Epic Fools

By Exlax Cupcake

The following is a board game with instructions on how to build and play it. I have to give credit to the Star Wars board game Epic Duels for the inspiration and general game style. (If you own the game, you will notice that I have made many changes.)

The Board:

Before I tell you how to play, you need to know the board. The board is made up of 256 spaces arrange in a 16 by 16 square. There are four different types of spaces:

Normal spaces are moved on normally (obviously).

If the line around the space is thicker than usual, the space is Walled. Walled spaces cannot be entered or exited from the  thickened direction unless otherwise stated by a card you have drawn (cards will be explained later). If your card says that you may move to any space or that you may cross a Wall, then obviously you may.

If the space is filled with dots of the likes, it's Fused. You can't move there. Ever.

The last kind of card is the Setup Space. During the setup process, you place your character on its designated space. Space designation is determined by initials as follows:

M=Mario
L=Luigi
W=Wario
Wa=Waluigi
P=Princess (Peach) Toadstool
T=Toad
Y=Yoshi
Wt=Wart
B=Bowser
Lu=Ludwig
Le=Lemmy
R=Roy
I=Iggy
Wy=Wendy
Mo=Morton
Ly=Larry

Oops! I just gave you the character list! I wasn’t supposed to do that until section 7! Oh well.

This is an example board. It has several good examples of Walled spaces. Please note the Setup Spaces.

Setting Up:

1. Round up one or more friends (it takes two or more to play).
2. Get (or make) a board.
3. Choose at least one character. (I don’t care how many you have, as long as the sides are of equal size.)
4. Place your piece (the thingy you’re going to move, representing your character) on its designated Setup Space (as explained above).
5. Role a die. The highest role goes first. If there is a tie, the players who are tied must role again. After the first person’s turn, the person on the left goes next, and so on).
6. Draw five cards.
7. Enjoy.

Multicharacter Games:

If each player is controlling more than one character, each character gets a separate turn. Each character has its own hand, moves independently, and draws independently. They are treated as a team insofar as the last player with any character on the board wins, but their turns and cards are completely separate. If you lose one of your characters, you continue on as if that character never existed. Obviously having more characters left in your play than your opponent will give you an advantage.

Your Turn:

Your turn is composed of three subturns. On each subturn, you may perform one of three actions: move, draw a card, or play a card.

To move, role a die and move the displayed number of spaces (six sided die is preferable).

To draw a card, take the card on top of your deck and place it in your hand.

To play a card, choose a card from your hand, place it on the table (or other playing surface), and do as it says. But in order to follow the card’s instructions, you must first know how to read the cards.

Your goal is to be the last player with a character in play. Each character has 20 HP (Health Points or Hit Points) and is removed from play when that number is reduced to 0 or less.

The Cards:

You may only have ten cards in your hand at one time. If you ever have more than that, you must discard cards of your choice until you are holding ten again. There are two types of cards, Normal Cards and Special Cards. There are 15 of each per deck.

On Normal Cards, there is a ratio, like "2/3". The first number is the attack power and the second is the defensive power.  Now things get messy. On your turn, you may attack characters in adjacent spaces (in front of, behind, to the right, and to the left of your character), causing the amount of damage indicated by the first number on the card. However, your opponent can block the damage by using a Normal Card of their own and deducting the second number from your attach power. Here is an example:

Mario attacks Peach with a 2/3 card. Not wanting to lose HP, Peach plays a 1/3 card. Since Mario’s attack power is 2, Peach’s defense is 3, and 3-2=-1, so Peach receives no damage. After this, they both discard the cards they used.

Later in the game, Peach attacks Mario with a 3/1 card. Mario counters with a 2/2 card. Because 3-2=1, Mario receives 1 damage. After this, they both discard the used cards.

Blocking damage is done at the time that an opponent attacks you and is optional but strongly suggested. It does not count as one of the three subturns.

