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zack's picture book!
i will put any pictures i can sneak in here!
Sava: The Game Of Chaos
selune dusk
alright, so i decided to educate others in the game of my favorite fantasy world, Faerun. the name of the game is Sava, and it is basically Chess, Backgammon and gambling all rolled into one! mrgreen
the game is played on an octagonal board of adjustable size, with a grid like a web pattern. each side has a rectangular "home" section five spaces forward usualy. the basic pieces are Slave (which move one space in any direction.), Fighter (which move along in a straight line any number of spaces.), Wizard (which can jump, and capture pieces behind others blocking the targeted piece in the line.), and Priestess (which have all the powers of Fighters and Wizards.) also, players can agree to new pieces with rules for them. each player gets one roll of the dice, two 6-sided dice, per game, which represents the randomness of chaos. double-1s allows you to remove any piece from the board. if used in responce to a capture you can prevent it in this way. but any roll that adds up to 5 means the other player gets to remove any piece of his choice from the board in addition to whatever else was going on. players aggree on a number of pieces, a board size, a goal for winning, and any other rules they want to add. personally, i'd like to have a Servant piece on each side of the board, who moves a number of spaces in any direction equal to the roll of the dice, and who can make these movements one at a time to make turns. ^_^ so.... if anyone would like to play, please just help me think of a way to represent the board, and we can get this wonderfull and exciting game going!! heart

alternative rules, courtesy of concinnity blaise, are as follows:
1) Pieces:

Black Red
1 x Matron 1 x Matron
2 x Priestess 2 x Priestess
3 x Wizard 3 x Wizard
9 x Warrior/Mercenary 9 x Warrior/Mercenary


2) Abilities.

Matron:

Roll 8 on a d8: Yotchol appears besides 1 piece of your choice, piece is slain, corpse raised to fight for you. (Note: Matron can never be slain in this manner)
Roll 5-7 on a d8: Roll an additional d6, this many of the opposing houses Warriors/ Mercenaries are converted to your struggle. (Maximum 9 fighters)
Roll 1-4 on a d8: Morale is boosted plus 1 to attack rolls on following assault from each of your House. (This roll is allowed once per 3 turns)

Spell Range is 7 Squares.

SR: 4
ATK: 4

Priestess:

Once per round instead of moving, a Priestess can choose to roll a d8. Note: This ability can be used to return those killed and raised by the matrons Yotchol, but an additional 8 on a d8 is required for it to be a success.

Roll 2x8 on d8: Raise Matron, or Return Zombie to the living.
Roll 8 on d8: Raise Priestess from dead
Roll 7 on d8: Raise Wizard
Roll 6 on d8: Raise Soldier.

Note: A roll higher than required can always be used for the raising of a lower piece.

SR: 3
ATK: 2

Wizard:

Roll 4-6 on d6: Opponent is struck by orb of fire. Death on failed SR throw. OR
Opponent must make SR save or be charmed for one round. (Charmed person is moved immediately after being charmed).
Roll 1-3 on d6: Miss opponent

Spell Range is 4 Squares.

Note: Wizard spells are susceptible to SR. When Hit by Wizards spell, an SR check is required against the Dice roll made to Hit. Example: Wizard rolls 6 on Attack, SR check made with d6+SR. 6+ required on roll to beat spell.

Note: Successful SR save, means that the target is still stunned for one round, instead of being killed. Multiple attacks with successful saves does not stack the rounds stunned. Instead, targets SR is reduced by one, for each additional save made.

SR: 2
ATK: 1

War/ Merc:

Hand Crossbow: Instead of moving when within 2 squares of an opponent, a warrior can chose to make an attack with his hand crossbow. A roll of 6 is a hit, and the target is rendered asleep for one round. Should another team member move within one square of a sleeping target, it is considered killed with not opposed roll.

SR: 1
ATK: 0

Battle:

Battle is initiated when 2 figures come within one square of one another. When this occurs, each player rolls a d6, and adds their Attack modifier (ATK) to the roll. The higher roll wins. The victor then immediately must push into the losers space. Should this place you within reach of another opponent, a new fight begins.

Should you threaten Multiple targets, an attack of one on one is still initiated, however the person with the superior numbers combines attack bonuses of all within attacking range (This des not include spells, or the Warriors hand Crossbow). This modified ATK modifier is then applied to the attack roll made against you.

Note: Warriors who have no ATK bonus, gain one when fighting together, per two soldiers. ATK Bonuses do not stack in this manner. So four warriors would still only grant a +2 Bonus, not +4.
IE: 1 War = 0 ATK
2 War = +1 ATK
3 War = +1 ATK
4 War = +2 ATK etc.

Wizards Have one distinct advantage in combat, in that should an enemy soldier move within two squares of them, they may immediately make an attack via spell. A roll of 5-6 requires the opponent to make an SR save. Failure leaves them stunned for the remained of the round, and allows the Wizard a free move in any direction of 2 spaces. This defence takes place even though it is not the wizards turn. Should the roll fail, the fighter may continue its movement, and a fight is initiated normally.

In the event of a tied roll, roll again until victor is decided.


Movement:

Roll a d6 to determine first play in game: Higher roll wins. In a turn, all pieces of each house are moved. Once all pieces are moved, play moves to the opposing teams. (This can be changed to a back and forth method)

Matron: 1 Space
Priestess: 2 Spaces
Wizard: 3 Spaces
Warrior: 4 Spaces

House:

The Drows house area is slightly raised. A new level above the battlefield is added for each change in playing piece. IE: The soldier is slightly above the Battle area. The wizard, again raised slightly, Priestess a little more, and Matron the highest.

Note: This is not necessary for the game. It merely makes defining the start house area easier.

Essentially it is a chess board played as a diamond rather than a square, with a few squares removed, to make 8 points on the board.
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A mock up of the rules I found... course, I'm *fairly* sure it's inaccurate, as the spider dice are only rolled once per game... but, it's close :')





 
 
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