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Reply [L5R 3eR] Jade Legacy --- --- --- --- [Closed]
Jade Legacy - Intermission Minigame 1 - Rules/Signup/OOC Goto Page: 1 2 3 ... 4 6 7 8 9 [>] [»|]

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Rain Yupa
Captain

Enduring Member

PostPosted: Thu May 17, 2012 4:10 am
This will be quick, because I have to run to work. I'll flush it out more later.

RULES

1.) Choose a Great Clan (Crab, Crane, Dragon, Lion, Mantis, Phoenix, Scorpion, Unicorn). Only one player may ever represent one clan. This need not be the same clan as your character in game!

2.) Choose two from the following list of strategies. These give no direct benefit, but will come up in keywords on cards you get to play. All Clans have 4 cards, with one of four Clan-related strategies on it. If you play a card with both your strategy AND your Clan, you get both bonuses; choosing a non-Clan strategy opens up more card options, but makes them less decisive. Strategies aren't limited by player.
  • Cunning (Crab, Scorpion)
  • Defensive (Crab, Dragon, Phoenix)
  • Diplomatic (Crane, Phoenix, Unicorn)
  • Duelist (Crane, Dragon)
  • Honor (Crane, Lion, Unicorn)
  • Intrigue (Crane, Dragon, Mantis, Scorpion)
  • Magic (Mantis, Phoenix, Scorpion)
  • Mobility (Mantis, Unicorn)
  • Spiritual (Dragon, Lion, Phoenix)
  • Tactical (Crab, Lion, Scorpion)
  • Warfare (Crab, Lion, Mantis, Unicorn)

3.)Draw two cards. This is represented by the Random Number Generator on Gaia, on a first-come, first-serve basis. The first roll on this RNG must be between 1-52. The second between 1-51. The third between 1-50. The fourth, 1-49, and so on. If someone happened to roll while you were making your roll post and the range is different, but your result is still valid, keep it; only reroll if your number came up beyond the allowed range.

4.)Players will only be allowed to play once per 24 hour period (7pm EST - 7 pm EST the next day). If you miss your opportunity, I apologize. Players may sign up late; just realize that you will be at a disadvantage.

5.)The game will be played on a hexmap board. You start with four provinces related to your Clan. Every turn, you choose one hex to "attack" up to two spaces away from one you control. You cannot attack a hex that is attacking this round, nor can you attack from a hex that is being attacked this round. This is resolved on a first-come, first-serve basis.

6.)When you battle another Clan, or the Spirit Army, the battle is resolved in the following steps:
  • The attacker has the first opportunity to play a Card. He/She may opt to pass. The defender then has the opportunity to play a card in response, and he/she can opt to pass as well. This step finishes when both players pass consecutively. You can only play one card in this step, unless a card tells you otherwise.
  • Roll 2k1, with dice exploding as normal. The winner is the one with the highest result. In a result of a tie, compare the second highest result. If that too is a tie, it is a push and players reroll. If you are attacking from a Province that belongs to your Clan, or attacking a Province that belongs to your Clan, you gain +1 to all your rolls.
  • After a winner is determined, all remaining card effects are resolved. This step concludes with each player drawing a card (resolved as drawing above, on a first-come, first-serve basis). A player may opt to instead change one of their two strategies in place of drawing a card. This can only be done once a day, no matter how many battles you are in. If the battle where you choose to play this ability did not include a province matching your Clan, you may only switch to one of the Clan-friendly strategies outlined above.

Players need not wait for the GM to resolve battles against one another. Players attacked multiple times will resolve multiple battles, and draw a card at the conclusion of each. Cards are expended in realtime if you have more than one battle currently active, so once you play a card by posting it, it is no longer considered in your hand. If it would return to your hand, it is "out of your hand" until the battle it is in resolves.
Note:Players in incomplete battles at the end of a turn have it force-resolved in the following steps:
  • If both players have rolled, they miss on the opportunity to draw a card.
  • If only one player has rolled, they count as the victor in the battle, and are rewarded accordingly (allowing for a late-drawn card).
  • If neither player has rolled, it is a wash and no change happens to the hex map. Any cards played are discarded.