There are two of each type of Normal Card with the exception 4/1, which there is only one of. The other cards are 1/2, 1/3, 2/1, 2/2, 2/3, 3/1, and 3/2.

Special Cards are, well, special. They might cause damage or defend like a normal card. They might allow you to move in special ways. They might even let you draw cards or heal. I will list each character’s special cards and their effects later.

Building It:

This is how to make the game, if you want to.

Materials: Paper (Graph Paper suggested)
Materials: 30 Index Cards per character
Materials: Pencil with Eraser
Materials: Random Small Stuff
Materials: Colored Pencils (optional)
Materials: Scissors (optional)

Paper is needed for designing the board and keeping track of health. All boards should be 16 by 16 spaces. Each space may be as large as you wish, but I suggest half an inches (1.3 cm) in length. Boards can also be designed on the computer (which is faster if you know how to do it).

Colored Pencils would be for coloring boards and scissors would be for cutting them out (if you wish).

On the index cards, copy down the info for each Normal and Special Card. The index cards will become your deck. In the simplest gaming scenario (two players controlling one character each), you'll need 60 index cards, 30 per character. If there are more characters in play, you'll need more cards.

The random small stuff represents your character while it is on the board.  Anything from pennies to pen caps to Monopoly pieces works.

Special Cards:

The Special Cards are what make each character different. I shall list all the characters and their Special Cards, including each card's attack/defense ratio and any special info.

You may choose how many of each Special Card to put in your character's deck, so long as that deck contains exactly 15 Special Cards. My suggestion is that you have five of the first card on the list below, three of the second, two of the third, and one of the rest of the cards listed.

If you see 8CD in the effect area, it means that this attack can be aimed in any of the eight Common Directions. These attacks can target characters not only in adjacent squares but in the four diagonals too, and can hit any opponent in a straight line from the attacking character, moving along the adjacent or diagonal spaces. Well, as Mario would say, ”Here we goooooooooooooooooooooooooo!”

Mario: All around good character.
 

Jump
4/0
Move up to five spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is done.
Fireball
3/0
8CD. Can only be blocked by special cards.
Cape
0/*
Reflects an 8CD attack back to the opponent that launched it. That opponent takes the damage instead of you. They may block it unless otherwise stated on their attack card.
Wing Cap
0/0
Move to any unoccupied space on the board.
Metal Cap
0/*
Blocks all blockable attacks until your next turn. 
Ghost Cap
0/0
Choose an opponent and view their hand.
Mallet
10/0
-
FLUDD
2/0
8CD. Relocate the target one space after doing damage.

Luigi: Slightly more aggressive than Mario.
 

Jump
4/0
Move up to five spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Fireball
3/0
8CD. Can only be blocked by Special Cards.
Cape
0/*
Reflects an 8CD attack back to the opponent that launched it. That opponent takes the damage instead of you. They may block it unless otherwise stated on their attack card.
Frog Suit
2/0
Move up to eight spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Tanooki Suit
3/*
Blocks one blockable attack during the first subturn of each opponent until your next turn.
Hammer Bros. Suit
*/0
This attack has a range of two spaces. You may either do 10 damage to one opponent or 5 damage to two opponents.
Poltergeist 3000
0/0
Relocate any opponent three spaces closer to yourself.
Envy
*/0
Damage equal to the number of cards in the target’s hand.

Wario: Gets up close and personal.
 

Jump
4/0
Move up to five spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Ram
5/0
Move up to three spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Smash
7/0
Switch places with an adjacent opponent.
Steal
0/0
Choose an adjacent opponent. They must discard two cards.
Mug
2/0
Choose an adjacent opponent. They must discard one card.
Cheat
0/0
Choose an opponent and view their hand.
Greed
0/0
Draw three cards. Does not count as a subturn.
Gamble
*/0
Choose an opponent and play Rock, Paper, Scissors. If you win, they get 10 unblockable damage. If you lose, you get the unblockable damage. If you tie, you both get 5 unblockable damage.

