Welcome to Terra Paddles
Rules Doc Link (Recommended)
Terra Paddles
Concept:
Players are battling it out in Ping Pong.
Each player has a courtside with numbers which detract from their opponent’s Paddle HP.
(Court Tile Numbers)
Players roll to see where in their opponent's grid court their ball lands on .
(Hit Roll)
Players can manipulate where they land by applying spin to the ball.
(Spin)
Setup:
1)
For Players to populate their court with tile numbers they will each roll: 9d5
Players will take the results of those numbers and place one in each tile space.
They may be organized however the players wish.
When this is done, both players have their court.
One player will roll 1d2 as a coinflip to determine who goes first.
2)
How to play:
Each player has 25 total Paddle HP. When this reaches zero, the player loses.
Each player has a grid with a range of numbers they populated during setup.
Players take turns rolling 2d3 to determine where they land on the board.
The first roll is Row / The second roll is Column
Players may add or subtract 1 to one of the d3 to manipulate where they land, this is called Spinning.
You cannot spin off the board.
What number the player lands on is how much HP they lose.
Before the player’s turn ends, they gain +2 tile points to increase any tile number of their choosing.
They can be spread out or focused on one tile space.
With that, the player’s post is over, and it’s the other player’s turn to repeat the process.
3)
Optional Rules - (Pick one or none. Mixing is not recommended!)
Accelerating: players gain an additional stacking tile point each round.
Stance:
Players may modify their rule sets once per round by assuming a stance, pick an option before you roll:
Blitz: Your opponent may only spin up or down on their next hit, your choice.
Castling: +3 additional tile points this round.
Technical: You may spin both hit rolls.
Esoteric: roll 2 hit die, the second die is used on your board and gives you mitigation.
Style:
Players may permanently alter their rule set at the start of the match by picking a style.
Blitz: Subtract 1 from the tile you land on before taking damage.
Tiles cannot be reduced below 1. Landing on a 1 deals no damage to you.
Castling: +2 additional tile points each round.
Technical: You may spin both hit rolls.
Esoteric: You may spin outside the board to land on the other side.
Court Code:
Rules Doc Link (Recommended)
Terra Paddles
Concept:
Players are battling it out in Ping Pong.
Each player has a courtside with numbers which detract from their opponent’s Paddle HP.
(Court Tile Numbers)
Players roll to see where in their opponent's grid court their ball lands on .
(Hit Roll)
Players can manipulate where they land by applying spin to the ball.
(Spin)
Setup:
1)
For Players to populate their court with tile numbers they will each roll: 9d5
Players will take the results of those numbers and place one in each tile space.
They may be organized however the players wish.
When this is done, both players have their court.
One player will roll 1d2 as a coinflip to determine who goes first.
2)
How to play:
Each player has 25 total Paddle HP. When this reaches zero, the player loses.
Each player has a grid with a range of numbers they populated during setup.
Players take turns rolling 2d3 to determine where they land on the board.
The first roll is Row / The second roll is Column
Players may add or subtract 1 to one of the d3 to manipulate where they land, this is called Spinning.
You cannot spin off the board.
What number the player lands on is how much HP they lose.
Before the player’s turn ends, they gain +2 tile points to increase any tile number of their choosing.
They can be spread out or focused on one tile space.
With that, the player’s post is over, and it’s the other player’s turn to repeat the process.
3)
Optional Rules - (Pick one or none. Mixing is not recommended!)
Accelerating: players gain an additional stacking tile point each round.
Stance:
Players may modify their rule sets once per round by assuming a stance, pick an option before you roll:
Blitz: Your opponent may only spin up or down on their next hit, your choice.
Castling: +3 additional tile points this round.
Technical: You may spin both hit rolls.
Esoteric: roll 2 hit die, the second die is used on your board and gives you mitigation.
Style:
Players may permanently alter their rule set at the start of the match by picking a style.
Blitz: Subtract 1 from the tile you land on before taking damage.
Tiles cannot be reduced below 1. Landing on a 1 deals no damage to you.
Castling: +2 additional tile points each round.
Technical: You may spin both hit rolls.
Esoteric: You may spin outside the board to land on the other side.
Court Code:
Code:
Code:
[CENTER] X's Court [/CENTER]
[box]
[CENTER] [ X ] - [ X ] - [ X ] [/CENTER]
[/box]
[box]
[CENTER] [ X ] - [ X ] - [ X ] [/CENTER]
[/box]
[box]
[CENTER] [ X ] - [ X ] - [ X ] [/CENTER]
[/box]
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