the Creature's will have the same stats as they have on HOMM2, but there will be no spells, and the "fights" that you will have, will be based upon how many creature's you have and it's attack, defense, speed etc etc.

You will be able to upgrade the "dwellings" that you buy, and then, every 3 turns, be able to buy some creature's, the amount of creature's is determined by how much money you have.

For Level 6 creatures, if you have 6000 gold, then you will be able to buy 6 Titans.

For a Level 1 Creature, if you have 600 gold, then you will be able to buy 60 Peasants.

Every once in a while, you may land on a Chest, now if you land on it, you will be able to pick 2 things:

Gold or Experience.

If you pick Gold, then you will get 1500 Gold, which you will be able to get from the "bank".

If you pick Experience, then you you will be able to pick up a card, and when you pick up the card, it can be anything, like move back 2 squares, or it might be something good, like you will accumulate 10 level ? creature's for free.

The Experience cards will be totally random, and they can be good or bad, depending on what it is.

There will be no "main attack, defense, spell power and knowledge" skills that you will have, none of that.

You can have a maximum of 6 Creature stacks, just like in HOMM2, and if you want to replace say 50 Peasants with 50 Skeletons, then you can do that, but you cannot replace 50 Peasants with 165 Skeletons, it doesn't work that way.

You will be able to replace Any creature with the same or lower amount of creature's that you want.

You may want to replace 50 Peasants with 1 Black Dragon or something like that, it is totally up to you.

If, throughout the game, you want more gold (money), then you may choose to sell one of your dwelling's, either to your opponent, or to the "bank".

You may have as many dwellings as you like, and every time you pass the start square then you accumulate 2000 Gold, that will also happen every 7th Turn as well.

With this game, there will be no resources or anything, it will just be all Gold, so no stuff like Sulfur, ore, wood, mercury, gems or whatever, none of that, just all Gold.

You will be buying everything with Gold.

Also every 7th Turn, your creature's stack, all creature's you own, will increase by 2.

Now the way to determine the creature's that you have and all that, there will be a little scorecard, and there of course, will be little card's with the game, and you collect one if you buy a dwelling.

If you have 5 Giants, and you have 5 Giants because you noted that on the scorecard thing, and then you upgrade them to Titan's, you will then change your Giant Card, to a Titan Card.

The Cost for upgrading creature's will be 1000 Gold, so if you have 5 Giants and you wanna upgrade them to 5 Titans, then it will cost 5000 Gold.

Now with Lower level creature's, of course the cost for Upgrading them will be slightly lower of course, for example:

If you have 20 Archer's and you want to upgrade them to Ranger's, then it will only cost about 2000 Gold.

Battling with your Creature's:

Yes, you will be able to battle with your creature's that you accumulate throughout the game.

It is simple really, if you have stronger creature's then your opponent does, and if you have more of them, then you win, and you also take about 500 of their gold that they will have, if they have it.

If you have both even creature's on your army, then it will be called a draw, and you will both lose 200 gold as a result.

The Resources and Gold:

Throughout the game you will accumulate resources and gold.

These can buy you creature dwellings, and also help you throughout the game.

If an opponent beats you in a battle, and he takes your 500 gold that you have, and you then have no more gold, then you may be able to trade the remaining resources that you have, to get your gold backup, since gold is the most used resource in this game, without it, you are  toast!

Main Objective:

The Main Objective with this game is to beat your opponent, by making them bankrupt, and by making them lose their creature's that they have.

Another way of winning is by rolling the same number on both of the dice, 3 times within the game.

That will automatically take you out of the game.

The Game Board:

Here is the Game Board (still isn't finished, but it is nearly done)

And Please do not laugh  

Movement Across the Board:

The way you would move across the board is simple.

You would roll 2 dice, and then you move according to the number that you rolled.

However if you get 2 of the same number on the dice, then you lose a turn, and it is the other players turn to go.

When you are allowed to roll again, and if you, again, get 2 of the same number, then you miss another turn.

If this happens again, and you get the same number on both dice, then you are out of the game.

At the side of the board would be a little tallying table thing, and you would tally the amount of times you have gotten the same number on both dice.

If you get 3, you are out of the game.

However, some of the cards you will be able to pick up, will be able to take render the 1 or 2 tallied things useless, and therefore you will still have 3 more chances of rolling the same number on both dice.

Well I think this is just about it, if I have more to add, then I shall add some more to this

Stay tuned!!!!
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand

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Famous Hero
baking cookies from stardust
posted February 05, 2007 01:08 AM bonus applied.
Edited by Nidhgrin at 18:16, 10 Feb 2007.

I don't have Heroes (2 or 3) installed on my pc at the moment, and I'm not sure where my CD's are right now, so I can't present a playable version (one you can print out and glue to cardboard) yet (want to use actual screenshots from the game for that).

But through this link you can already get an idea of how the game is going to be like...

EDIT: Comments and feedback are most welcome

EDIT 2: This should be considered as a pre-beta version of the game, since it has not been test played yet.  I just finished this first version today.

