Gw Temp


Article - 'Board Games' by Angroth

An item about Game Design posted on Aug 8, 2003


Do you know what a board game is? Have you played one before? Maybe you would like some hints and help on creating your own? Well, read on!


I’m not sure if all of you have played board games or not. Maybe you cringe at the word and think of vastly complex Dungeons & Dragons games where even having long hair can affect your characters attack chance.
Well, if you’re into Games Workshop you would know otherwise. They have produced some fine games such as Warhammer Quest. It plays like an advanced version of Hero Quest (Which is a simple and fun, old board game). However its main improvement is the bit after the quests, like the towns and stuff.
But board games come in many forms. Legend of Zagor is another adventure / roleplay board game (with a spifftastic computer generated voice). But you also get snakes and ladders and so on (also board games).

Since I was five…Gee, that was yesterday! Sorry, since I was five I began to make ‘board games’ and only until recently did I decide to call them ‘paper games’. I did this because, in essance they had no board sometimes and / or had more paper sheets than card boards on which you play. Anyway, away from the reminising, board or paper games can be immensly fun.
I have made First person games, over head games, quest book (choose your path) games, fighting and roleplay games and more! Multitudes are possible. You see, this is what I did before Rm95 (what a sad guy I was).
All you need is a story, some characters planned (you know, the usually game making ideas and stuff). Then to develop the rules.
The rules I always found good; you could do anything you liked. I used to have simple or stolen rules but now I generate my own.

Now I am going to give some rules which you could alter or use for your own games (all you need now is to be able to draw cool pictures for your games, afterall, it’s not on the computer!)

W . Skill :- Weapon skill reflects your ability with a close combat weapon. You must pass this roll to hit the enemy.
B . Skill :- Ballistic skill or Accuracy decides wether (if you pass or not) hit the enemy with a range weapon.
M . Skill:- Magic skill or Wisdom reflects your magical ability to cast spells. Pass this roll to hit the enemy with a spell.
D . Skill :- Defence skill reflects your ability to defend and dodge blows. After the enemy hits you roll for this if you pass you defend the blow if not you are then injured.
*Roll a 1D6 for the skills. If you get the number or higher you pass if not you fail. Eg 4+ is 4, 5 or 6. 2+ is 2, 3, 4, 5 or 6.

Hit Points :- This reflects your overall health and whenever you are injured you take the amount of damage off your hit points. When your HP reaches 0 you are dead.
Endurance :- This reflects how tough you are and how much pain you can ignore in battle. Add your endurance to your armour value to find out what number the enemies attack must exceed to injure you, if so how much are you injured!
Magic Points :- Magic Points reflect how much energy you have to expend on magic the lower the number the weaker you are and less you can cast. When your MP reaches 0 you can cast no spells as no spells can be cast by 0 MP.
Initiative :- A number from 1 to 10. This reflects what order people act in combat.
Experience / Level :- Your level reflects how skilled you are and your experience reflects how experienced you are in battles and fights. When your experience reaches certain points your level goes up exceeding your original profile stats.
Strength :- You add your strength to your weapons power.
Intuition :- Add this number to the spells power and attack. Intuition reflects your magical power and the degree of power you can cast spells at. More powerful spells cost more MP than less powerful ones. (Like strength but for magic)
Skills :- Skills include combat skills such as parry, and counter and also profession skills such as Blacksmith and wood lore.
Spells:- Spells are all the spells you have memorised and can cast off the top of your head.

L. hand= eg shield ( always a defensive item)
R. hand= eg sword ( always an attacking item)
Body = eg plate mail
Head= eg leather helmet
Legs = eg iron greaves
Arms = eg steel vambrace
Special 1= eg talisman of death
Special 2= eg scroll of healing
Special 3= eg potion
Inventory= Your inventory can store up to 10 more items (15 w backpack) but any items here cannot be used in battle.
Gold:- How much you have to spend.

In combat Angroth is going to attack the Jarag with his longsword. Because Angroth has 7 initiative and Jarag has 4 he will go first.
Angroth rolls for his weapon skill and must get a 4+. He rolls a 5. This means he has hit Jarag.
No to see how much damage he has inflicted. Angroth strength is 15 and a longsword has a power of 6. This means Angroth deals 21 damage.
Jarag has a toughness of 6 and leather armour with a defence of 4. This means Jarag receives 11 damage.
Jarag has 25 Hit points and is now at 14 hit points.

Jarag isn’t happy and decides to cast fire blast on Angroth.
Jarag must beat his Magic Skill of 3+ to hit Angroth. He rolls a 4 and hits.
Jarag has an intuition of 10. Fire blast has a power of 2D6+3. Jarag rolls two 5’s.
This means 10+5+5+3=23. Angroth has no armour but a defence of 7.
Angroth suffers 16 damage.
Angroth has 35 Hit points and is now at 19 hit points.

Etc. As you see I have only given you combat and profile rules. The rest is easy.

(If you can’t make sense of these rules you can email me at This is due to the fact they come from a larger and more complete not to mention old rules system I had developed)