Diceology
Before players look at the rules in detail, I will take some time here to explain the basic principles of the game and look at the mechanics that link the different sections of Ruination. The key to understanding the rules and playing it successfully are the use of dice. Players have a wide variety of dice that they can use, and generally they have quite a choice in which dice and how many they can use in each situation. Obviously, the type and number of dice used in any situation will greatly affect the outcome of the situation, so players will need to think carefully about their choices.
Sounds a bit weird! How does that work?
In most of the games processes there are two stages, the first when the player rolls dice to see whether they have achieved what they wanted to do, i.e. fire their bow and hit the target. The second stage is where the player determines the outcome of their successful action, i.e. determine the damage that was inflicted by their bow shot. In this example, and in most other sections of the rules, the first die roll will require a low score to be successful, the second die roll (where the effect is determined) will require a high score to achieve a good result. In other words, players will need to roll low to score a hit and roll high to do any damage.
So what?
Well, the fun bit is that the same die has to be used in both stages. For example, a figure with a shooting factor of five is firing a bow. This means that a score of one to five will score a hit - easy you think, I’ll roll a d6 and unless I’m unlucky and roll a six - I’m very likely to hit. This is true, except that when a hit does occur the damage will only be 1d6 which is unlikely to trouble anyone but the weakest opponents.
Doesn’t that make bows pretty rubbish then?
er.. No, Ive had many a hero go dwon with a back laden with arrows. what it means is that a shooting factor of five is not that great but it can still do some damage. If the player thinks that the target is quite tough, they can choose to roll 2d6 instead. This means that a combined score five or less is still needed, the player must add the score on both dice together to
achieve this. Obviously this greatly reduces the chance of scoring a hit (as the relatively unskilled bowmen tries to find a chink in the opponents armour) but if a hit is scored - the damage will now be 2d6 rather than one. Of course, if players are really desperate they can roll 3, 4, or 5d6 to hit, if they manage to score five ones, they can deliver a massive 5d6 damage to the unfortunate target. From this we can see that the greater the skill that each figure has, the more chance there is of success. A figure with a shooting skill of ten can regularly roll two or three dice to hit and have a reasonable expectation of hitting (and causing two or three dice worth of damage).
So how does this work in other parts of the rules?
The previous example can be used to explain close combat as well. Players need to score their combat factor or less to hit and use the same dice for damage too. It also works the same way when casting spells. Players must roll equal or less than the figures spell factor to cast a spell. If the spell causes damage, the same dice are used to inflict the damage. However, if the spell allows the target a saving throw, the player controlling the target figure must use the same dice to take the saving throw as the dice used to cast the spell. For instance, the spell caster has a factor of eight, the player could play it safe and roll a d6 or d8 and the spell is guaranteed to work. However, the target figure has a saving throw of seven which means that if the d6 is used the target would automatically save and if a d8 was used to cast the spell - the target would be very likely to save. The player attempting the spell can therefore choose a higher dice to make it more difficult for the opponent. A d12 could be rolled, this is still a good chance of success for the spell to work and would be quite difficult to save against with the target figure having to score a seven or less on 1d12. Of course, if the spell caster is desperate, they could roll aD20, 24, 30 or 3d12, if they got lucky, the target would be very unlikely to save! of course there is a down side to failing to cast, so its a balancing act between power and desperation.
Can players use any dice they like then - in any situation?
No they can’t. When it comes to actions using
weapons for instance, the weapon will dictate what sort of dice can be used. For example, players can roll higher dice when using a two handed sword than they can when using a dagger. This simply means that larger weapons tend to deal out more damage, but this can also mean that they have less chance of hitting. A d16 or d20 can be used with the two handed sword - that can be a lot of damage, but if the warrior is not particularly skilled, it will mean less chance of hitting. Of course, players can up the damage on smaller weapons by rolling more dice. A dagger may be limited to a d8 but players can always roll more than one if they have a particularly tough opponent. For example, a hero with a combat factor of twelve could use 3d8 with their dagger, this would give a fair chance of scoring a hit and would have the potential for some hefty damage - in fact - more damage than a single d20, plus it could be poisoned too.
Doesn’t all this just make the game more complicated and slow it down?
No it doesn’t. The rules themselves are very simple and fast moving. It just means that players have to think a bit more about what they want to do and how they are going to do it. It adds an extra level of excitement as even the most humble of warrior can still produce the most heroic of results, even the most accomplished of fighters can still be at risk from a fluke shot or a lucky blow. It may be fantastically unlikely, but it can and does happen and many a memorable encounter is the result!
You’re gonna need a lot of dice then?
Yes you are! There is no getting away from it, players will need a good selection of dice, but I figured that most fantasy gamers would already have a decent collection. The d6, d8, d10, d12 and d20 are most often used although players can also use the more “exotic” d16, d24 or even d30! In fact, since writing these rules, I have even discovered some delight in collecting new and unusual dice.
That’s a bit sad isn’t it?
Definitely!
Game Mode
Ruination is a game system that can be played in a number of different ways, from the basic “battle mode” where two sides point up their forces and fight to the death in an onslaught of mayhem and destruction to the more considered “campaign mode” where players control forces that have to fight and survive a number of connected encounters, manage their resources and improve their armies with new skills and weapons. Ruination can also be played in “adventure mode”. This is where teams of players who control one or two heroes have to work together in an adventure environment created by a game developer to overcome challenges and complete quests or other tasks.
Battle Mode
This a straightforward contest between two or more players. Both sides agree on a points cost and then select their force from within their chosen faction. Neither side will have an inkling of the other armies make-up and will have to cope with the opposing force when it appears on the battlefield. Games fought in Battle Mode are a straightforward contest between two factions. The aim of the game is to destroy the opponent in the quickest and most brutal way. Players have no long term goal, the encounter does not form part of an ongoing quest. Players will not be concerned with gaining experience or conserving forces to be used another day. The sole objective in Battle Mode is the annihilation of the opponent. This is a fun and exciting way to play Ruination!
Campaign & Adventure Mode
These game modes are described in later sections of the rules and should only be tackled after players have had a few battles and gained some familiarity with the rules.
Game Requirements
Other than a copy of the rules and faction supplements players will obviously need a number of fantasy figures, a playing area and terrain, a tape measure and some dice. As you may have gathered from the blurb above, having a lot of dice helps speed things up, but its not essential as long as you have 1 of each main type d6, d8, d10, d12 and d20s. Some of the more exotic dice, such as d24, d30 are used but far less often. |