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Supreme Hero
posted March 04, 2007 10:19 PM bonus applied.
Edited by Gnoll_Mage at 19:52, 12 May 2007.


Gnoll_Mage's first entry to the HOMM boardgame competition...

Description so far (notice none of the finer details of the game are fixed, as they are impossible to balance without playing the game) - may be edited at some point

Images (needed to understand the description really, so load both up at the same time)

Possibly the most fascinating movie you’ll ever see (read the stuff above first - warning, >2 MB; IE users need to right click>save target as...)


Note to judging people: if you cannot see one of the files, please could you IM me and I'll email them to you

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The Starless
posted March 06, 2007 04:39 PM bonus applied.
Edited by EliteKill at 18:30, 13 Apr 2007.

Heroes of Might and Magic Adventures

This is my entry (will be edited):

Heroes of Might and Magic Adventures

Banish all of your opponents from the map.

A large Hex-Grid


First, each player recives a card from the Town Deck. Than, every player takes a card from the respective Hero Deck. After that, the players take turns putting land tiles to create the map. Next, the players take turns placing towns and obstacalse on the. This is the setup.

Brief Turn
1. Recive Bouneses
2. Build/wait
3. Recruit/wait
4. Move Heroes
-Colect Resources
-Flag Mines and Buildings
5. Build2
6. Recruit2
7. End Turn

Each creature takes turns. Creature with highest initiative starts. Declare which creature you want to attack, and roll a die:
If the result is 6, creature does full damage.
If the result is 5, creature does damage in the middle of average and highest (rounded down)
If the result is 4/3, creature does average damage
If the result is 2, creature does damage between average and lowest.
If the result is 1, creature does lowest damage.

Before damage caculations, roll a die again:
With no Luck skill, if the result is 6, creature does double damage.
With Basic Luck, if the result is 6/5, creature does double damage.
With Advanced Luck, if the result is 6/5/4, creature does double damage.
With Expert Luck skill, the player rolls two dices. If the result (in any of the dices) is 6/5/4, the creature does double damage.

After damage caculations, roll another die:
With no Leadership skill, if the result is 6, creature gets another attack.
With Basic Leadership, if the result is 6/5, creature gets another attack.
With Advanced Leadership, if the result is 6/5/4, creature gets another turn.
With Expert Leadership skill, the player rolls two dices. If the result (in any of the dices) is 6/5/4, the creature gets another turn.

What is speed for?
If two creatures has the same initiative, the creature with the highest speed attacks firsdt. If creatures have same speed, the higher tier attacks first. If both creatures are the same tier, than both players roll a die and the player with the highest results attacks first.

When a creature is attacked, it has 1 retaliation (unless stated otherwise) that activates atoumatically. Damage is applied like normal attacks, but with nor morale bounos and the damage is halved (rounded down)


An example of a Town Card:

An example of a Hero Card:

An example of a Monster Card:

Currently working on Setup Presentation (Power Point)

NEW!!! A sample Adventure Map:

Here, you can see:

3 Towns- 1 Blue Player, 1 Teal player, and 1 neutral (Gray)
11 Mines (Yellow hexes)- G=Gems, M=Mercurary, S=Sulfur, C=Crystal, O=Ore, W=Wood, and $=Gold.
12 Resources (Pink hexes). Symbols are the same as mines.
Green hexes are Grass and Blue hexes are Water.

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Legendary Hero
posted April 13, 2007 06:18 PM bonus applied.
Edited by GenieLord at 15:28, 17 Apr 2007.

The game instruments:
Every box contains a few boards. Each one of them represents the adventure map.
The board is devided into small squares. The amount of them depends on the size of the map.
Except for the boards, in the box there are 14 heroes, 7 town boards, 20 skill cards, 34 creatures cards, 20 spell cards and a guide book, that also contains a full explanation of where to put the neutral creatures on each map.

The game itself:
Every turn you roll the dice (one regular die). The number on the dice represents your movement points.
The hero can walk only on roads. The roads might lead you to buildings, mines etc. You can get into them only from where the road connects with them.

The hero:
The hero stands on a round plate, to stay balanced.
The plate's size is about 1X1cm, and the hero's hight is 2.5cm.
Hero's status: 10 initiative, 3 damage.
Every hero starts with magic book. All he has to do is to gain spells cards.

The creatures:
There are 34 creatures; 4 creatures in each town and 6 neutral creatures.
There are 4 tiers of creatures.
There are no upgrades.

