Basilisks Hunt

A turn-based collaborative tabletop game.

Defend your own, and best the wizards!

Narrative

Basilisks have remained hidden in the middle of this continent peacefully for centuries, staying but a myth to the surrounding kingdoms as they waged war against each other for power and rule. 

Now, the dark energy fueling these basilisks is becoming more of a threat to the continent than ever before, causing these once warring factions to unite to reach one goal: Elimination… Unless you can reach it first?

Game Mechanics

Setup:

All nodes are placed color side up on their respective faction with one wizard starting in each capital, with each danger and supply meter being set to zero. 

The Basilisks start in all four den tiles and begin with a total pool of 10 mana between them. Draw an event card to begin the game.

Endgame:

Win:

- Taking all 3 capitals to show superiority over the continent

- Stealing 5 supplies to build a corruption bomb which wipes out all civilizations

- Surviving until all event cards are exhausted

Lose:

- All 4 den nodes have been purified

- Any city receives 2 supplies

- The players die a total of 5 times

Game Prototype

Events

Event cards are played every turn and can change the direction of the game.

Spawning: 

Some cards may spawn a new wizard without warning in a specified area close to the den. (See above). 

Buffs / Debuffs: 

If a type of magic is buffed, all spells using that magic will deal extra damage as described on the corresponding spell card. This also applied to all magics used in the area which use that magic, and the buff is counted twice if both criteria are met. (See below).

Movement: 

One card will instantly move each supply cart forward an extra one node toward their destinations in addition to any it has already taken.

Players’ Turn

The first player to go will always be the player nearest to the Sun territory and the order will go clockwise from there. All players share the same pool of 10 mana. 

On a turn the player can move, attack, pillage, or idle.

Move:

The player can move at the cost of 1 mana per node traveled across and can perform other actions after moving. If the player lands inside of a region, increase the region’s danger meter by 1 to a max of 5.

Attack: 

Offensive attacking is done whenever the player overlaps a wizard, town, or capital for any reason. An attack, successful or not, ends the turn. Attacks are made with spell cards. Spell cards have an indicated magic type and deal damage, based on what is written on the card. They also caused mana, as detailed on each card.

Pillage: 

If the player is on a colored tile, they can pillage, allowing them to choose between regaining 3 mana or drawing 2 spell cards from the deck. Pillaging instantly ends the turn.

Idle: 

Idling is the fastest way to regain mana points, regaining 5 mana, and skipping your turn if you have done no other action.

Humans’/Wizards’ Turn


After all basilisks have taken their turns, the humans reposition to fight. Every supply moves clockwise 1 position, and the wizards follow their designated path on the board toward the den.

If a wizard moves from a pillaged node or den node, the node is purified by either flipping the node to be color side up or placing a purification token on a den node. 

Once all pieces are moved, check the danger meter in each city, if the danger meter is at the maximum, place a new wizard in the capital and reset the meter to one. If the meter is zero and there are no active supply carts from that city, place one on the node directly clockwise. 

Finally, draw a new event card from the deck.

Capitals and Towns

Capitals have 8hp and towns have 4hp (see provided cheat sheet) and will have an additional 2hp if a wizard occupies it. 

If a town is pillaged, a wizard instantly spawns in the capital if there is not on there already. 

Basilisks gain a +1 bonus damage per pillaged city in the region, and can move from one pillaged city to another instantly using 1 mana.

Event Card

Spell Card

Product Display

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