You Bastard! Returns! - Players Needed! [Free In Game Gifts to New Players!]

Rathan

First Post
Hello all... as some of you may have seen in other forums here I am looking to get YB!.. an old game born and bread here on EnWorld back on it's feet once more.... I have made a Group here in the groups section of the website with a player introduction page and a couple rules threads within the group for people to comment and make suggestions on... this is VERY player based game and I am willing and flexible enough to listen to current and perspective players opinions on rules and game-play for YB! I've simplified the rules quiet a bit so as to bring the game back to it's 'roots' more or less. The game is so much fun and VERY addictive as the player basically decides what to make for a character.. and how the character acts and works in a world where fights and battles move you up tiers and ranks within tiers to greatness! Along with the group area I also have a discussion thread here in General RPG Discussion which I am hoping to continue over here in Talking The Talk where it's less busy and might get more interest! I also have a new finished Playtest Thread Here so you all can see how a fight/battle should go between two combatants and how the game mechanic works.. the play-test basically has everything you need to know about how this game works really from Role Play examples to game mechanics.... you judgment and final results.... I know if you all give it at least a shot you will fall in love with that game in all it's SIMPLE glory as I once did many many years ago!

So PLEASE! review the sites listed here.... look back over them... make comments.... suggestions.... just drop a line and say hello if you used to play here in this thread.... ANYTHING will be welcomed... from a rules tweak to a smiling face saying hello!!


With all that said I wanted to give a HUGE shout out to Phoenix for throwing this next bit together and piecing together what we have for rules so far for you all to peruse and make comments on!! ENJOY!

Phoenix8008 said:
YB3 Rules

What is YB?
YB is short for ‘You Bastard!’ which was originally part of each insult at the start of a match. Due to the Grandma Rule on ENWorld, it is usually shortened to ‘YB’ now. This is YB3 because this is the 3rd version of the rules to be made and played here on ENWorld.

YB is a fantasy martial arts game where the various characters battle one another to gain ranks and expand their fighting powers. It is a rules light, story heavy game of martial fighters that can evolve wherever the players and luck takes them.


How to Play
Playing YB is very simple. Two (or more players) generate random moves with the YB move generator and post them in a fight thread within the ‘Playing the Game’ subforum on ENWorld. Each fight will have its own thread while the YB Rules/General Discussion thread will remain in the ‘Talking the Talk’ subforum. A judge decides which move is better and awards or takes away flags based on that judgment (See Judges and Judging, below). The first player to capture all of the necessary flags wins the match and advances in rank.

As a character advances in ranks, the character will obtain powers and abilities that will help capture flags (or prevent the opponent from capturing a flag). The use of these abilities makes the game more challenging and takes away a small bit of the games randomness.


Creating a Character
Creating a character for YB is as easy as 1.2.3. One, create a name for your character. Two, create a look, feel and back history for your character if you want. There are few limits on what your character can be. Most players choose to fight as human kung-fu fighters, but you can be anything from a talking squirrel to an interplanetary inter-dimensional robotic fighter. Your history can be as simple or as complex as you want it to be. The main limit on your imagination at this point is your character cannot be all-powerful nor is your character immortal. Third and finally, identify your character as a Commoner and answer a challenge or post a challenge.


Advancement and Ranks
Everyone starts out as a commoner and once winning your first match you can then choose your path and your first signature style or location depending on which path you choose to enter into. Each Path has 5 Tiers, and all but the Master Tier have 5 ranks within that Tier. Apprentices, Yellow Sashes, and Dark Apprentices are all Tier 1 for example (Commoner is considered Tier 0 and is outside the 3 Paths). Each match you win moves you up one rank or to the first rank in the next Tier. A match lost will demote you one rank, but you cannot be demoted to a lower Tier. Each time a character advances to a new Tier, they gain a gift of 5 Yen in addition to any they previously had. As with all Yen, these Yen can be spent only between matches to purchase items (see below).