1. Arhcer
2. Paladin
3. Griffin
4. Angel

1. Imp
2. Ceberus
3. Nightmare
4. Devil

1. Skeletone
2. Zombie
3. Vampire
4. Ghost Dragon

1. Pixie
2. Hunter
3. Unicorn
4. Green Dragon

1. Gremlin
2. Mage
3. Genie
4. Titan

1. Assassin
2. Minotaur
3. Hydra
4. Black Dragon

1. Defender
2. Bear Rider
3. Warlord
4. Fire Dragon

2. Water Elemental
2. Air Elemental
2. Fire Elemental
2. Earth Elemental
3. Death Knight
4. Phoenix

The creature's status contains:
Damage, HP, initiative, cost, growth.
Damage-there's no damage range. There's one number.
Initiative-the initiative is between 1 to 34 (Phoenix has 34 initiative, Earth Elemental has 1). Each creature has a number for initiative. There are no two creatures with the same initiative. Every round the creature with the most initiative begins. The creature with the most initiative after the first plays. Then, the one after it. After the last creature plays, the first one will play again. A creature won't play twice per a round, no matter how high its initiative is, unless there is a positive morale.
Cost-the gold system is different here. Every one gold here is worth about 1000 gold in the game. 1st level creatures cost 1 gold, 2nd level creatures cost 2 gold, etc.
Growth-the growth rates are different between creature and creature. Basicly, first level creature growth rates are about 5-10, 2nd level creatures are about 3-6, 3rd level creatures growth rates are about 2-3 and 4th level creatures always grow in rate of 1. New creatures come every 4 turns.

Neutral creatures appear on the adventure map as round plates with the creature's name and the amount.

Green Dragon Card:

The battle:
The creature with the highest initiative begins. It can attack any creature. If it has good luck, you should roll the dice. If the luck is 1, double damage will be dealt if the dice shows 1. If the luck is 3, double damage will be dealt if the dice shows the numbers 1, 2 or 3. If the luck is 5, double damage will be dealt if the dice shows the numbers 1, 2, 3, 4 or 5.
If the unit has bad luck, you should roll the dice. If the luck is -1, half of the damage will be dealt if the dice shows 1.  If the luck is -3, half of the damage will be dealt if the dice shows the numbers 1, 2 or 3. If the luck is -5, half of the damage will be dealt if the dice shows the numbers 1, 2, 3, 4 or 5.
After the creature attacked, you roll the dice if it has good/bad morale. The system of the morale works the same as the luck's system.
The creature with the most initiative after the first one plays.
After the creature with the least initiative plays, the round starts again.

Hero's levels and skills:
The hero needs to have 1 battle to get to level 2.
The hero needs have 2 more battles to get to level 3.
The hero needs have 3 more battles to get to level 4.
When you gain a level, you take a skill from the skills' deck. There are no skills on advanced or expert levels.
If you get the same card twice, the effect is double.

Different skills and what they do:
Leadership-gives you +1 morale.
Luck-gives you +1 luck.
Attack-increases the damage of all your troops by 1.
Vitality-increases the HP of all your troops by 1.
Logistics-the result of rolling the dice to get movement points is increased by 1 in each turn.
Dark Magic-you are able to learn 3rd level Dark spells.
Light Magic-you are able to learn 3rd level Light spells.
Destructive Magic-you are able to learn 3rd level Destructive spells.
Enlightenment-every five levels the hero gets opportunity to level up again.

There are only wood, ore and gold in this game.
You can find them in the adventure maps; on piles in the roads and on mines.
Every mine gives you 1 resource per day.

The Towns:
Each town has a separate small board.
Every town gives you +1 gold per day.
Building "Town Hall" raises the daily income to 2 gold per day.
It's written on the town's board what you need to build every building.
If there's an arrow between two buildings, it means that you need to build the one that the arrow comes from in order to build the one that the arrows points on.

Sylvan town (Unfinished!)

There are three levels of spells and three classes: Dark, Light, Destructive.
To get spells of the third level you'll have to gain the suitable skill, according to the skill class; Dark Magic, Light Magic or Destructive Magic.
When you get to town that the building "Magic Guild (level one)" is built in, you should take two randomal cards from the 1st level spells deck.
When you get to town that the building "Magic Guild (level two)" is built in, you should take one randomal card from the 2nd level spells deck.
When you get to town that the building "Magic Guild (level two)" is built in, you should take one randomal spell card from one of the magic classes that you have their skill. If you don't have any skill of magic classes, you can't take the spell card.

Example of how the adventure map looks like (Unfinished at all!)

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Undefeatable Hero
of Gold Dragons
posted April 14, 2007 03:02 AM
Edited by kookastar at 23:59, 11 May 2007.

Ok, I'll admit it right away, I was never the biggest fan of board games - I've played my share of Monopoly and Risk, but it's nothing that lies extremely close to my heart. One game I always enjoyed, however, was Hotels, and today, suddenly it occured to me that it should be possible to make an addaption of Heroes onto Hotels. So here's a try at some of the basics ... it's not yet fully developed.

About the source game
The idea with Hotels is quite similar to Monopoly: You buy some property on which you build your hotel, and the opponent will pay you to stay in your hotel. The difference between the games come from the fact that in Monopoly each "ground" corresponds to only one space on the board, and you buy a lot of "grounds". In Hotel, one "ground" corresponds to a lot of squares on the board, and you have opposing hotels on either side of the road. Since each tile can only give access to one hotel, you compete with your opponent to get control of the tiles.