6a.)The Spirit Armies do not attack and do not draw or play cards. However, they have a card-like ability, "Experienced: The Spirit Army rolls +1k0 during this battle." This can never be discarded or stolen, but can still be nullified by Defensive. If you attack a Spirit Army hex and lose, they take control of your hex; this is represented by their method of attacking.

7.)At the end of a round, and only then, the hex map is updated with any changes from victories and defeats. Gold is tallied by the amount of provinces you have influence in:
  • If it is a Clan Province, gain 1 gold at the end of a turn.
  • If it is an Imperial Province, gain 2 gold at the end of a turn.
  • If it is Mountain, Forest, or Ocean hexes, gain 0 gold at the end of a turn.

At the end of each round, a Player earns 0.5 glory points for every battle they were engaged in, and 0.5 glory points for every battle that they won. At the end of the Minigame tournament, gold will be added to glory to determine a winning score.

8.)The duration of his minigame is from 5/17 to 5/28, resolving at 7pm on 5/29. Whomever has the highest score at the end of that period wins a nemurani that will find its way to your character's hand in Act 3. If the player is no longer active, the prize will go to the runner up instead.

THE CLANS

Crab - Mongooseh (Tactical, Warfare)
Crane -
Dragon - BegrudginglyGood (Defensive, Dueling)
Lion - Plainsfox (Honor, Intrigue)
Mantis - xX_Terei_Xx (Mobility, Warfare)
Phoenix - Paidi tou Selini (Defensive, Magic)
Scorpion -
Unicorn -
Spirit Army - Rain Yupa (Experienced)

THE MAP


User Image - Blocked by "Display Image" Settings. Click to show.


THE CARDS


Card 1/52
Name: Hiruma Scouting Party
Element: Earth
Effect:
  • If you have the Cunning strategy, if you win the battle, your opponent shows you their hand and you may take a card of your choice. If you lose the battle, the opponent instead gives you a card of their choice without showing you their hand.
  • If you are the Crab Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 2/52
Name: Negotiations Over Tea
Element: Air
Effect:
  • If you have the Diplomatic strategy, if you win the battle, draw two additional cards after its resolution. If you lose, draw only one additional card.
  • If you are the Crane Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 3/52
Name: The Unbreakable Stance of the Mirumoto
Element: Earth
Effect:
  • If you have the Defensive strategy, nullify the effects of any one card your opponent has played. If more than one card was played, you may choose which. This does not negate any extra cards that are already in play.
  • If you are the Dragon Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 4/52
Name: Honor of the Matsu Berserkers
Element: Water
Effect:
  • If you have the Honor strategy, if you win the battle, gain a permanent +1 bonus to all dice rolls. This is cumulative with further use of Honor cards. This benefit fades after your next loss. If you lose this battle, instead gain a +4 bonus to your highest die roll next battle.
  • If you are the Lion Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 5/52
Name: Pressure of the Yoritomo
Element: Fire
Effect:
  • If you have the Intrigue strategy, your opponent takes -2 to their highest die roll. If you win the battle, return this card to your hand.
  • If you are the Mantis Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 6/52
Name: The Sacrifice of the Shiba
Element: Fire
Effect:
  • If you have the Defensive strategy, nullify the effects of any one card your opponent has played. If more than one card was played, you may choose which. This does not negate any extra cards that are already in play.
  • If you are the Phoenix Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 7/52
Name:
Element:
Effect:


Card 8/52
Name: The Heart of the Emissary
Element: Water
Effect:
  • If you have the Diplomatic strategy, if you win the battle, draw two additional cards after its resolution. If you lose, draw only one additional card.
  • If you are the Unicorn Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 9/52
Name: The Defenses of the Kaiu
Element: Earth
Effect:
  • If you have the Defensive strategy, nullify the effects of any one card your opponent has played. If more than one card was played, you may choose which. This does not negate any extra cards that are already in play.
  • If you are the Crab Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 10/52
Name: The Kenshizen Technique
Element: Air
Effect:
  • If you have the Duelist strategy and you win the battle, your opponent discards all the cards in their hand. If you lose, your opponent instead does not draw a card this round.
  • If you are the Crane Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 11/52
Name:
Element:
Effect:


