Combat – Defense Basics
The graphics shown at this stage in development are still in the works. These will change for the better at release.
You, or someone you are playing with, plays the part of the Bad Guy during your turn. Oh no! You are being attacked by A Nun on Spring Break! Let’s look at her card:
- Red: This is her POWER. Not much to be scared of here. A smart Waple (like that would ever be true) would try to position himself into melee range so she would have to fight with only one die.
- Orange: Her ranged DUMB LUCK attribute is much higher so she’d be attacking with five dice in ranged combat. Notice her Tactics say she will try to position herself that way.
- Green: Always trying to avoid a fight, Waples often deploy this tactic. Not everyone is able to be bribed. Most bad guys will have a low-ball price that is harder to roll for and a high price that is easier to roll. She just has one price and that’s pretty high. Looks like she’s sort of forced into taking it though. Probably for the orphans.
- Escape: This shows what a Waple needs to roll to chicken out from a fight and run away. That’s not a bad thing though, you’ll grow a chicken feather.
- Movement: The larger number shows the number of moves she makes per turn. She will generally follow the path on the tile. The green and red numbers, however, indicate if she is going to be passive and ignore you on this turn or if she will advance toward you and try to attack. You roll one die to determine that at the beginning of her turn.
Alright, time for her turn. She is walking on the path that is shown on the tile. If you are playing solo, you would roll for her. If you are with other Waples then one of them will roll for her. To determine if she is going to continue on her merry way you roll one die: and it’s a six! Of course, the one red one.
Let’s look at the board here. Biff, your Waple in this example, is standing there on the right. Surrounding him are different colored squares shaded in red and orange. These colors aren’t normally on the board, they are just there to illustrate where his circle of death is. The red tiles show where the bad guy would have to be for a melee attack. The orange ones are for her ranged attack.
Her move score is two. If she had been passive she would have continued walking to the left and then up the board. But since she is now being aggressive she takes whatever way she can that leads to your position. She is able to move two spaces to the right and look where she is, in an orange ranged tile.
Let’s update that tile, shall we?
Alright, now Biff is in for a shock! She is able to roll for her attack. Since her DUMB LUCK is five she will roll five dice. The good thing is that, unless otherwise noted, she only gets to roll once.
Let’s say, since I don’t have Biff’s card done yet, that he has a defense of three. This means that any threes that she rolls will miss Biff. However, he also has a special ability that if the bad guy rolls two sixes, Biff is able to run away. The nun rolls… 5… 6… 3… 1… 6! The three misses since that’s Biff’s defense score. The one and five hit for six damage to Biff. The two sixes mean that Biff can choose to escape from this fight.
Does he run? Well, one way to gain points to level your Waple is to chicken out and run away or beg for mercy. Waples have a small amount of chicken DNA with a small amount of gluten, and this causes a chicken feather to sprout in such a case. Biff only needs one more chicken feather to be able to train to level three, so you bet your butt he’s going to run. Level three, here I come!

