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boards:ctf:ctf [2015/12/07 01:19]
Edward Nygma [Strategies and Tips]
boards:ctf:ctf [2015/12/08 02:49] (current)
Edward Nygma [CTF - Capture the Flag]
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-======Board Name======+======CTF - Capture the Flag======
  
-8 bit ties +Capture the other team's flag and return it to your own to win!
-Each tie uses a unique bonus structure and distinct choke points to create all out 8 bit mayhem!+
  
-Never be the Nerdiest at the party again! 
  
-<description> +__**Basics**__
-== WarGear Board Link == +
-http://www.wargear.net/boards/view/5132+
  
-== Board Image ==+Each person controls 1 unit that represents a Player in a game of Capture the Flag.
  
 +On your first turn, you will spawn a Player in the Base territory corresponding to your team's side.  
 +
 +If a Player begins her turn on the opponent's Flag territory, that player will become the Flag Carrier.
 +
 +If a Flag Carrier begins her turn on her own team's flag, that player's team will win the game.
 +
 +If a Player is tagged out, that player will respawn in one of two ways.  Either at Base or in Jail.
 +
 +The map is divided into thirds.  Everything to the left of the Hills is Red Team Territory.  Everything to the right of the Stream is Blue Team Territory.
 +
 +If you Player begins a turn in her own team's territory, that Player will respawn at Base if tagged out.  If a Player begins a turn outside her team's Territory, that player will respawn in Jail if tagged.
 +
 +Respawning at Base takes one more turn than respawning in jail.  You will go to jail at the start of the turn after you get tagged.  You will respawn at base the turn after you are tagged.
 +
 +If a Flag Carrier is tagged out, the Flag is dropped and returned.
 +
 +To break an allied Player out of Jail, another Player on the same Team must begin her turn in any territory that is immediately adjacent to any enemy Jail Cell.  This is the only way to free allies from Jail.
 +
 +Each turn a Player can move 5 times.  The terrain type you move from dictates how far you can move with one attack.  Grass has the highest mobility, Trees and Rocks have slightly reduced mobility, Streams and Hills have the lowest mobility.
 +
 +__**A Little Deeper**__
 +
 +Always keep in mind that anything that happens via continent/factory, happens at the beginning of your turn.  This means that you take the flag at the start of your turn, the location information about where you get tagged is recorded at the start of your turn.  
 +
 +Think of where you'll spawn based on where you started your turn, not where you end it.  If you begin in your allied Territory, but end outside of it, you'll still respawn at Base (after a 1 turn delay).
 +
 +The territory with the silhouette of a child running is your Capital.  This mainly indicates your color and identifies you by your seat position.
 +
 +The 3 territories surrounding your Capital represent where you'll respawn when you get tagged.
 +
 +When you're not sure what's going on, check the Continents section of the info below the player for Hints.
 +
 +__**How it Works**__
 +
 +Each player's capital is used in continents to identify which player should trigger them.  Almost every continent contains one player's capital city.
 +
 +The continent structure uses factories in order to track where a single unit is, and trigger events based on what happens to that single unit.
 +
 +The concept is essentially balancing scales.  You take a territory with a 1 unit maximum, then grant +1 and -1 units to that territory via factory.  When the net bonus is 0, the territory remains empty, when the net bonus is 1 or more, the territory becomes player owned.
 +
 +Tracking - 
 +
 +If you have a player on the playing field, grant +1 to one of two trackers, Homebound/Jailbound, dictated by whether or not the territory is in your allied territory or not.
 +
 +If you have a player on the playing field, grant -1 to Jail Cell.  If you own your capital and Jailbound, +1 to your Jail cell.
 +
 +If you have a player on the playing field, grant -1 to Spawn Delay.  If you own your capital and Homebound, +1 to Spawn delay.  If you own your capital and Spawn Delay, + 1 to Allied Base. 
 +
 +If you own Jailbound, Homebound, or Spawn Delay, at the start of your turn, -1 to self.
 +
 +So...
 +
 +Every turn you give +1 to Jail or Base Delay (depending on where your player last started his turn).  If you have any territory on the playing field (you have not been tagged) give -1 to Jail or Base Delay prevent the spawn from happening.
 +
 +The -1 to self is to neutralize the unit from the previous turn, so that the +1 and -1 apply to a territory with 0 every time.
 +
 +Once you lose your guy on the playing field, the -1' doesn't happen, and the +1 gives you either a unit in Jail or a unit in Base Delay, which will respawn at base next turn (Capital + Base Delay = +1 to Base).
 +
 +And...
 +
 +A similar set of territories is used on the flag.  Once you take the flag (Capital + Enemy Flag Hex = +1 to Flag Indicator), you must return to your own flag to win (Flag Indicator + Capital + Allied Flag Hex = -1 to Enemy Capitals).  If you get tagged, you must drop the flag (Any Hex + Flag Indicator = +1 to Flag Indicator.  Flag Indicator + Capital = -1 to Flag Indicator).  If you do not have a hex, you do not get the +1, and the -1 causes you to drop the flag.
 +
 +Jailbreak...
 +
 +(Capital + Hex adjacent to enemy jail cell = -1 to each enemy jail cell)  Once your allies units are removed from the enemy jail, the trackers will respawn the at base.
 +
 +
 +
 +
 +== WarGear Board Link ==
 +http://www.wargear.net/boards/view/6449
 +== Board Image ==
 +{{:boards:ctf:ctf.png|}}
 ==== How the Board Works ==== ==== How the Board Works ====
  
 +==== Scenarios ====
  
 ====Strategies and Tips==== ====Strategies and Tips====
boards/ctf/ctf.1449469199.txt.gz · Last modified: 2015/12/07 01:19 by Edward Nygma