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Rulebook
WWM GvG Board Game
5v5 team-based board game.
The game lasts a maximum of 60 turns.
The game is built in the ImmortalJade guild base. GM UID is 1044872392.
Each team selects a Team Captain.
- Ensures all team actions have been addressed.
- Announces Command Skill usage.
A team wins by capturing the π Tree and returning it to their Base.
If no team has captured the π Tree by Turn 60, the team with the furthest π Tree wins.
Each player selects one role for the match.
π‘οΈ DPS
- +2 to offensive rolls against players in open tiles.
- +2 to offensive rolls when attacking β Bulwarks or π Fish.
π‘οΈ Tank
- +2 to defensive rolls when defending β Bulwark, π Fish, or π Tree.
π Healer
On their action, a Healer may choose one:
- Buff:
- Add +2 to each allied playerβs roll within 1 square.
- The Healer does not roll.
- If not on the same tile, the Healer cannot be targeted or knocked down.
- Revive: Revive all knocked-down allies within 1 square.
- Act Normally: Roll π².
- Teams start at their respective Base.
- Players may exit from any of the 3 stair platforms.
Each turn resolves in order:
- Command Phase: Team Captains may activate Command Skills.
- Movement Phase: Each player rolls π² and may move up to that many spaces. All movement resolves simultaneously.
- Action Phase: All tiles resolve simultaneously based on player positions.
Each tile resolves as a separate battle.
Combat is sum vs. sum:
- All attacking rolls and bonuses are combined.
- All defending rolls and bonuses are combined.
- The higher total wins.
Result
- The losing sideβs players are knocked down.
- Open Tile PvP tie: Stalemate.
- Structure PvE tie: Player win.
- Structure PvP tie: Structure win.
Open Combat
Players on the same tile fight using the standard combat rules.
Jungle (Drum / Coin Tiles)
- If uncontested, the player gains the coin.
- If contested, combat occurs. The winner gains the coin and the losers are knocked down.
- Jungle coins respawn on Halftime, at β° Turn 30.
Defending Structures
Players on a friendly structure roll and add their results to that structureβs defense.
Attacking Structures
Players on an enemy structure contribute their rolls and bonuses to the attacking total.
β Bulwarks
HP: β₯ β₯ β₯ x3
Defense: π²
- Each successful attack removes 1 HP.
- At least 1 β Bulwark must be destroyed before the π Fish can be attacked.
- Each destroyed β Bulwark lowers the π Fishβs defense tier.
- If defenders win, attackers are knocked down.
- If a defended β Bulwark is destroyed, its defenders are knocked down.
π Fish
HP: β₯ β₯ β₯ β₯ β₯ β₯ x6
Defense by destroyed β Bulwarks:
- 1 β Bulwark destroyed: π² + 2
- 2 β Bulwarks destroyed: π²
- 3 β Bulwarks destroyed: π² - 2
- Each successful attack removes 1 HP.
- Once destroyed, the π Tree becomes available.
π Tree
- A player may pick up the π Tree as their action.
- The π Tree must be carried back to Base to win.
π Tree Carrier
- Movement: 2 spaces per turn.
- If enemies are on the π Treeβs tile at the start of the Movement Phase, movement becomes 1.
- The π Tree adds +2 to the total defensive roll.
- If the π Tree defense loses, the π Tree Carrier drops the π Tree and is knocked down.
Spawns on β° Turn 15 and β° Turn 45.
HP: β₯ β₯ β₯ x3
Defense: π²
Reward: π‘ 2 coins.
- Location: Middle Row, coinflip determines which lane.
- Each team rolls against the Boss, then PvP if applicable.
- Successful rolls against the Boss reduce Boss HP.
- Successful PvP combat rolls knock down the losers.
- The team that lands the final blow gains the coins.
π‘ Coins are earned from Jungle and Boss.
A teamβs coin count is shown by the number of drums above their Base.
Coins persist until used.
Team Captain must send Command Skill usage to the game master before or by the Movement Phase.
Cooldown: β° 3 turns
Duration: β° 1 turn
Player Speed - π‘ 1
Adds +3 to all player movement rolls.
Healing Reduction - π‘ 1
Negates all enemy healer bonuses.
β Bulwark Damage - π‘ 1
Adds +4 to total attack rolls against β Bulwarks.
π Fish Damage - π‘ 1
Adds +4 to total attack rolls against π Fish.
City Protection - π‘ 2
All attacks against β Bulwarks and π Fish are negated.
π Tree Speed - π‘ 2
π Tree Carrier movement is doubled.
Ballista Charges - π‘ 1
Has 2 uses and does not expire. Players starting at Base may teleport anywhere on the board for their movement, but cannot act that turn.
Knocked Down lasts 1 turn.
While knocked down, the playerβs turn is skipped.
If revived, they continue next turn from the same square.
If not revived, they respawn at Base for the next turn.
Occurs on β° Turn 30.
All Jungle coins respawn.
Archery Duel
Best of 5. Each round, the player whose shot lands closest to the center scores 1 point. First to 3 points wins π‘ 2 coins.