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Mini Wars

Period

Modern

Category Board, War, Replacement, Eliminate, Target

Description

Mini Wars is a simplified tabletop war game.

Rules

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General Rules:

The following rules apply to all units, unless stated otherwise in their description:

- All units move and measure distance orthogonally.
- Units may move up to their maximum movement limit and can then attack an adjacent site.

- Attacking a unit will deal damage to it (see damage calculation section).
- If an attacked unit's health reaches zero, it will be removed from the battlefield.
- Defending units that survive an attack, will then deal counter damage to their attacker.

- Units can reinforce an adjacent unit of the same type, instead of attacking.
- Both units must be owned by the same player.
- Reinforcing will convert health from one unit to the other, transferring as much health as possible.
- Any units that are left with zero health after reinforcing are removed.
- A unit which has been reinforced cannot perform any further actions this turn.

The following rules apply to all buildings:

- There are five types of building: Town, Factory, Airport, Dock and Base.

- Attacking a building will deal damage to it (see damage calculation section).
- If an attacked building's health reaches zero, it will gain 50 health and change ownership to the player who attacked it.
- Buildings that are attacked, will not deal counter damage.

- Units can heal at an adjacent building that you own, instead of attacking.
- Healing at a building, will convert health from the building to the unit, transferring as much health as possible.

- Additional units can be purchased using gold at their corresponding production building.
- To purchase a unit, drag it from your hand to an available site next to a production building that you own.
- The cost of purchasing a unit is represented by its count.
- Purchased units cannot move, attack or heal, on the same turn they are purchased.

- Each player receives 10 gold for every Town they own and 20 gold for every Base they own, at the start of their turn.
- Buildings gain 10 health at the end of the owning player's turn, up to a maximum of 100.
- Grey buildings are neutral, and are not owned by any player.

- If a player loses ownership of all their Bases, they lose the game.

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Units:

Human (Purchased from Towns)

Soldier
Move: 3
Health: 30
Cost: 30
Damage Factor: 50%

Motorbike
Move: 5
Health: 40
Cost: 50
Damage Factor: 50%

Vehicle (Purchased from Factories)

Speeder
Move: 6
Health: 60
Cost: 60
Damage Factor: 40%

Shooter
Move: 4
Health: 60
Cost: 80
Damage Factor: 40%
- Deals double damage against Humans.

Tank
Move: 4
Health: 80
Cost: 100
Damage Factor: 50%

Anti-Aircraft
Move: 4
Health: 50
Cost: 80
Damage Factor: 100%
- Can only attack Aircraft.
- Can attack units 1-2 spaces away.
- Does not deal or receive counter damage during an attack.

Missile Launcher
Move: 3
Health: 50
Cost: 80
Damage Factor: 50%
- Cannot attack Aircraft.
- Can only attack units 2-3 spaces away.
- Does not deal or receive counter damage during an attack.

Artillery
Move: 3
Health: 40
Cost: 100
Damage Factor: 100%
- Cannot attack Aircraft.
- Can only attack units 3-5 spaces away.
- Does not deal or receive counter damage during an attack.
- Cannot attack or heal in the same turn that it moved.

Aircraft (Purchased from Airports)

Helicopter
Move: 4
Health: 40
Cost: 60
Damage Factor: 70%

Fighter Jet
Move: 6
Health: 100
Cost: 100
Damage Factor: 100%
- Can only attack Aircraft.

Bomber
Move: 5
Health: 100
Cost: 120
Damage Factor: 80%
- Cannot attack Aircraft.

Boat (Purchased from Docks)

Cruiser
Move: 5
Health: 70
Cost: 60
Damage Factor: 50%

Submarine
Move: 5
Health: 100
Cost: 100
Damage Factor: 80%
- Can only attack Boats.

Battleship
Move: 4
Health: 120
Cost: 120
Damage Factor: 50%
- Cannot attack Aircraft.
- Can only attack units 2-4 spaces away.
- Does not deal or receive counter damage during an attack.

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Movement Restrictions:

Humans may travel across plains, forests, and shallow water. They may also move 1 space into mountains instead of their regular movement.
Vehicles may travel across plains. They may also move 1 space into forests or shallow water instead of their regular movement.
Aircraft may travel across all spaces.
Boats may travel across shallow and deep water.
Buildings cannot move (obviously).
Units cannot move over enemy or neutral occupied spaces.

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Damage Calculation:

An attacking unit deals damage equal to its health, multiplied by its damage factor.
For example, A submarine has a damage factor of 80%, so a submarine with 20 health will deal 16 damage when it attacks (20 x 0.8).
If the defending unit is in shallow or deep water, it takes 25% more damage.
If the defending unit is in a forest, it takes 25% less damage.
Aircraft are unaffected by terrain when calculating damage against them.
All damage values are rounded down to the nearest whole number.

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Fog of War: (Optional)

All friendly units and buildings can see tiles up to 2 spaces away.
Aircraft can see tiles up to 3 spaces away.
Boats can see shallow and deep water tiles up to 3 spaces away.
Humans on a mountain can see tiles up to 3 spaces away.
Forest and mountain tiles can only be seen if adjacent to them.
Enemy units and buildings that are not visible cannot be attacked, and have their type and health hidden.

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Army Doctrine:

At the start of the game (selected via the game options) you may pick a doctrine for your army.

None - No effect.
Special Forces - Human units do 50% more damage, all other units do 25% less damage.
Brute Strength - Direct Vehicle units (no range on their attack distance) do 50% more damage, all other units do 25% less damage.
Sharpshooter - Indirect Vehicle units (range on their attack distance) do 50% more damage, all other units do 25% less damage.
Ace Pilot - Aircraft units do 50% more damage, all other units do 25% less damage.
Sea Dog - Boat units do 50% more damage, all other units do 25% less damage.
Guerrilla Warfare - Attacks against buildings deal 50% more damage, but attacks against units deal 25% less damage.
Foreign Invader - Attacks against buildings deal 50% less damage, but attacks against units deal 25% more damage.
Conscription - Units cost 50% less gold, but do 50% less damage.
Elite Training - Units cost 50% more gold, but do 50% more damage.
Glass Cannon - Units do 50% more damage, but take 50% more damage.
Hardened Resolve - Units do 50% less damage, but take 50% less damage.
Preemptive Strike - Units do 50% more damage when attacking, but never deal counter damage.
Retaliation - Units do 50% less damage when attacking, but deal 100% more counter damage.
Lady Luck - All attack damage is randomly selected between 50% and 150% of the normal amount.

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Author

Matthew Stephenson

Ludeme Description

Mini Wars.lud

Concepts

Browse all concepts for Mini Wars here.

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