The board
There's a sketch of the Board here:

kooka resized so she didn't have to scroll  the full size is at the link below

Only a quarter of the board has filled tiles, but the remaining will be more of less repetitive. This part of the board features two Castles (similar to the old Hotels), Haven and Inferno. The remaining quarter will contain Academy vs. Necropolis, Sylvan vs. Dungeon; and Fortress vs. Stronghold (Horde).

On each section of the board, there are four types of tiles:
- Conquer tile (Sword): This tile will allow you to attack either of the factions, thus gaining control of this "Castle".
- Build tile (Looking Glass): This tile will allow you to errect structures in the Castle if it's under your control. The structures will be unit dwellings.
- Buy tile (Purse): This tile will allow you to recruit units in the town if it's under your control. Units can either defend town or go into Hero army. Also allows Hero to gain control of town if it is undefended.
- Learning tile (Candle): This might either allow the Hero to gain some skills, or offer some financial reward, or a "try your luck" type of event. Not completely decided yet.

Game Mechanics
Playable by 2-8 players. Each Hero has a Hero, that he moves around the board by throwing a dice and moving the appropriate number of tiles forward. The Hero brings with him an army consisting of up to 7 stacks of creatures. The hero starts out with some starting army depending on his allignment.

When a Castle is not possessed by a player, any Hero landing on either an Attack or a Buy tile can take it into his possession at a standard cost. When a Hero has a castle in his possession, he can erect dwellings every time he lands on a Building tile. He can recruit creatures either to defend the castle or to put into his army when he lands on a buy tile.

A Hero can attack a castle in enemy possession when landing on an Attack tile only. More about combat mechanics later.

Controling tiles
Each tile of the board borders up to two Castles, but can only be in control of either. Each time a Hero passes one of the 4 red squares, he can pay a fee and choose one tile next to a Castle he owns, and the tile will be connected to the specified Castle. Should the hero later loose the castle in combat, the tile is still connected to that castle. Thus, by controling tiles, he can block out the opposing faction from that tile.

Effects of controling tiles
Each time an enemy hero lands on a tile controlled by a player, the visiting hero has to pay a fee for safe passage. The fee depends on the strength of the castle (= number of dwellings). If a tile is not under control of any faction, landing on it if free.

Dwellings and units
A player can errect Dwellings in his Castle, which will produce military units. The dwellings have levels from 1 - 7 and must be erected in said order. New units are produced every game week (see below).

The units to each factions also come in levels from 1 - 7 corresponding to the appropriate dwellings. The games leaves room for unit upgrades, that is so far undecided.

Game calender
Every time all players have had a turn, the game enters a new day. One each first day of a new week, new creatures are available for recruitement in each castle.

Combat system
I have not quite yet decided how the combat should take place. Potentially, one could define stats for all units, and calculate combat outcomes, but this would probably be rather tricky for long combats. One could even have a combat field, where each player could place his units and move them around.

A more simple approach would be a "Risk" like approach, where the players decide the outcome by rolling dices against each other. In each combat, players could start out by matching their strongest units vs. each other. For each level difference, the stronger player will have one more dice than opposing player. Thus, when fighting a level 6 unit vs. a level 4 unit, the player with the level 6 units could roll 6 dices, whereas the player with the level 4 units could roll only 4. The topmost 4 dices would then be compared, and for each case either player would lose a unit; when even, the defender wins.

For example, if player with 6 dices roll 6-5-4-3-2-1 and player with 4 dices rolls 5-5-3-1, then one would compare top-most vs. top-most (6 vs. 5) and the defender loses one creature, then second-highest vs. second highest (5 vs. 5) and attacker loses one creature, then third vs. third (4 vs. 3) and fourth vs. fourth (3 vs. 1). Result of this fight would be 3 lost defenders and one lost attackers. Of course, the lowest number of dices can never exceed the lowest number of creatures in either stack. This would proceed until either army was eliminated.

When defending a castle, special bonuses might apply, like 1 extra dice for the defender.

The Hero in Combat
Depending on which combat style is chosen (traditional Heroes vs. Risk), the Hero might play some importance in combat. This would potentially open up for learning skills with your Hero.

The only ressource in the game should probably be Gold. Gold can be obtained from other players, maybe each turn from towns in player's possession, and possibly for passing "Go". Gold is used for buying castles in early game, constructing buildings, and purchasing units.

Winning The Game
A player wins the game by eliminating his opponents. If an opponent loses his Hero in combat, he can re-hire him in his castle for a fee. If a player have no more castles and loses his Hero, he is eliminated. Any gold in his possession is passed onto the eliminating player. When a player has eliminated all opponents, he is the winner of the game.
What will happen now?

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Supreme Hero
posted April 16, 2007 10:24 PM
Edited by Gnoll_Mage at 18:46, 02 May 2007.

Gnoll_Mage's second entry to the HoMM Board Game Competition...

...can be found here.

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Legendary Hero
Back from the Dead
posted April 27, 2007 04:25 AM bonus applied.
Edited by Daystar at 04:30, 27 Apr 2007.