---The Honored Ones are what most would consider the heroic band of folk that travel the land seeking out injustice and evil in the land of Yberia. Someone who is always willing to lend a hand if it means they've helped even one person have a better day. A Light hero is what he makes of himself though, no real written rule of conduct or what have you, just that he or she is a kind soul and looks out of the best interests of those around him as he rises in the rank of heroic fame.

The Honored Ones benefit from signature styles and receives one signature style for each tier they reach.(Players choose which style they will start with at tier 1 the rest are determined from any style they used in the battle they win to advance to their next tier.)

---The Pathwalkers are ones of balance in all things. They can act selfish and greedy yet still not like the idea of taking anothers life as someone of a less savory nature would. This path is the glue some would say to keep the factions of Light and Darkness from completely consuming Yberia in their constant power struggle in an utter instant. To take the neutral path in this world is a heavy burden but can reap many rewards.

The Pathwalkers benefit from both signature styles and locations alternating a gain of style one tier and then location the next. (Players choose which one they will start with at tier one weather it be a signature style or location and then alternate from one tier to the next the rest are determined from any style or location used in the battle they win to advance to their next tier)

---The Defilers are a shadowed and feared path by most in Yberia. The inner workings of cults and bands of death dealers is the norm when dealing with the forces of darkness. Most often little is known of these unholy warriors save for the body count left in their wake and little is usually done to stop their advance. To choose the path of darkness is to choose a path of chaos and untold evil hellbent on crippling the forces that choose to stand in their way.

The Defilers benefit from signature locations and receives one for each new tier they reach. (Players choose which location they will start with at tier 1 the rest are determined from any location they used in the battle they win to advance to their next tier.)


Explanation of Powers
---Signature Style: If a fighter uses a move with a signature style he knows and wins the round, he wins an extra point. Fighters are immune to moves generated containing a signature style they know and automatically win any rounds in which their opponent used one of their signature styles (unless it is a mutual event in which case the round is a draw).

---Signature Location: Like the signature style, the signature location adds 1 point to a successful move. Fighters are immune to moves generated containing a signature location they know and automatically win any rounds in which their opponent used one of their signature locations (unless it is a mutual event in which case the round is a draw).


Code:
                    Commoner                               Tier 0
-----------------------------------------------------------
[B][U]Honored Ones	     Pathwalkers	   Defilers[/U][/B]
-----------------------------------------------------------
Apprentice 1	     Yellow Sash 1	   Dark Apprentice 1  T
Apprentice 2	     Yellow Sash 2	   Dark Apprentice 2  I
Apprentice 3	     Yellow Sash 3	   Dark Apprentice 3  E
Apprentice 4	     Yellow Sash 4	   Dark Apprentice 4  R
Apprentice 5	     Yellow Sash 5	   Dark Apprentice 5  1
-----------------------------------------------------------
Warrior 1	     Green Sash 1	   Dark Warrior 1     T
Warrior 2	     Green Sash 2	   Dark Warrior 2     I
Warrior 3	     Green Sash 3	   Dark Warrior 3     E
Warrior 4	     Green Sash 4	   Dark Warrior 4     R
Warrior 5           Green Sash 5          Dark Warrior 5     2
-----------------------------------------------------------
Knight 1	     Brown Sash 1	   Dark Knight 1      T
Knight 2            Brown Sash 2	   Dark Knight 2      I
Knight 3	     Brown Sash 3	   Dark Knight 3      E
Knight 4            Brown Sash 4	   Dark Knight 4      R
Knight 5            Brown Sash 5	   Dark Knight 5      3
-----------------------------------------------------------
Lord 1	             Black Sash 1	   Dark Lord 1        T
Lord 2	             Black Sash 2	   Dark Lord 2        I
Lord 3	             Black Sash 3	   Dark Lord 3        E
Lord 4	             Black Sash 4	   Dark Lord 4        R
Lord 5	             Black Sash 5	   Dark Lord 5        4
-----------------------------------------------------------
Master	             Master Sash	   Dark Master     Tier 5


Game Etiquette
Manners are for everyone, even villains and YB players should observe a few simple points of game etiquette. Following the following rules will make the game more enjoyable for all involved.