Card 12/52
Name: Commune with the Kitsu Ancestors
Element: Water
Effect:
  • If you have the Spiritual strategy, gain a +1 bonus to your highest die roll for every card in your hand after all cards are played, and gain a +1 bonus to your second highest die roll for every card you played.
  • If you are the Lion Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 13/52
Name:
Element:
Effect:


Card 14/52
Name: Asako Peace Talks
Element: Fire
Effect:
  • If you have the Diplomatic strategy, if you win the battle, draw two additional cards after its resolution. If you lose, draw only one additional card.
  • If you are the Phoenix Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 15/52
Name: Masks Tell No Secrets
Element: Air
Effect:
  • If you have the Intrigue strategy, your opponent takes -2 to their highest die roll. If you win the battle, return this card to your hand.
  • If you are the Scorpion Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 16/52
Name: Honor of the Shiotome
Element: Water
Effect:
  • If you have the Honor strategy, if you win the battle, gain a permanent +1 bonus to all dice rolls. This is cumulative with further use of Honor cards. This benefit fades after your next loss. If you lose this battle, instead gain a +4 bonus to your highest die roll next battle.
  • If you are the Unicorn Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 17/52
Name: Give No Quarter
Element: Earth
Effect:
  • If you have the Tactical strategy, you may change both your strategies if you win the current battle, or your other strategy if you lose. These last until a card with a matching keyword is played; the "used" strategy reverts after battle.
  • If you are the Crab Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 18/52
Name: Honor of the Iron Warriors
Element: Air
Effect:
  • If you have the Honor strategy, if you win the battle, gain a permanent +1 bonus to all dice rolls. This is cumulative with further use of Honor cards. This benefit fades after your next loss. If you lose this battle, instead gain a +4 bonus to your highest die roll next battle.
  • If you are the Crane Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 19/52
Name:
Element:
Effect:


Card 20/52
Name: Akodo War College
Element: Water
Effect:
  • If you have the Tactical strategy, you may change both your strategies if you win the current battle, or your other strategy if you lose. These last until a card with a matching keyword is played; the "used" strategy reverts after battle.
  • If you are the Lion Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 21/52
Name: The Enterprising Fleet of the Yoritomo
Element: Fire
Effect:
  • If you have the Mobility strategy, double the number of rolled dice this battle. Calculate this number after all cards have been played. You may only benefit from this strategy once per battle.
  • If you are the Mantis Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 22/52
Name: Isawa's Art
Element: Fire
Effect:
  • If you have the Magic strategy, you may discard any number of cards from your hand, gaining a +2 bonus per card to your highest die roll. If one of these cads is a Spell, cast it instead. Max one Spell per use of this card.
  • If you are the Phoenix Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 23/52
Name: Soshi's Whisper
Element: Air
Effect:
  • If you have the Magic strategy, you may discard any number of cards from your hand, gaining a +2 bonus per card to your highest die roll. If one of these cads is a Spell, cast it instead. Max one Spell per use of this card.
  • If you are the Scorpion Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 24/52
Name: Thundering Cavalry of the Shinjo
Element: Water
Effect:
  • If you have the Mobility strategy, double the number of rolled dice this battle. Calculate this number after all cards have been played. You may only benefit from this strategy once per battle.
  • If you are the Unicorn Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 25/52
Name: Fury of the Hida
Element: Earth
Effect:
  • If you have the Warfare Strategy, gain +0k1 for this battle.
  • If you are the Crab Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 26/52
Name:
Element:
Effect:


Card 27/52
Name:
Element:
Effect:


Card 28/52
Name: Ferocity of the Lion
Element: Water
Effect:
  • If you have the Warfare Strategy, gain +0k1 for this battle.
  • If you are the Lion Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 29/52
Name: The Sting of the Tsuruchi
Element: Fire
Effect:
  • If you have the Warfare Strategy, gain +0k1 for this battle.
  • If you are the Mantis Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 30/52
Name:
Element:
Effect:


Card 31/52
Name: The Wiles of the Bayushi
Element: Air
Effect:
  • If you have the Tactical strategy, you may change both your strategies if you win the current battle, or your other strategy if you lose. These last until a card with a matching keyword is played; the "used" strategy reverts after battle.
  • If you are the Scorpion Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 32/52
Name: Unleashed Might of the Moto
Element: Water
Effect:
  • If you have the Warfare Strategy, gain +0k1 for this battle.
  • If you are the Unicorn Clan, gain +1k0 for this battle.
  • If you have neither of these keywords, instead gain +2 to your highest die roll.