Here's my entry:

The Game Board consists of two sub boards, the "Adventure Board" and the "Battle Board"

To start the game, the players decide on who goes first by rolling the number die.  (Highest number goes first)

Set up occurs.  Players shuffle decks and set up the board.  The board can have various set ups. The game comes with 5 presets, but they can be customized, and other presets can be downloaded from http://mightandmagic.com/boardgame/presets

Each player draws 4 creatures and 2 spells.

The Game starts.  The player can spend his/her turn at a castle, and draw a creature or spell for every turn.  The player rolls the dice, and can move anywhere from that spot.  Then the other die comes into play.  If red is up, the player faces a random creature from the enemy's faction.  If yellow is up, they face the enemy and get 2 optional extra movepoints. If blue comes up, the creature's card will be added to the player's deck.  If green, the player goes by unscathed.  After it is all over, the next turn comes up.  When the player's meet, their characters go into combat.

Combat: If a character is facing a random enemy, it becomes player vs. player, with one character controling the neutrals and the player whose turn it was controling his/her creatures.  The player can place up to 5 units they have in their hand on the 5x5 board, which plays out like chess.

These are the creature movements.  Players can also cast spells.  

Example Spells:
Resurection: Place 1 more creature on the feild.
Fire-Ball: Destroy 1 of your creatures and two of your enemy's.
Confusion: Affected Unit can only move forward for 2 turns.
Phantom Forces: Make a copy of one of your units.

The various game peices.

Heroes: Left to Right: Ranger-Knight-Wizard-Demonlord-Necromancer-Warlock

There are 3 varieties of the game.  Each version has two factions.

The other two feature Elves/Dark Elves (~Tranquility and Vengance~) and Necromancers/Wizards (~Building Order and Undying Peace~)

How exactly is luck a skill?

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Famous Hero
posted May 05, 2007 10:10 AM bonus applied.
Edited by actionjack at 10:15, 05 May 2007.

Idea for a HoMM base board game.

This will play like a modified version of the class board game, Risk.  There are few major changes, but those who know the rule to Risk will be able to pick up quickly.  

2-8 (depend on the map/board use)


Winning Objective:
To eliminate all other opponent players and gain domination of all territories.

Start of Game - Setup:
At start of the game, each player will roll a dice to determine who will go first.  The one with the higher dice will go first.  If get the same number, re-roll between those who get the same till a order is establish.  Will arrange the seating order in that order as well.

The first player will be first to choose which of the Castle to control, follow by 2nd player, and so on.  

Depend on the number of player, what kind of game player choose to play, and the map/board use, will determine how many Castle-Region is use in playing.  The Castle (and the Region is in), if not use becomes a Dead Zone, in which is than consider as none-accessible barrier to all player.  

In example of a 8-Castle Map/Board:
2 Player:
Short War:  2 Castle/Region that are next to each another is use.
Long War: Half of the Board (4 Castles/Regions) is used.
Campaign War:  All 8 Castles are use (with each player getting 4)  
3 Player: The Middle 3 Castle/Region is use.
4 Player: Half of the board or full board (2 for each player) is used.
?c  And so on up to 8 Players.  

Once determine who control what Castle, each player is than given 30 gold credit (per each castle in control) to purchase units and cards with, and each player draws 3 cards from the general Deck.

Each Player than take turns in buying 1 Unit and places it on the desire Territory they like.  (can only buy 1 unit at the time, regardless of what level)  Subsequent player can not place their unit on Territory that is already under other?fs control.  Continue so until everyone run out of the initial Gold credit.  

Note:  Does not need to occupy all Territory.  Some can be left empty.

Actions of a Turn

Tactic Phrase

> Counting Resources:
At the start of each player?fs turn, count up how much gold you receive.  You get 1 gold for each territory you control, and any additional bonuses if control any certain special territories (as described on the territory), or if control entire region.  You must have at least 1 unit on the territory to claim control.  

> Recruitment/Deployment Phrase:  
Once tally up the total gold earn in that player?fs turn, player can spend that amount to purchase units or cards.  The cost of each is described in more information below.    

Lv.1 Unit: 1 gold
Lv.2 Unit: 2 gold
Lv.3 Unit: 3 gold
Lv.4 Unit: 6 gold
Lv.5 Unit: 10 gold

Hero Unit:  8 gold

Draw one Card from Deck:  6 gold

Purchase Card
The cards will be purchased from the general deck, or any used-up cards from your used-up stack.  Any used-up cards not purchase will than return to the general deck at this phase.  Would cost 5 gold to draw a card from the general deck.  Each re-useable card from your used-up card stack will have its own cost. (see Card section for more detail)    

Purchase/Upgrade Unit
The purchased units can only be placed at any of the control Castle, or in the territory with your Hero unit on it.  You could choose to ?gupgrade?h any of your existing unit, as well as the newly purchase ones, to a higher level, as long as the gold values is the of equal value.  (EX. If you have a territory with two level 1 unit, you can spend one more gold, and merge them all into one level 3 unit.  Or if you already have two level 3 unit and two level 2 unit (total of 10 gold), and trade them in into one level 5 unit))  

Note:  You cannot ?gdowngrade?h any of the unit (break them up or exchange them for gold).