1) Let the judges decide how badly you hurt your opponent. It is bad form and embarrassing to describe in detail how you smashed your opponent into little shattered pieces only to have the judge declare that the other move was superior and you lost the round

2) Do not put words or actions into the mouth of another players character! Not unless you get consent to do so or the actions are minimal. Do not tell someone else how his or her character reacts to a situation. Let them decide this! Even in a style match, be careful to be a minimalist in how you describe your opponent’s moves.

3) If you are going to be delayed before your next posting, let your opponent know. The rule of thumb is that a match can be forfeited if there is a 24-hour delay on the part of one player (though players are encouraged to be patient). If you can, make sure to post a move even if the fight will be delayed. The judge can often rule in your absence rather than forcing everyone to wait.

4) Don't fish for moves. It becomes obvious after a while and people won't want to play with you anymore. Use the first generated move you get.

5) Any use of a power should be decided on when the move for that round is generated and posted. If you are posting first, you cannot wait until after your opponent has posted to decide whether to include a power in with the move. This means, practically speaking, a power’s use should be posted in the same post as the move.

6) Remember - it's only a game. Keep in character conflicts in character and out of character always be polite.


Insult Rounds
Most fights begin with an insult round. Insults are randomly generated and posted so that the judge can decide who has the better insult. The winner of the insult round gets to pick the length of the match (2-5 flags) and the style of the match (Traditional, Speed, Strategy, Style or some combination thereof). If a player is more inclined to pick a style match, it is polite to let the opponent know before insults are exchanged. As the winner of the insult matches picks these things, it is important for fighters who do not want to play a certain style of game to let other players know before the insult round. Any stipulations to the fight are considered binding if the other player agrees by posting an insult. The fighter who wins the insult round generally goes first in posting his attack and initiative switches back and forth every round after that. So the order of posts if Fighter A won the insult round would be: Fighter A, Fighter B, Judge, Fighter B, Fighter A, Judge, Fighter A, Fighter B, Judge, etc.


Types of Matches
There are a few different types of fighting matches which can be used in YB combat. They are explained below:

--- Traditional match
Fights are fought for flags. All the flags start at neutral and the fighter winning a round captures as many flags as his move was worth points (i.e. a 2 point signature move captures 2 flags). If a fighter wins a round and his opponent has any captured flags, the fighter’s points are first used to move the opponent’s flags back to Neutral. Any remaining points earned in the round may be used to capture flags for the fighter. The match is over when all the flags are captured by one fighter. Lower Tier Fighters should fight for 2, or if they want a longer match 3 flags. Higher tier fighters can fight for 2-4 flags. Epic matched between top tier fighters can be for as many as 5 flags!

---Speed Match
A speed match is a variant type of the traditional match and may be fought for between 3 and 10 flags. In a speed match, a fighter captures flags as normal based on the points won in a successful move. However when a fighter captures a flag, it may not be moved back to neutral. Instead both fighters continue to capture flags each round until one of them has captured the number of flags required to win. A speed match therefore lacks the back and forth of the traditional match and is more of a race.

---Strategy matches
In a strategy match, every three rounds, the fighters post five moves and subsequently choose which move they will decide to use. Judges are encouraged to pay special attention to moves that might well cancel out another's. After three of the five moves are used, another hand of five moves is generated. The advantages to this is that fighters can try and choose their best moves, are more likely to get a signature style or location and are able to attempt to match defenses to their opponents attacks.