Card 33/52
Name: Armor of Earth
Element: Earth
Effect:
  • Upon casting this Spell, gain +1k0 for this battle.
  • If you are either the Crab clan or Dragon Clan, gain +2k0 instead.


Card 34/52
Name: Call Upon the Wind
Element: Air
Effect:
  • Upon casting this Spell, gain +1k0 for this battle.
  • If you are either the Crane clan or Scorpion Clan, gain +2k0 instead.


Card 35/52
Name:
Element:
Effect:


Card 36/52
Name: Earth Becomes Sky
Element: Earth
Effect:
  • Upon casting this Spell, gain +1k0 for this battle.
  • If you are either the Crab clan or Dragon Clan, gain +2k0 instead.


Card 37/52
Name:
Element:
Effect:


Card 38/52
Name:
Element:
Effect:


Card 39/52
Name:
Element:
Effect:


Card 40/52
Name:
Element:
Effect:


Card 41/52
Name: Benten's Blessing
Element: Void
Effect:
  • Gain +1k0 for this battle.
  • If you are the Crane Clan, play another card, -or- draw another card at the end of the battle.


Card 42/52
Name:
Element:
Effect:


Card 43/52
Name: Daikoku's Blessing
Element: Void
Effect:
  • If you are the Mantis Clan, play another card, -or- draw another card at the end of the battle.


  • Card 44/52
    Name: Ebisu's Blessing
    Element: Void
    Effect:
    • Gain +1k0 for this battle.
    • If you are the Unicorn Clan, play another card, -or- draw another card at the end of the battle.


    Card 45/52
    Name: Fukurokujin's Blessing
    Element: Void
    Effect:
  • If you are the Dragon or Phoenix Clan, play another card, -or- draw another card at the end of the battle.


  • Card 46/52
    Name:
    Element:
    Effect:


    Card 47/52
    Name: Jurojin's Blessing
    Element: Void
    Effect:
    • Gain +1k0 for this battle.
    • If you are the Scorpion Clan, play another card, -or- draw another card at the end of the battle.


    Card 48/52
    Name: Ring of Air
    Element: Air
    Effect:
    • Gain +0k1 for this battle.
    • You can play as many Air cards out of your hand as you like, one at a time. Gain +1k0 for each card played in this fashion.


    Card 49/52
    Name: Ring of Earth
    Element: Earth
    Effect:
    • Gain +0k1 for this battle.
    • You can play as many Earth cards out of your hand as you like, one at a time. Gain +1k0 for each card played in this fashion.


    Card 50/52
    Name: Ring of Fire
    Element: Fire
    Effect:
    • Gain +0k1 for this battle.
    • You can play as many Fire cards out of your hand as you like, one at a time. Gain +1k0 for each card played in this fashion.


    Card 51/52
    Name:
    Element:
    Effect:


    Card 52/52
    Name: Ring of Void
    Element: Void
    Effect:
    • Gain +0k1 for this battle.
    • Discard any number of cards, gaining +1k0 for each card discarded in this fashion. After the battle is resolved, draw a number of cards equal to the number of discarded cards, in addition to your normal draw.
     
    Plainsfox generated a random number between 1 and 52 ... 50!
    PostPosted: Thu May 17, 2012 4:51 am
    Hrrm....my original concept for Kojiro's calling to me right now.... so....

    Lion!
    Key Words chosen: Honor/ Warfare

    First Roll: 50
    Second Roll: 42  

    Plainsfox

    Romantic Paladin

    10,600 Points
    • Battle Hardened 150
    • Team Jacob 100
    • Bunny Hunter 100
    Plainsfox generated a random number between 1 and 51 ... 42!

