Monster/Slasher Draft
Contents
1 Introduction
You wake up with a groggy head on a grassy patch. Behind you is a wall twice your height, topped with spikes - trying to climb it would be very foolish. The only other thing in sight is a generator, seemingly not connected to anything, though you get the feeling that it is extremely important. There's a pool of blood right next to it, but you try to ignore it and repair the genrator. The red wire goes here and the green wire goes here... wait, what's that thing coming towards you?
Players are Survivors attempting to repair generators and escape the trial grounds, while the Emperor is a Monster with the goal of killing everyone. Theme is pretty obviously ripped from Dead by Daylight, hopefully genericised enough to help people get some ideas.
2 Gameplay
The game takes place on a 20x20 grid that players can perform actions in by spending Energy. The Survivors must work together to repair five of the seven Generators on the grid while evading the Monster, eventually escaping the trial. The Monster must hit Survivors and Cage them to reduce their health points and kill them - they win when everyone is dead.
Gameplay is performed in cycles. The Monster first takes their actions with the Energy allotted to them. Afterwards, all Survivors have their Energy topped off and can perform actions like moving, repairing Generators or helping other Survivors. When everyone has taken at least some kind of action, another cycle takes place - repeat until everyone is either dead or has escaped. If everyone is dead, the Monster wins - otherwise, the winner is randomly picked from among every Survivor who participated, weighted by Points gained from performing actions during the game.
3 Dynastic Rules
3.1 Participants
The Monster and all Survivors are Participants.
Each Participant has the following attributes, which are publicly tracked:
- Energy, which is a non-negative Integer defaulting to 0
- Location, which may contain text referring to a Square and defaults to blank
If a Participant's Location is blank, they may set it to an uninhabited Square. Participants are considered to be inhabiting the Square that their Location is set to.
Participants are considered to be adjacent if their Locations are set to Squares that are adjacent to one another.
3.2 The Trial Grounds
The Trial Grounds are a 20x20 grid of squares, where every column is numbered in increasing order from left to right, starting from 1 and where every row is labeled in alphabetical order from top to bottom, starting from A. A specific Square in the Trial Grounds may be referred to in the format "{row}{column}", e.g. "A5".
A Square is inhabited if it contains an object as defined by the ruleset or if a Participant's Location is set to that Square - otherwise, it is uninhabited.
The Monster should, at their earliest convience, as an atomic action, randomly choose seven uninhabited squares and add the line "Each of the Squares {squares} contains a Generator object." to the ruleset (where {squares} is a list of the Squares that were picked) immediately after this line and then remove this line from the ruleset. Each Generator has a certain amount of Repair Progress, which is a publicly tracked integer defaulting to 0 that may not exceed 100. If a Generator's Repair Progress is at 100, it is Repaired - otherwise, it is Unrepaired.
3.3 Survivors
Each Survivor has the following attributes, which are publicly tracked:
- Health, which is an integer that may be negative, defaulting to 100
- Status, which defaults to Healthy and may be one of Healthy, Injured, Dying, Caged, Dead or Escaped
- Points, which is a non-negative integer defaulting to 0
- Readiness, which may be either Ready or Unready, defaulting to Unready
When a Survivor's Health is at or below 0, their Status is immediately set to Dead. Survivors are considered to be Living if their status is not Dead, Escaped or blank. A Survivor whose status is Caged, Dead or Escaped may not take any dynastic actions.
3.4 Cycle
When the Readiness of all Living Survivors is Ready, the Monster should, at their earliest convenience, Advance, which is an atomic action with the following steps:
- Increase their Energy by 15
- Increase the Energy of all Living Survivors according to the formula (60 / # of Survivors). Idle Survivors with a non-blank Status are considered to be Survivors for the purposes of this step.
- Perform any legal sequence of Monster Actions
- Reduce the Health of all Survivors with a Status of Caged by 10
- Reduce the Health of all Survivors with a Status of Dying by 2
- Set the Readiness of all Survivors to Unready
A Living Survivor with a Readiness of Unready may change their Readiness to Ready at any time.
3.5 Survivor Actions
Survivor Actions are defined as subrules of this rule, where the name of the subrule is the name of the action. Every Survivor Action must have a defined Cost. A Living Survivor who is not Caged may, at any time, spend an amount of Energy defined by the Cost of a Survivor Action to take that action. When a Survivor takes a Survivor Action, their Readiness is immediately changed to Ready if it is Unready.
3.5.1 Move
Cost: 1
Change your Location to an uninhabited Square adjacent to your Location.
3.5.2 Repair
Cost: 1
You may only perform this action if a Square adjacent to your Location contains an Unrepaired Generator. Increase the Repair Progress of an Unrepaired Generator adjacent to your Location by 1 and increase your Points by 1.
3.5.3 Heal
Cost: 5
If a Survivor adjacent to you has a Status of Dying, change it to Injured; otherwise, if their status is Injured, change it to Healthy. Increase your Points by 2.
3.5.4 Rescue
Cost: 5
If a Survivor adjacent to you has a Status of Caged, change it to Injured and increase your points by 2.
3.6 Monster Actions
Monster Actions are defined as subrules of this rule, where the name of the subrule is the name of the action. Every Survivor Action must have a defined Cost. When the Monster performs a Monster Action, they must also spend the amount of Energy specified by that action's cost.
3.6.1 Move
Cost: 1
Change your Location to an uninhabited Square adjacent to your Location.
3.6.2 Hit
Cost: 3
If a Survivor adjacent to you has a Status of Healthy, change it to Injured; otherwise, if their status is Injured, change it to Dying. Reduce the Health of that Survivor by 1. If you have already targeted a Survivor once with this action since the last Advance, you may not target that Survivor again.
3.6.3 Cage
Cost: 3
If a Survivor adjacent to you has a Status of Dying, change it to Caged and change their Location to a randomly picked uninhabited Square.