---Style Matches
In a style match the fighters use the generated move as a basis to describe what they do to their opponent. Judges must first decide if they think the description is fair based on the generated move, and they must then decide which description sounds more like a move that would garner a round victory. In a style match, a better-generated move is a move that allows for good description. A good description is one that appeals to the judge as a round winner. It is the players description of the attack, not the generated move itself that is judged by the judges in a style match. Obviously the better your writing skills the better you will do in such a match.

---Official and Unofficial Matches
Fighters are free to "spar" in unofficial matches and need only declare at the beginning of their fight that it is unofficial. Ranks can not be won or lost in an unofficial match. If a fight is not declared unofficial before the judges set the time and place for the fight then the fight is always official. A fight officially starts when the judges determine the winner of the insult round and sets the time and place. Alternatively, if both fighters post their first moves without waiting for the judge, the judge may determine the fight to have officially started. Once a fight has officially started there must be a winner and a loser and someone must win or lose ranks. If at any time one fighter forfeits or does not post for a sufficient length of time, the other fighter is declared the de-facto winner and advances in rank accordingly. Forfeiting a death match of any sort can be just as fatal as losing the match in a more routine way.

---Death Matches
Players can also participate in a death match if they choose. Such Matches must always be for at least four flags (if a traditional match) or six flags (if a speed match). The one declaring the death match must, if they win, kill the other fighter. The one accepting the death match can choose to either kill their opponent or show mercy.


The "Ancient Master's" decree
The shadowy and mysterious ancient masters intrude into every fight. After judging the insults and before the length of the match is declared, the judge must use the "Masters" button on the generator to randomly select a time and place for the match. If the fighter's moves at any time seem to close for the judge to call, the judge may consider the usage of the style of the day, the location of the fight, and the time of the day, in that order.


Comparing Fighters Ranks and Record.
Sometimes, moves are too close for a judge to call and the day and location of the fight make no difference in regards to the moves. When this happens, a judge should compare the fighters’ ranks. A fighter of a higher rank will win such a round. If the actual ranks of the fighters are identical, the judge should next look at the fighters’ record. To determine a record, first subtract losses from wins, understanding you can't get a number lower than 0 (6 wins, 8 losses is in fact a 0 record, not a -2 record).

The higher number is the better record. If the number is the same, look at total number of fights, again the higher number is the better record (i.e. a 2-3 record is worse than a 1-6 record in this case). If the fighters have the same number of fights, compare the number of wins. The higher number is again the better record (i.e. 2-3 is better than 1-4). If the fighters’ records and ranks are exactly the same, they are, of course, of no use to a judge and should not be used to determine a round's winner.


Breaking down the Generated Moves
A typical generated move reads something like this:
The evasive rose petal sweeps underneath the tundra; waves away the slash of the willow! *yen*

In the case of the above move, “Evasive” is a signature modifier. “Rose Petal” is the signature style. “Tundra” is the signature location. “Waves away the slash of the willow,” is the defensive part of the move while, “The Evasive rose petal sweeps underneath the tundra,” is the offensive part of the move. Using the above move, the winner of the round would receive a yen.


Yen and Purchasable Items
The generator occasionally spews out a move that has *yen* or *yen+yen* tacked on to the end of it. When this does occur the person winning the round wins either 1 or 2 yens. Also, each time a character advances to a new Tier, they receive a bonus 5 Yen. These yen should all be tracked on the character sheet. What can you do with a yen? You may spend Yen to buy items between matches. The items have effects which can help your fighter or hinder your enemy.

All items will be posted in a thread created for an item shop. Feel free to do a bit of role play while posting in said thread to purchase items. All purchases must be noted in the item shop thread so there is a record of bought items.

Potion of Greed: 5 Yen (One-Use)
Once drank, this potion allows you gain two yen every round in a battle for up to four rounds regardless if you win the round or not. If the battle ends before your four rounds are up, those rounds are wasted and you do not get yen for them, so use this item wisely. EDIT: This item may only be bought and used twice per tier.