Unit Territory Occupy Limit
A Stack of Unit is counted as a grouping of 1 to 3 Units of same level.  Each Territory can only be occupy by maximum of 3 Stack of Units of Different Levels, excluding Hero Unit.  (thus max of 9 units)  (EX. This mean if you already have 2 lv.2 unit, 3 lv.4 unit, and 1 lv.5 unit, you will not be able to place any lv.1, lv.4 or lv.3 unit on there, but can place one more lv.2 unit, or 2 more lv.5 unit.)  Can also upgrade them up to better fit the limit, if the gold allow it.

You can only have 6 cards on hand.  Increase max amount of cards on hand by one for each additional Castle controlled.  

>Declaration Phrase:
Player can than declare attack on any opponent?fs territory that are adjacent to their own.  Player must also declare what Unit-Stack he/she is going to attack with.  It is than move onto the Battle Phrase between those two players.   (see the Battle section for more detail)

>Movement Phrase
Once all the battle are settle, Player can than move any of his/her Units/Unit stacks from one territory to another.  But the Territory must be adjacent, and player can only move once  (thus can not ?gShepard?h you units all the way across the map).  

When player is satisfied, he will end his turn.  This relinquish the control to the next Player down, and start that player?fs turn.  


>Challenge Phrase:
Declare challenge.  The attacker will choose a Unit-Stack (1 to 3 units of same level) from his own army to attack, as well as picking the Target Stack from opponent?fs army that he want to attack.  Both player than bring those Stacks on to the Battle Board.  

Note: Must use all units of the Stack.  Thus if have 3 units of same level, can not bring only 2 or 1, but must bring all 3 to the Battle Board.  Same for both Attacker and Defender.

Note:  Can not Challenge and Attack a Hero Unit.  But if a Hero is present (in attack or defense) will also take them to the Battle board and place them in the special Hero Spot, to represent Heroes are involve in this battle.

(EX.  Player A declare to use his Stack of lv.4 units (that have 2 units in that stack) to attack Player B?fs Stack of lv.2 units (which have 3 units in that stack).  They will both place them on the Battle Board.)

Both Player (the attacker and defender) than declare which card from their hand they want to use in this battle.  Can only use one card from each type.  Creature Cards, Ability Cards, and Advantage Cards can be use in all Territory Battles (as long as the requirement are met). Skill Cards and Spell Cards can only be use if there is a Hero unit on your side present in the contesting territory.  Certain cards can be use after the dice roll.  Certain cards, like Skill or Spell Cards, can be played at different phrase of the battle.

>Dice-Roll Phrase:
Once all is set, both player than roll the dice.  How many dice you roll depend on how many units in your Stack on your side, regardless of the level of the units.  

(EX.  Thus player A, who have 2 units in the stack, will roll two dice, while player B, who have 3 units in the stack, roll 3 dice)

Only the highest rolled dice (unless conditional changed by cards) are than look at and compared.

(EX.  Player A rolled 2 dice, which are 4, and 2, while Player B rolled 3 dice, and got 5, 3, 3.  4 (for player A) and 5 (for player B) are than used)

>Calculation Phrase
Take a look at the highest rolled dice of both players.  Than start adding modification number onto the rolled number.  There are 3 major type of mods:

Level Advantage:
Will add certain number onto the dice rolled, depend on the level of the units contested.
Lv.1 Unit: +0
Lv.2 Unit: +1 to dice roll
Lv.3 Unit: +2 to dice roll
Lv.4 Unit: +4 to dice roll
Lv.5 Unit: +6 to dice roll

More Creature Advantage:
Will add extra number for having more units in the stack, regardless of their level.
1 Unit in the Stack: +0
2 Units in the Stack: +1
3 Units in the Stack: +2

Card Advantage:
Depend on the Card use.  Will described on the Card.

(EX.  Player A, who rolled 4, than add 4 (Level Advantage) and 1 (Stack Advantage), and used a +1 Attack Skill Card that add 1, totaled to 10.

Player B, who rolled 5, than add 1 (Level Advantage) and 2 (Stack Advantage), and didn?ft use a card, that totaled to 8, thus Player A won this round)

>Result Phrase:
Who won the battle is determine by the final score number (Dice rolled + modifications).  Who ever has the higher final score win.  

The looser than take out the same number of units from the contested Stack and send them to the grave.  If the number of units of winning side is greater than that of looser side, than will loose all of those units, but not affect the other stack on the same Territory.  If the Winning side?fs number of unit in his stack is less than that of the loser side, than the loser side will still keep his reminder units.

