Pet Wars (WT) Beta complete. Any locals wanna demo?
10 years ago
General
Setup:
In a world where humans invented a war weapon so deadly that it kills off humans and the same serum spread to kill off everyone, only their pets and the wildlife survived. Now the battle begins of which species will be the next dominate force. Which army will you lead?
Gameplay:
A board game mixed with a card game, you control one of four (possibly more in the future) races of the strong and balanced Canines, the powerful, but fragile Felines, the numerous and horde-ish nature of the Lapine, or the long range and creative, yet oh so devious Tubes. Use the cards you draw in your hand to control your units by issuing movement, attacks or even evasion cards to avoid said attacks. Control points to give your side the upper hand and use your race's unique strategies to overwhelm and dominate your foes. The game uses a mixture of smart strategy for advanced play and luck of the draw to give anyone a chance.
How to Play:
First you select your race. Since Pet Wars is a battle of species, you can't mix and match. If you pick canine that's all you can use for the battle. The races unique abilities and playstyle are as follows:
Canine: Having no current unique ability, they still overpower any current race in shear power and self buffing. Their range is standard
Feline: Also having no current unique ability, these kitties prefer a quick and deadly approach at the risk of their own fragility. Their range is standard
Lapine: Unique: "Mass". Mass lets you spawn more copies of a unit when it dies. This awesome ability makes up for their less than impressive damage and range
Tube: Unique: "Kidnap" which, rather than killing a target, instantly captures them counting them as dead until freed. If the kidnapper dies all units are returned as normal and unharmed. Tubes have amazing long range, but lack any up close methods of dealing with enemy melee units.
Once you select a race, each unit costs from 1-5 points. The higher the value the stronger the unit. You have a total depending on game type: Skirmish (5 points) Battle (10 points) or War (15 points+). Make sure your units work well with eachother and draw 7 cards from your deck, on your turn you can play a Move card to move all your units that many spaces, then you can play and attack card to attack your foes. On your opponents turn, if they attack you, play an Evade card to negate their attacks. When all units are dead or kidnapped on one side, the remaining player wins!
Unit Cards:
These are always in play to remind you and show your opponents just who your units are and what they do. They have words along them from top to bottom:
Name: Name of the card
Value: How many points it costs
Pic: Show the picture of the unit
Type: Shows what type the unit is and its sub classifications such as "Hero" or "Melee". You can only have 1 of a Hero in your roster
Effect: Abilities the unit has
Range: How many squares it can attack from or within
DMG/Toughness: DMG is how much the unit deals to the opposing units Toughness. Toughness is it's hit points until it dies. These points can be restored at the beginning of a turn by 1 if it is standing on a Medic Point
In a world where humans invented a war weapon so deadly that it kills off humans and the same serum spread to kill off everyone, only their pets and the wildlife survived. Now the battle begins of which species will be the next dominate force. Which army will you lead?
Gameplay:
A board game mixed with a card game, you control one of four (possibly more in the future) races of the strong and balanced Canines, the powerful, but fragile Felines, the numerous and horde-ish nature of the Lapine, or the long range and creative, yet oh so devious Tubes. Use the cards you draw in your hand to control your units by issuing movement, attacks or even evasion cards to avoid said attacks. Control points to give your side the upper hand and use your race's unique strategies to overwhelm and dominate your foes. The game uses a mixture of smart strategy for advanced play and luck of the draw to give anyone a chance.
How to Play:
First you select your race. Since Pet Wars is a battle of species, you can't mix and match. If you pick canine that's all you can use for the battle. The races unique abilities and playstyle are as follows:
Canine: Having no current unique ability, they still overpower any current race in shear power and self buffing. Their range is standard
Feline: Also having no current unique ability, these kitties prefer a quick and deadly approach at the risk of their own fragility. Their range is standard
Lapine: Unique: "Mass". Mass lets you spawn more copies of a unit when it dies. This awesome ability makes up for their less than impressive damage and range
Tube: Unique: "Kidnap" which, rather than killing a target, instantly captures them counting them as dead until freed. If the kidnapper dies all units are returned as normal and unharmed. Tubes have amazing long range, but lack any up close methods of dealing with enemy melee units.
Once you select a race, each unit costs from 1-5 points. The higher the value the stronger the unit. You have a total depending on game type: Skirmish (5 points) Battle (10 points) or War (15 points+). Make sure your units work well with eachother and draw 7 cards from your deck, on your turn you can play a Move card to move all your units that many spaces, then you can play and attack card to attack your foes. On your opponents turn, if they attack you, play an Evade card to negate their attacks. When all units are dead or kidnapped on one side, the remaining player wins!
Unit Cards:
These are always in play to remind you and show your opponents just who your units are and what they do. They have words along them from top to bottom:
Name: Name of the card
Value: How many points it costs
Pic: Show the picture of the unit
Type: Shows what type the unit is and its sub classifications such as "Hero" or "Melee". You can only have 1 of a Hero in your roster
Effect: Abilities the unit has
Range: How many squares it can attack from or within
DMG/Toughness: DMG is how much the unit deals to the opposing units Toughness. Toughness is it's hit points until it dies. These points can be restored at the beginning of a turn by 1 if it is standing on a Medic Point
FA+