Standard of Battle: 3 Yen (One-Use)
This item if carried into battle gives you the ability to do double damage (2 points or flags for winning the round) for one round. This item must be used before the judge makes his decision for the round not after so choose your use of this item wisely.

Smoke Bomb: 4 Yen (One- Use)
This item allows you to negate an entire round and may be used after the judge has made his judgment for the round.

Foresight: 4 Yen (One-Use)
You may generate two moves for one round and pick which one you feel would be best to use. Both moves must be posted in battle and then you must make note of which one you plan to use. In a strategy match, you would choose your normal move from the five generated as your hand, and generate a new random move to add to that chosen move for the round you intend to use this item on as well.

Relentless Training: 10 Yen
Gain one rank in your current tier instantly upon purchase of this item.

Escape Disgrace: 3 Yen (One-Use)
If you loose a battle, rather than falling into disgrace use this item to reverse the loss of rank in your current tier.

Imbue Item: 7 Yen ( 7 Yen per Purchase: Max 5 Sig styles or locations per person)
This item really isn't an item at all it's more of an add on to a flavor text item your character may own. For each time purchased you may imbue an item with a signature style or location of your choice thus gaining the benifits of the power of the style or location as it applies to awarding you immunity or extra points for winning a round.


Retirement or Death
A player may choose to retire a character if he or she no longer wishes to play that character. Once retired a character may transfer half it's yen rounded up to the new character and one chosen signature style or location to the newly made character but this can only be done once reaching the highest tier of their chosen path. If retiring and going from an Honored One to a Defiler or vise versa you will be able to choose a signature style or location to fit with your new chosen path.

Like retirement, death can happen for your character if you choose that fate for them. Players can also participate in a death match if they choose. Such Matches must always be for at least four flags (if a traditional match) or six flags (if a speed match). The one declaring the death match must, if they win, kill the other fighter. The one accepting the death match can choose to either kill their opponent or show mercy.


On Judges and Judging
The judges are crucial to the game. Anyone can judge but those who choose to do so should strive to do a good and fair job. Judges should try to be familiar with relevant rules and it is advised that they jot down notes concerning the powers of each fighter and the time and place of each fight they are judging. Novice judges should also be aware that attempting to judge more than one fight at a time becomes increasingly difficult (notes are imperative if you try to do this successfully).

If both players agree to a judge (or say nothing for at least 1 round - thereby agreeing to the judge through silence) then all calls of that judge concerning which move is better is final. No other judge, no matter their rank can alter the decision. Judging moves is a purely subjective thing and is therefore subject to the whim of each judge. Each judge will rate different elements of generated moves differently.

However, any call made by a judge that violates the rules is subject to being overturned as soon as it is pointed out and recognized. In some cases this may mean that rounds will have to be refought or that a game that has been declared complete may have to continue (for example - if a judge misses the use of a signature style and forgets to take into account immunity).

Any person attempting to judge is automatically an apprentice judge. If a Master Judge notices an apprentice judge correctly advancing fighters (preferably with some flavor text) in a couple of fights then they should promote the judge to journeyman judge. When a Journey-man judge correctly applies the rules in difficult situations, thereby showing a thorough knowledge of the rules, or when a Journey-man judge has demonstrated such knowledge through a number of well-judged fights, they may be promoted to Master Judge by any two Master Judges (unless there is only 1 active Master Judge in which case the lone Judge can promote them) or by the current Grand-master judge.

Those who commit to judging a fight should make sure they can be there for the entire fight. If they cannot they should inform the fighters so the fighters can choose a new judge. It is far preferable however for the same judge to judge a fight the whole way through.

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Shayuri

First Post
It seems intriguing...is there some kind of consolidated rules post so newbies don't have to sift through whole threads, or depend on at-times confusing examples?

For example...are the phrases that appear to dictate the flow of a battle generated randomly by some program or website?
 