(EX.  Thus Player A, who have 2 units, will kill/destroy only 2 of Player B?fs unit.  And since Player B has 3 unit to begin with, he will only left with 1)  

>Counter Attack:
If there are still units on both side, than the battle must continue, with the Defending side now counter attacking, becoming the Attacker, and via versa.  But must still use the contested units on the Battle Board (and can not be reinforce or add any more).  

(EX.  Thus Player B must now count as attacker using his 1 lv.2 unit stack against Player A?fs 2 lv. 4 unit stack.)

This will repeat the battle phrase, until one side?fs Stack is completely destroy.  (or use an Escape Card)

>End Battle:
Once one side?fs stack is destroy, this battle ends.  The Battle Board is than clear, with the remaining winning side?fs unit return to the territory they are originally in.  

If the player wish to make more attacks, will resume back to Challenge Phrase. In which Player can declare more attacks (using the same or different Unit-Stack), from the same or other Territories.  

If you conquer the Territory (defeating all the unit stacks of opposing player?fs unit from that territory), you can than move you own army into that land (but only from the army that was use in the attack).

Once the Player is satisfied to end his attack, it is than move on to the Movement Phrase of the Tactical phrase.

Additonal Info

Map Territory
There are several different type of Map Territory.  The more you control, the more gold you earn for each turn.  Also certain Territories have certain bonus to them for those who control them, thus making them more desirable than other.  

Some Territory type could be:

Castle: +3 more extra gold, and +2 more in Defense-roll.  Also allow deployment of units here.

Gold Mine: +2 more extra gold

Gateway:  Allow deployment of unit to here.

Fortress Wall:  +2 to Defense-roll when in battle.

Rally Flag: +1 to Attack-roll attacking from this Territory


The Number of Territories per map (and what kind) can also vary depend on the map.  This allow more dynamic and more choice in game play, as one can select (make) different map according to the game.  

Units are reprehensive of the creatures of HoMM.  They are only different by their Levels, but not by its specific creatures.  They are played on the board as little figurines, and are shape differently according to their levels.  (thus a Lv.1 Unit would look like Peasant, and Lv.5 be like dragon.)  They are more defined by the use of Creature Cards, and not by their look.  However, the level differences play a major factor in cost, cards that can be used, and dice rolls.    

Hero Unit
Hero unit are reprehensive of a special Hero figurine.  They are not counted as a unit, but still play a important role in battle.  You can only control as many hero as how many castle you have under your rule.

One use of Hero is that it allow you to use the Spell and Hero Ability Card during the battle.  But can only use if the Territory contested have Hero in it. (that the unit battling is under Hero?fs control)
Another use is that they server as another Deployment zone.  Thus you could place newly recruited Units in the territory occupied by a Hero (assume there are enough room).  This save lots time from moving troops from the castle to the front lines.  

Hero Unit can not be attack, but would be defeated if all the Unit under his control (that is in the same Territory as him) are destroy.  If that happen, the Hero is return to the graveyard, and Player must spend 8 gold to re-purchase him again.


Beside the Board game factor, this is very much a Card game as well, in which Cards would often play an important factor in winning or loosing.  A right card at right time could easily turn the tide of not just a single battle, but key in winning the whole game.  

Each player can only hold 6 cards at hand at one time (unless otherwise specific).  This number increase for each additional Castle under control.  Excess card must be discarded back to the General Deck.

There are several types of card, and each have various effect and requirements before they could be use.  Usually separated into two main groups, Adventure Card (use during tactical phrase) and Battle Card (use only in battle phrase).

When a card is used, they are put in front of the player, know as the Used-Card Stack.  Those cards could be re-purchased during player?fs next Recruitment phrase, by the gold cost listed.  If they are not re-purchased, they are return to the General Deck.  Certain cards will be send back to general deck immediately or have continues effect after they are use.  You can also pay 6 gold to draw a card (top most) from the general deck as well.

Adventure Card

Recruitment Card
Cards that aid in adding more units to your army.  Most are played during the recruitment phrase.  Some give you free units, while other help reduce the cost.

Week of Dragon:
Req:  Use during player?fs recruitment phrase.
Effect:  For a player?fs turn, reduce the cost of purchase of any Lv .7 unit to 7 gold.
Cost:  None.  Return back to General Deck after use.

Peasant Outgrowth:
Req:  Use during player?fs recruitment phrase.
Effect:  Enable player to purchase 8 additional Lv.1 Units for 5 gold.
Cost:  None.  Return back to General Deck after use.

Building Card:
Building Cards are played a bit differently.  While in the recruitment phrase, you must pay the cost to use the card.  Once use, they are placed in front of the player (not the discarded pile).  Their effect are usually every lasting.

Req:  Use during player?fs recruitment phrase.
Effect:  Enable Player to hold 1 more additional card on hand.
Cost:  4 Gold to use.

Advance Gold Mine:
Req:  Use during player?fs recruitment phrase.
Effect:  Add 2 more additional Gold to Player at start of every resource counting phrase.
Cost:  8 Gold to use.

Skeleton Pile:
Req:  Use during player?fs recruitment phrase.
Effect:  Give 1 free Lv.1 unit at start of Player?fs turn.
Cost:  4 Gold to use.