    Plainsfox

    Romantic Paladin

    10,600 Points
    • Battle Hardened 150
    • Team Jacob 100
    • Bunny Hunter 100
    PostPosted: Thu May 17, 2012 4:51 am
    Second Roll:  
    Mongooseh generated a random number between 1 and 52 ... 24!
    PostPosted: Thu May 17, 2012 2:48 pm
    Duck it, might as well.

    Crab (Warfare, Tactical)

    First roll: 24
    Second roll: 47

    This range should be between 1-50.
    -Rain
     

    Mongooseh

    Distinct Raider

    8,825 Points
    • Demonic Associate 100
    • Guildmember 100
    • Hellraiser 500
    Mongooseh generated a random number between 1 and 51 ... 47!

    Mongooseh

    Distinct Raider

    8,825 Points
    • Demonic Associate 100
    • Guildmember 100
    • Hellraiser 500
    PostPosted: Thu May 17, 2012 2:49 pm
    Second Roll

    This range should be between 1-49.
    -Rain
     
    PostPosted: Thu May 17, 2012 4:08 pm
    Using http://www.random.org/lists/ to shuffle the cards, then PMs will go out to those who draw.  

    Rain Yupa
    Captain

    Enduring Member

    Paidi tou Selini generated a random number between 1 and 48 ... 21!

    Paidi tou Selini
    Crew

    Adorable Abductee

    PostPosted: Thu May 17, 2012 5:57 pm
    Phoenix (Magic, Defensive)

    Card 1: 21
    Card 2: 17  
    Paidi tou Selini generated a random number between 1 and 47 ... 17!
    PostPosted: Thu May 17, 2012 6:01 pm
    Roll 2!  

    Paidi tou Selini
    Crew

    Adorable Abductee


    Rain Yupa
    Captain

    Enduring Member

    PostPosted: Thu May 17, 2012 6:36 pm
    Added a rule I meant to include earlier. 1/turn, players may opt to change one of their strategies in place of drawing a card. If the battle did not involve one of your Clan's provinces, then you may only change it to a Clan-friendly strategy.  
    PostPosted: Thu May 17, 2012 6:42 pm
    Also, cards are meant to represent an "edge" in combat. How did the forces of the X Clan manage to best their rivals and enemies over the course of the war? Did they use tactical thinking and forced them into a point of surrender? Did they use diplomacy to keep bloodshed to a minimum? Did they use powerful magic to turn the tide of an otherwise pitched battle?

    You don't need me to tell you if you win or not. If you DO win, feel free to write out a quick paragraph explaining the details of how your Clan achieved victory this day. smile  

    Rain Yupa
    Captain

    Enduring Member

    xX_Terei_Xx generated a random number between 1 and 46 ... 5!

    xX_Terei_Xx

    Questionable Prophet

    PostPosted: Fri May 18, 2012 1:02 pm
    Alright then.....

    Mantis
    {{ Mobility, Warfare }}

    Roll 1 :: 5
    Roll 2 :: 32  
    xX_Terei_Xx generated a random number between 1 and 45 ... 32!
    PostPosted: Fri May 18, 2012 1:03 pm
    Rollin' (I guess?)  

    xX_Terei_Xx

    Questionable Prophet

    Paidi tou Selini generated a random number between 1 and 45 ... 13!

    Paidi tou Selini
    Crew

    Adorable Abductee

    PostPosted: Fri May 18, 2012 2:22 pm
    End of Combat Card Draw!

    Oops... that was supposed to be out of 44.  
    Plainsfox generated a random number between 1 and 43 ... 38!
    PostPosted: Fri May 18, 2012 2:26 pm
    End of round card draw
    Results  

    Plainsfox

    Romantic Paladin

    10,600 Points
    • Battle Hardened 150
    • Team Jacob 100
    • Bunny Hunter 100
    Mongooseh generated a random number between 1 and 43 ... 36!

    Mongooseh

    Distinct Raider

    8,825 Points
    • Demonic Associate 100
    • Guildmember 100
    • Hellraiser 500
    PostPosted: Fri May 18, 2012 2:26 pm
    Card draw.  
    Reply
    [L5R 3eR] Jade Legacy --- --- --- --- [Closed]

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