Waluigi: Messes with you.
 

Jump
4/0
Move up to five spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Jab
2/0
Does not count as a subturn.
Tennis
1/0
8CD. Unblockable.
Steal
0/0
Choose an adjacent opponent. They must discard two cards.
Mug
2/0
Choose an adjacent opponent. They must discard one card.
Cheat
0/0
Choose an opponent and view their hand.
Greed
0/0
Draw three cards. Does not count as a subturn.
Gamble
*/0
Choose an opponent and play Rock, Paper, Scissors. If you win, they get 10 unblockable damage. If you lose, you get the unblockable damage. If you tie, you both get 5 unblockable damage.

Princess (Peach) Toadstool: Death.

Note: You need one extra marker when playing as Peach.
 

Float
0/0
Move ten spaces.
Parasol
3/4
-
Heal
-5/0
Heal 5 HP.
Tennis
1/0
8CD. Unblockable.
Golf Club
4/1
Has a range of two spaces.
Frying Pan
10/0
-
Bomb
10/0
Place a marker on the board where you are. On your next turn, 10 damage will be done to whoever (including you) is on that space or within a 9-space radius. Can only be blocked by Special Cards.
Get Saved
3/0
Deal the damage to an adjacent opponent and then switch places with any opponent on the board.

Toad: Takes some thought.
 

Vegetable
3/0
Has a range of three spaces.
Kart
5/0
Move up to three spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
N-Spade
0/0
Draw three cards. Does not count as a subturn.
Mushroom
0/0
Your next attack does double damage.
Flower
3/0
8CD. Can only be blocked by special cards.
Feather
0/*
Reflects an 8CD attack back to the opponent that launched it. That opponent takes the damage instead of you. They may block it unless otherwise stated on their attack card.
1-Up
-5/0
Heal 5 HP.
Star
0/*
Reflect all Normal Card damage until next turn.

Yoshi: Strange but effective.
 

Tongue
1/0
Bring an opponent within a three space radius to any adjacent space.
Jump
4/0
Move up to five spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Egg
5/0
8CD.
Pound the Ground
7/0
Switch places with an adjacent opponent.
Green Shell
3/0
8CD. May bounce off of Walls, Fused Spaces, and the board edges for unique shots.
Red Shell
3/0
8CD. Can only be blocked by Special Cards.
Blue Shell
0/0
Move to any unoccupied space on the board.
Yellow Shell
3/0
Attacks all adjacent spaces.

Wart: King of ranged attacks.

Note: You need one extra marker when playing as Peach.
 

Bubble
5/0
Ranged attack that moves like a knight in Chess (two spaces in one direction, a 90 degree turn, and then one more space). Damage is dealt to the character on the last space.
Autobomb
3/0
8CD. Can only be blocked by Special Cards.
Veggie Gun
3/0
Has a range of three spaces.
Birdo
5/0
8CD.
Mouser
10/0
Place a marker on the board where you are. On your next turn, 10 damage will be done to whoever (including you) is on that space or within a 9-space radius. Can only be blocked by Special Cards.
Triclyde
1/0
8CD attack that can be targeted at three spaces at once.
Fryguy
4/0
Move up to three spaces. After this, deal the damage to all adjacent spaces.
Clawgrip
5/0
Blockable, but unreflectable.

Bowser: Classic villain.
 

Fire
3/0
8CD. Can only be blocked by Special Cards.
Jump
4/0
Move up to five spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Smash
7/0
Switch places with an adjacent opponent.
Hammer
*/0
This attack has a range of two spaces. You may either do 10 damage to one opponent or 5 damage to two opponents.
Klown Kopter
0/0
Move to any unoccupied space on the board.
Hide
0/6
-
Rage
7/0
-
Quake
3/0
Attacks all adjacent spaces.

The Koopalings are a lot alike. Their few minor differences are what make each one strategically different. There will be no short descriptions of the Koopalings. You can make the judgments on your own.