Adventure Skill Card
Cards that are use not in battle, but during tactical phrase.  With various effect and requirements.  

Req:  Use anytime player plays a card.
Effect:  Negate the effect of previous player?fs played card.
Cost:  8 Gold to repurchase.

Thief?fs Guild:
Req:  Use during player?fs recruitment phrase.
Effect:  Force one of any opponent player to reveal his/her cards to you.
Cost:  None. Return back to General Deck after use.

Req:  Use during player?fs recruitment phrase.
Effect:  Allow you to draw one card (with out showing) from any player?fs hand.
Cost:  None.  Return back to General Deck after use.

Req:  Use during player?fs recruitment phrase.
Effect:  Allow to take any card from player?fs Discarded pile.
Cost:  12 gold to repurchase.

Treasure Chest:
Req:  Use during player?fs recruitment phrase.
Effect:  When use, allow player to draw 3 more card from the general deck.
Cost:  None.  Return back to General Deck after use.

Req:  Use during player?fs resource counting phrase.
Effect:  Allow trading in any card on hand for the value of the cost.  Discard the card traded in back to the general deck.
Cost:  None.  Return back to General Deck after use.

Battle Card

Creature/ Ability Card
Cards that Define the Units.  Usually have a requirement of that Level of unit is engaged in, with usually the effect of adding bonuses to the dice rolls.  Use before the Dice roll and can only use one of each type per battle.  Does not need Hero present to use.  

Req:  You must be an attacker.
Effect:  +1 to the attacking roll. +2 more if opponent use a Melee Creature ability card.
Cost:  3 Gold to repurchase.

Req:  You must be an attacker.
Effect:  +1 to the attacking roll. +2 more if opponent use a Shooter Creature ability card.
Cost:  3 Gold to repurchase.

Req:  You must be a defender.
Effect:  +1 to the defending roll. +2 more if opponent use a Flyer Creature ability card.
Cost:  2 Gold to repurchase.

Iron Golem
Req:  You must be a Defender, and have a lv.2 Unit engaged in battle.
Effect:  +3 to the defense roll.
Cost:  3 Gold to repurchase.

Black Dragon
Req:  You must have a lv.5 Unit engaged in Battle.
Effect:  +3 to any roll.
Cost:  12 Gold to repurchase.

Horde Bonus
Req:  You must have a lv.1 or lv.2 Unit engaged in Battle.
Effect:  Add 1 more to the rolled-score for each units in the stack (+1 if have 1 unit in the stack, +3 if have 3 units in the stack).
Cost:  8 Gold to repurchase.

Advantage Card
Another card that help in battle.  It define and shape the battle field, to give you certain advantages.  Does not need Hero to use.

Narrow Battlefield:
Req:  Use in Battle-Challenge phrase.
Effect:  Negate You and Opponent?fs More creature Advantage. (roll same amount of dice as the lowest number of unit in stack, and does not add any mod number)
Cost:  8 Gold to repurchase.

Quick Escape:
Req:  Use in End Battle Phrase.
Effect:  Allow you to retrieve your unit-stack from engaging in the Battle.  For a turn, those Unit can not be attack again from other player.
Cost:  7 Gold to repurchase.

Spell/ Hero Ability Card:
Cards with different type effect that help aid in battle.  Must need a Hero present to use.

Req:  You must be facing an enemy lv.4 or 5 Unit engaged in Battle.
Effect:  +2 to any roll.
Cost:  3 Gold to repurchase.

Puppet Master:
Req:  Use in battle-calculation phrase
Effect:  Allow you to change the highest rolled dice between you and your opponent.
Cost:  8 Gold to repurchase.

Req:  Use in battle-calculation phrase
Effect:  Force your opponent to negate the rolled dice, and re-roll again.
Cost:  5 Gold to repurchase.

Req:  Use in Battle-Dice roll phrase.
Effect:  Allow to roll again.
Cost:  3 Gold to repurchase.

Primary Skill: Attack:
Req:  You must be attacker.
Effect:  +1 to attack roll.
Cost:  3 Gold to repurchase.

Chain Lighting
Req:  You must be facing an enemy with 2 or more units in their Unit Stack
Effect:  Roll 1 or 2 dice (1 dice if enemy have 2 units in stack, 2 dice if enemy have 3 units).  Add the greater of the rolled dice to your Rolled score.
Cost:  12 Gold to repurchase.


AJ's NOTE:  
Took a long while to do this, and still by far not fully develope yet.  Sadly, because of the dead line (mix with lazyness, work, and find about this too late), was not able to refine it more, nor make any graphic (like a sample of the Card, Map, and units), thus suffer a great blow in compare to other entry.  Also must excuse my spelling, grammer, and certain lack of consisitancy (As it was not written in one sitting)  But even if not win, still a great creative exercise (and lost few thousand brain cell in doing so).  But still say that I try to make it as balance as possible, and feastible as a real game.  Well.. enjoy the long read.  

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