Parazbi
Its needlessly complicated and and a waste of time! Whoever made the rules for this game should be hanged!
History
The game was originally created around 500 years ago during the The Westreach Federation though its rules have changed considerably since its inception. In the beginning each player was given a set a pieces that corresponded with the different regions. This was eventually changed so that in addition to choosing a region a play must also randomly draw each piece during the beginning phases of the game, adding more chance to the game.
Originally used by military commanders to practice strategy and tactics on the battlefield, the game has grown to become one of the most common forms of gambling among all soldiers of Westreach. Most non-military personnel never have the chance to learn the game but anyone who has spent any time around a battlefield or war camp will have some basic knowledge of the game.
Execution
The main point of the game is to either defeat all of the opponents pieces or to take two of the three fortresses on the board.
The game is split into three phases. During the first phase each player must take turns drawing and then placing a piece on the battle board. This is done five times. The second and third phase alternate. During the second phase each player takes turns moving their pieces an either attacking their opponents pieces or tries to attack and take one of the fortresses. The third phase happens only on every other turn after both players have moved their pieces. During this phase they may draw another piece and place it next to one of their controlled fortresses.
Components and tools
The game requires a fair bit of set up as it has quite a few pieces. It requires a set of cards built specifically for the game, the pieces to put on the board, the board itself, and three dice. There are four set of pieces in the game with each set representing one region. Each set contains a total of seven different types of pieces with a total of 20 pieces in all. Each set has different pieces and thus requires a different strategy to win. For each set, of the 20 total pieces there are nine peons, three heavies, three ranged, two siege units, one tactician, one commander, and one special.
- Alterian Set
- Vestonian Set
- Ziti-Ornan Set
- Sozarian Set
Alterian Set
Te Alterian set is built around stronger minor units. They have better movement in general than the other sets and while their bigger pieces are not as strong peon units are much stronger than other sets.Unit(type and name) | Movement | HP | Range | Damage | Special |
---|---|---|---|---|---|
Peon-Musket man | 4 | 1 | 1 | 2d6 | |
Heavy- Shield Wall | 3 | 10 | 1 | 1d6 | |
Ranged-Rifleman | 4 | 5 | 3 | 2d6 | |
Siege-Trebuchet | 3 | 20 | 2 | 3d6 | Cannot move and attack on the same turn. Can only attack fortresses. |
Tactician- Strategist | 4 | 5 | 0 | 0 | A player may use the Strategist to draw one unit and place them on the board. This can be done three times after which the strategist is removed from the board. |
Commander-General | 5 | 15 | 1 | 2d6 | Give one unit either an extra attack next turn or double their current hp. |
Special- Fjoream Knight | 5 | 15 | 1 | 2d6 | Any magic damage done within 5 squares of the knight is cut in half. Acts as a second general |
Vestonian Set
The Vestonian set is built around buffing their stronger units so as to overwhelm the opponent with magical force through a few units. These buffs can be done up to three times per type of unit.Unit(type and name) | Movement | HP | Range | Damage | Special |
---|---|---|---|---|---|
Peon-Adept | 3 | 1 | 1 | 1d4 | When standing next to a friendly unit can remove this unit to add damage. |
Heavy-Magi | 3 | 5 | 1 | 1d6 | When standing next to a friendly unit can remove this unit to upgrade hp |
Ranged-Sorceror | 3 | 5 | 3 | 1d6 | When standing next to a friendly unit can remove this unit to upgrade range |
Siege- Evokationist | 2 | 10 | 2 | 3d6 | When standing next to a friendly unit a player can remove them and upgrade their friendly unit to be able to deal full damage to fortresses. |
Tactician-Diviner | 3 | 10 | 0 | 0 | A player may use the Diviner to look at their hand and choose one car to play. |
Commander-General | 3 | 15 | 1 | 2d6 | Give one unit either an extra attack next turn or double their current hp. |
Special-Wizard | 10 | 10 | 1 | 2d6 | When standing next to a friendly unit a player may remove them and upgrade the other unit with the ability to teleport. |
Ziti-Ornan Set
The Ziti-Ornan set is built around heavy units that can damage enemies multiple times. They lack defensive capabilities.Unit(type and name) | Movement | HP | Range | Damage | Special |
---|---|---|---|---|---|
Peon-Cleric | 3 | 1 | 2 | 1d6 | |
Heavy-War Hippo | 6 | 10 | 1 | 1d6 | Can move through enemy units. deals 1d4 damage to units this way. Can only be one to a unit once per turn. |
Ranged-Seer | 3 | 5 | 6 | 1d4 | |
Siege-War Elephant | 5 | 20 | 1 | 3d6 | Can move through enemy units and deals 1d4 damage to units this way. Can only be done once per turn. Takes double damage from ranged units. |
Tactician-Vizir | 3 | 10 | 0 | 0 | The player may draw three cards during phase three and choose two to play. This may be done three times before the Vizir is removed from play. |
Commander-General | 3 | 15 | 1 | 2d6 | Give one unit either an extra attack next turn or double their current hp. |
Special-Divine Knight | 5 | 10 | 1 | 2d6 | The Divine can combine with either the war hippo or the elephant. Adding both hp and damage. |
Sozarian Set
The Sozarian set has great mobility and defensive capabilities allowing players to place pieces anywhere on the board when placing units.Unit(type and name) | Movement | HP | Range | Damage | Special |
---|---|---|---|---|---|
Peon-Warrior | 3 | 5 | 1 | 1d6 | |
Heavy- Raveger | 3 | 15 | 1 | 2d6 | |
Ranged-Axeman | 3 | 10 | 2 | 1d6 | |
Siege- Battering Ram | 2 | 10 | 1 | 4d6 | Deals damage to fortresses |
Tactician-Shaman | 3 | 10 | 0 | 0 | During Phase three you may draw two units and place them anywhere on the board. Can be done three times. |
Commander-War Leader | 3 | 15 | 1 | 2d6 | Give one unit either an extra attack next turn or double their current hp. |
Special-Berserker | 5 | 10 | 1 | 2d6 | The Berserker my double damage and hp for one turn after which they can't take any action. |
The Board
The board for the game can either be played on a simple 15x15 grid or it can use a more complicated terrain map. Usually this terrain map is also a 15x15 grid. There have been some instances of smaller or larger bards but the standard size for most games is 15x15.
Primary Related Location
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