Sidion BG |
Sidion BG is a new version of the 2004 version, "SIdion,
Death of the King." This version has simplified mechanics intended to
make it more practical as a board game (hence the BG), but the main
reason was to try out the Google Cloud / App Engine / Google Web
Toolkit. Here's the old backstory: Sidion, Death of the King is a game of power, money, combat, and magic. As the King’s health fails, the eyes of the Kingdom turn to his many sons, one of which will take up the mantle of Sidion’s throne. The Archbishop will select the new King, but ancient tradition provides strict guidelines on selecting the successor. Each Prince must gather money, magic, and political favors to prove their worth, while spending them at the same time to install cronies in the important towns, intimidate people by winning epic battles, and collect ancient artifacts of past Kings in order to win the support of the nobles. Here is a shot of the new version, which will be explained in more detail below. You can get to it by pointing your browser at: https://1-dot-sidion-147517.appspot.com The name is a little ugly, but that's the cost of using a few Google account to host it! |
This game is still “alpha” so expect some bugs to crop
up. Don’t push the “Client Log” button unless I ask you too … that will
send a lot of logging from your client to the central logs, which I’ll
need to see if you have a problem but which is unnecessary for standard
game play. The “Refresh” button will reload the game, but it’s
sometimes a little glitch.
You can always do a full refresh from the browser but you will have to
log in again if you do. The “Messages” shows the history of what
everyone did on prior turns.
Game pieces
·
Your
prince, a “level 3” hero who can do all orders
·
Heroes, who start at level 1 and can be improved by the prince up to
level 3. On the display, a level 1 hero is a square, a level
2 is a diamond, a level 3 is a circle, and a prince is a circle with a
little white dot.
·
Towns,
which produce zero to three resources of different kinds, and are
connected by paths. Paths can be used for movement, and they
indicated how far a “hop” for a teleport is (the shortest number of
paths between the starting city and the ending city)
·
Neutral heroes – each town starts with an unaffiliated hero that can be
recruited by a prince in the town. Once the hero is recruited, the
town is empty. Towns with unrecruited heroes have a grey circle in
the middle, those without are black.
·
Resources, gold, mana, and influence. Gold is used to move and
improve, mana is used for spells, and influence is used to “lock” towns
(costing influence and a hero).
·
Artifacts, which turn up randomly (on average every other turn) and
which can be bid on and collected for victory points
Turn sequence
A game turn has four phases, Orders, Magic, Physical, and
Final/Retreat phases. The orders phase is all done simultaneously.
You select a hero (or your prince) and select an order for them.
This order is going to be
executed in the next three phases most of the time. The exceptions
are if a hero or the prince is in a city that is attacked, their orders
are interrupted. Once everyone has placed orders, they get exposed
and we move to the next phase.
For the next three phases, one player goes first for each phase
(assuming they have orders that are executed in that phase). The
next three phases are, in order, Magic, Physical, and Final/Retreat.
What orders are done in each of these phases is discussed below.
At the end of a turn, the player going first rotates to the next
player and towns produce. If you have a hero or prince in a town,
or if you have “locked” a town by installing a hero as its mayor, you
collect resources from the town.
Magic Phase
The orders executed in a magic phase are:
·
Teleport a hero (or prince). It costs 1/4/9 mana to teleport 1/2/3
hops. To cast a level 2 or 3 teleport, the hero must be level 2 or
3 respectively. The “target” hero can be anywhere on the
board and the “hops” are how far they are moving, not the distance to
the caster. The target hero must have a “stand” order. Note
that if someone teleports into a city before the target is teleported
out, their “stand” order is removed and they cannot be teleported.
·
Block
path. It costs 1 mana to block a path. You can block any
path on the board. A blocked path prevents movement and retreats
(but not teleports)
·
Convert. Converts Mana to Gold or Influence. The ratio
depends on the level of the hero / prince; 2 to 1 for level 3, 3 to 1
for level 2, and 4 to 1 for level 1.
Physical Phase
The orders executed in the physical phase are:
·
Movement. Move one hero/prince down one unblocked path for one
gold.
Final/Retreat Phase
The orders executed in the physical phase are:
·
Improve Hero – raise a hero from level 1 to 2 or 2 to 3 at a cost of 4/9
gold. Can be anywhere on the board. This is a prince-only
order
·
Improve Town – increase a town’s production by 1 (up to a max of 3).
Costs 1/4/9 gold. Only for the town the hero/prince is in.
Towns cannot be improved if they are locked.
·
Recruit an unaffiliated hero in the town you are in. Costs 5 gold.
Prince only order.
·
Bid –
bid on an artifact (any combination of gold, mana and influence, highest
bid wins, no one wins on a tie, if you don’t win you get your resources
back)
·
Lock
town – Convert a hero into a Governor; the hero disappears and the town
turns your color. From that point on, no one can move through the
town but your people. You cannot improve the town. If there
is a neutral hero in the town, they can still be recruited.
·
Retreat* - This is a special order that appears if you have lost a
battle in a town. You can retreat to any adjacent, unlocked,
unoccupied (or occupied or locked by you) town via an unblocked path for
one gold. If you have no gold, or do not specify a town to retreat
to, your hero dies (and if it’s your prince you are out of the game).
Combat
Combat in a town is resolved after the physical phase as follows:
Add up the total levels of each prince/hero for each player in the town.
Majority wins. If there is a tie, the first player to reach the
town wins (even if there is a three way combat and the two other players
that tied have more than the original player). So, I have a level
1 hero that teleported into the town. An enemy prince moves into
the town next, and then I move a level 2 hero into the town. When
all moves are complete, I have 1 + 2 = 3 points, the enemy prince has 3
points, I win because I reached the town first.
Game end and scoring
The game ends when there is only one neutral hero left, or a player
has locked six towns, or only one player is left in the game (very
unlikely). Then you score as follows:
·
Each
town is worth 1 + its production in victory points. So, if I have
a town that produces gold and mana, it is worth 3 points.
·
Each
artifact is worth 1 victory point
In the event of a tie, the player with the most remaining resources
wins; if that’s a tie, number of heroes; if that’s a tie, largest number
of artifacts; if that’s a tie, it’s a tie.
Going over each part of the
display: |
The Status Board. This
includes game messages about status (who is up, whether an artifact is
available for bid, game state, and results from prior orders) and a
player specific board that shows player name, color, resources, whether
they have submitted orders, and what heroes are awaiting orders
(you will only see this for your heroes).
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The Order Panel. The order
panel allows you to enter your orders,
In the order phase (shown below), you pick the order you want to
give your Prince or Hero. In
the subsequent action phases, you enter additional information if
required (like, for a move order, the town you want to move too).
If there are no parameters, you are just provided the “EXECUTE”
and “STAND” button. Execute
sends the order. Stand
replaces the order with a “do nothing” order (which is always allowed).
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And that’s it… please do contact me with questions or if you see something that looks like a bug! |