Ludwig
 

Extra Effort
4/3
-
Rage
7/0
-
Hide
0/6
-
Fire
3/0
8CD. Can only be blocked by Special Cards.
Warp Pipe
0/0
Move to any unoccupied space on the board.
Quake
3/0
Attacks all adjacent spaces.
Shell Charge
5/0
Move up to three spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Malfunction
0/0
All players must discard their hands and draw five new cards. You may discard this card without using it.

Lemmy

Note: You need two extra markers when playing as Lemmy.
 

Extra Effort
4/3
-
Rage
7/0
-
Hide
0/6
-
Warp Pipe
0/0
Move to any unoccupied space on the board.
Clones
0/0
Place one marker in each of two adjacent spaces. Treat all three markers like three separate characters with three separate turns.  Each of the three markers has 2 HP. You may discard this card without using it
Ball
5/0
Ranged attack that moves like a knight in chess (two spaces in one direction and then a 90 degree turn, followed by one more space).  Damage is dealt to the character on the last space.)
Freeze
1/0
8CD. Target loses one subturn on their next turn.
Play
0/0
8CD. Target does half damage (rounded up) to you during its next turn.

Roy
 

Extra Effort
4/3
-
Rage
7/0
-
Hide
0/6
-
Climb
0/0
You may move five spaces and cross walls.
Smash
7/0
Switch places with an adjacent opponent.
Cloud Ride
0/0
Move to any unoccupied space on the board.
Quake
3/0
Attacks all adjacent spaces.
Pummel
10/0
-

Iggy
 

Extra Effort
4/3
-
Rage
7/0
-
Hide
0/6
-
Moltenball
3/0
8CD. Can only be blocked by Special Cards.
Gamble
*/0
Choose an opponent and play Rock, Paper, Scissors. If you win, they get 10 unblockable damage. If you lose, you get the unblockable damage. If you tie, you both get 5 unblockable  damage.
Jump
4/0
Move up to five spaces. If you land on an opponent, move them to an adjacent space and take their spot. After this, the damage is dealt.
Grow
0/0
Your next attack does double damage.
Pain Endurance
0/*
Receive half damage (rounded up) from all blockable attacks until your next turn.

Wendy

Note: You need two extra markers when playing as Wendy.
 

Extra Effort
4/3
-
Rage
7/0
-
Hide
0/6
-
Warp Pipe
0/0
Move to any unoccupied space on the board.
Clones
0/0
Place one marker in each of two adjacent spaces. Treat all three markers like three separate characters with three separate turns.  Each of the three markers has 2 HP. You may discard this card without using it
Candy Ring
4/0
8CD.
Water Blast
2/0
8CD. Relocate the target one space after doing the damage.
Kiss
1/0
Relocate opponent five spaces.

Morton
 

Extra Effort
4/3
-
Rage
7/0
-
Hide
0/6
-
Climb
0/0
You may move five spaces and cross walls.
Smash
7/0
Switch places with an adjacent opponent.
2-Blast Flame
2/0
8CD attack that can be targeted in 2 directions. Can only be blocked by Special Cards.
Fire
3/0
8CD. Can only be blocked by Special Cards.
Talk
1/0
Target loses one subturn on their next turn.

Larry
 

Extra Effort
4/3
-
Rage
7/0
-
Hide
0/6
-
Moltenball
3/0
8CD. Can only be blocked by Special Cards.
Gamble
*/0
Choose an opponent and play Rock, Paper, Scissors. If you win, they get 10 unblockable damage. If you lose, you get the unblockable damage. If you tie, you both get 5 unblockable  damage.
Run
0/0
Move three spaces. Does not count as a subturn.
Vegetable
3/0
Has a range of three spaces.
Cheat
0/0
Choose an opponent and view their hand.

If you still have any questions or want to play, please don’t hesitate to Email Exlax Cupcake.

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