Rathan

First Post
Knight Otu is right.. I have yet to post up a 'Rules' thread yet as to be honest nothing is set into stone at the moment... my players are my BEST link to what is wanted in a game like this... if something strikes your fancy and you feel it would flow nicely with the rest of the rules set we've panned out so far.. TOSS that idea out... don't sit on it and wonder if I'd like it or not... I want this to be a community thing.. not the ideas and brainchildren of a few 'high and mighty' types... this game is COMPLETELY dependent on it's players and how much creativity they are willing to put into a game like this... the more creativity you as a player put in the MORE enjoyable it will be for you.. and more than likely more enjoyable for everyone else that plays the game along side you :).... I mean even players are judges as well from time to time... they are called upon to judge a match of two other players.. their peers in effect... even judges have personalities.... YOU make this game as great as you want it to be for yourself and others around you.... so as I said this game is COMPLETELY based on it's players and their imaginations :D


Once I feel I've got a good player base who's had their say in what's been pieced together so far and contributions of new things by new perspective players then I will cobble together a rules thread and link it in the first post here so it's all in one solid place....
 
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Shayuri

First Post
Weeeelll, that's tricky. It's hard to contribute constructive creativity without understanding at least the basics of the framework we're operating in. Think of it as coloring in a coloring book. Constructive creativity means choosing unusual but interesting colors to fill in. But if I don't know the rules (ie - stay inside the lines) it's like grabbing random crayons and ignoring the lines as I scribble.

From the links provided, and reading the gameplay thread, I have an idea of how the game is played. Let me sum it up here, so you can tell me where I have it wrong, and where I'm missing things.

1) Issue or accept a formal post of challenge to or from another character.

2) Obtain a judge for this challenge, who will define the location.

3) Exchange taunts. Whoever wins this exchange goes first.

4) Use the move generator (the 'Move' button on it) to create a randomized pair of phrases. The first phrase is interpreted as an attack or offensive maneuver, and the post should describe the attack as relating to it in some way. The second phrase is a defense, and should likewise be described.

5) The judge decides who wins the round, based on subjective factors such as aesthetic appeal, as well as on how well the attacks and/or defenses seem to be matched to each other. There may or may not be more objective measures as well, such as special abilities, various 'styles' and so on. I admit, that rules link lost me at that point. :)

6) A winner is declared, and is promoted the next grade within his tier. Advancement leads to special abilities being earned. The loser can be demoted, or under some circumstances, killed.

7) Goto 1.

Coda) Characters are very freeform in creation and flavor. Though the game itself takes on the form of a fantasy martial arts tournament, it's open to just about any concept. Similarly, flavor for attacks and defenses, while guided by the phrases, can include any type of effects that are reasonable for the character concept...though players are advised not to state the results of the attack/defense exchange, since it's the judge that decides that.

Sound about right?
 

Rathan

First Post
Spot on my perceptive friend... spot on ;-)! That is... in a nutshell just how SIMPLE this game is to play... but simple can be SO much fun especially in contrast to how complicated DnD can get at times....
 

Rathan

First Post
signature styles and locations are can be a bit tricky to explain...

and the generator has 50 signature styles listed in it to generate moves from such as these here:

Snake, Lizard (reptile)
2. Crane, Raven (bird)
3. Fox, Wolf (canine)
4. Tiger, Panther (feline)
5. Weasel, Rat (rodent)
6. Spider, Scorpion (venom)
7. Crab, Turtle (shell)
8. Blizzard, Tsunami (elements)
9. Cherry Blossom, Lotus Blossom (flower)
10. Willow, Oak (tree)
11. Mantis, Grasshopper (insect)
12. Dagger, Sword (blade)
13. Trident, Spear (pole)
14. Hammer, Mace (iron)
15. Staff, Nunchaku (club)
16. Kama, Scythe (sickle)
17. Fist, Foot (body)
18. Claw, Fang (bone)
19. Phoenix, Dragon (flame)
20. Unicorn, Ki-Rin (horn)
21. Chimera, Manticore (abomination*)
22. Whip, Chain (lash)
23. Lightning, Thunder (storm)
24. West Wind, East Wind (wind)
25. Southern Cross, Northstar (star)

and the generator has 50 signature locations listed in it to generate moves from such as these here:

26. Rapids, Waterfall (river)
27. Sea, Ocean (tides)
28. Swamp, Marsh (mire)
29. Castle, Tower (fortification)
30. Canyon, Ravine (crevice)
31. Cemetary, Tombs (grave)
32. Grotto, Cavern (cave)
33. Badlands, Wastelands (barrens)
34. Beach, Desert (sands)
35. Atoll, Island (isle)
36. City, Village (settlement)
37. Ruins, Pillar (stone)
38. Heavens, Clouds (sky)
39. Foothills, Peaks (mountain)
40. Brush, Forest (wood)
41. Fountain, Well (spring)
42. Orchard, Paradise (garden)
43. Volcano, Hells (fires)
44. Prairie, Plain (grass)
45. Ricefield, Vineyard (farm)
46. Labyrinth, Dungeon (maze)
47. Temple, Shrine (holy ground)
48. Tundra, Glacier (ice)
49. Clearing, Glade (field)
50. Cliff, Bluff (ledge)

as a character moves up in tiers... depending on what path they choose they earn the right to be immune to either signature styles or locations... also if you possess these signature styles or loactions you also do double damage (i.e. win one extra flag with them) if your move you generate contains a signature style or location the belongs to you from attaining tiers within your path....

For example this is what the Honored One Path Progression looks like...

The Honored Ones
Commoner
Apprentice
Ranks 1-5
Warrior
Ranks 1-5
Knight
Ranks 1-5
Lord
Ranks 1-5
Master
Ranks 1


At the Knight ranking... the Honored One character would have gained three signature styles that his character would be immune to and earn extra flags with in a move came up that he generates in a match he's in.... The styles are earned upon reaching a new tier (i.e. Going from Warroir 5.. to Knight 0).

Of the moves generated in that match that allowed you to move into a higher tier.... a player can choose one to have as a new 'mastery'... say these 10 moves were used:

The whip appears below the atoll; avoids the onslaught of the insect!

The manticore slashes the vineyard; leaps over the rising of the mountain!

The wolf glides within the paradise; averts the quickening of the farm!

The east wind decimates the fountain; scatters the beauty of the storm!

The lightning crushes the volcano; dodges the aggression of the grass!

The east wind becomes one with the ocean and glides next to the reptile; avoids the gaze of the club! *yen*

The ki-rin appears close to the heavens; dodges the terror of the flame!

The rat silences the marsh; harshly quells the onslaught of the cave!

The scorpion slashes before the bluff; avoids the foray of the wood!

The thunder shouts above the ravine; protects against the assailment of the barrens!


The player can then choose one of the styles he used in that match to 'master' (i.e. gain as a signature style he will then gain immunity to and gain extra flags in battle with). Say the player chose rat..... he would then gain rat style to to incorporate into his characters persona and gain immunity to that style and gain extra flags when using the style himself in battle.

I hope that clear things up a bit for you... if not.. I've probably just REALLY lost you LOL
 


Rathan

First Post
ppsstt... tell your friends LOL

And please please yes.. ideas.. more ideas... just keep in mind I want to keep it semi simple.... simple=easy to play and understand! :D
 

Phoenix8008

First Post
Do you have anything written up rules wise that you could email me that is not in the group threads above? I know we may need to nail some things down rules wise, but without a list of what's proposed, it can be difficult to discuss and debate. I'd love to be able to stick the core rules for YB right in the first post of this thread as soon as we get them figured out. I've liked your ideas for simplification so far and definitely think we're on the right track.
 

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