Category Archives: Ryrin Tactics

Ryrin Tactics Print and Play

If you were wanting to try out Ryrin Tactics we have a way you can do that now.   Just print these out. g4174maps

Here is a version of the rules which have been modified to match the print and play demo version.

Setup

For this game you will need dice, it doesn’t really matter what type of dice, but D6s work well.
Also something to track HP on your units; pennies, dice, paper, anything will work.

Cut out the unit cards and the unit tokens.  I suggest folding in the sides of the tokens so they are not flat and they will be easier to play with.

Shuffle the 9 map tiles together and give each player 4 of them, then place the last tile face up in the middle of the play area, this will be the start of your map building, which will come after the unit draft.

Shuffle the 12 unit cards together and then place 4 of them face up,  the first player gets to pick one and then a new card is revealed to replace it,  then the next player picks a unit.  This continues until each player has 3 units.

Now the first player places down one of their map tiles touching an edge of the piece already there.  The next player places one of their tiles touching any edge of another map tile.  This continues until all nine map tiles are placed.   For this demo the map is limited to a 3×3 do not build outside of that size.

Now the first player places their units on a tile that is one the side closest to them, and the other player does the same.

Game Play

Each turn you have a move and an attack action. You can trade your attack action to get an extra move action, but not the other way around.
A move action lets a unit move up to a number of squares based on its Speed stat.
An attack action can be used if an an other unit is within range of your unit. If this happens you roll dice equal to your attack stat, and the target of your attack rolls dice equal to its defense stat. A Star on the dice represents a success. Each Success on the defender’s dice will cancel out one of the attackers Successes. Then the defender takes damage(Loses HP) equal to the amount of attack successes left over. If a unit ever runs out of HP, that unit is removed from the battle.

Reading the card.

In the top right of a card you will see it’s Type, which is the round and color coded emblem with another emblem below it.  The top one is that unit’s type, the bottom one that is partially covered is what that unit’s type is strong against.  If that unit is attacking a unit that it is strong against it rolls an extra Attack dice.

Att: is a units attack stat and is how many dice you roll when attacking. Successes on the dice take away enemy HP.

Def: is a units Defense stat and is how many dice you roll when attacked. Successes on the dice take away Attack successes.

Rng: is a units attack range and it is how close an enemy must be for you to attack them, you must count around impassable terrain but not enemy units. You can attack through both enemy and ally units without penalty.

Spd: is a units speed stat and it is how far a unit can move with a move action, when moving you can move through allied units but you must go around impassable terrain and enemy units.

HP: is a units hit points, this represents how much damage they can take before being removed from the battle.

The last important thing on the card is the text in the bottom right This text describes a units special ability, and is a very important part of what makes a unit strong.

Reading the map.

The maps available in this demo only have two different symbols on them.  Difficult terrain and impassable terrain.

Difficult terrain is the triangle, and to move one of your own units into these squares cost two points of movement.  This extra cost is only when entering the area.

Impassable terrain is the square, this area cannot be moved into or through.  it can also not be attack through, so you must count around it for your ranged attacks.

 

If you would like to look at the original rule book you can do so here. http://www.ryringames.com/wp-content/uploads/2016/10/Ryrin-Tactics-Rule-Book.pdf

Announcement! Ryrin Tactics Kickstarter

The Ryrin Tactics kickstarter is launched.  If you are interested in helping us make an awesome drafting tactics board game then you should check it out!

Ryrin Tactics

open-boxRyrin Tactics is a game where you  build an army out of over 50 units, then you shape the battlefield as, lastly you must use you units wisely as you battle until all your opponents fall.  Are you ready for Ryrin Tactics?

This game features quick battles that last about half an hour.  It is easy to learn, but has a lot of depth when it comes to drafting a good army and making tactical decisions.  This game has beautiful art in the style of old school RPGs, and a ton of replay value.

Below I go over how each phase of the game will happen.  A link to the complete rule book is at the bottom of this page.

 

unitsDrafting.
The drafting phase takes place after each player draws 4 map tiles and gets to look at them.  Then you shuffle the unit deck and deal out 6 units face up, each time a player picks a unit, a new unit is dealt out to replace them.

Drafting your army is a very important step in this game, each unit has a special ability and 5 stats; HP, Attack, Defense, Speed, and Range.  it is helpful to have an army comprised of units who shore up each others weaknesses.  It is also helpful to look at what your opponent is drafting, look for any weaknesses you can capitalize on.  Did they pick mostly fire units?  Grab a few Air to counter.  Did they grab a bunch of slow tough units? Grab somebody who is fast with some range.  usually the biggest thing about a unit will be its special ability though so be on the lookout for some that will combo well with what you already have, or punish your opponents choices.  Don’t forget about to think about the 4 map tiles you have.  If you have map tiles with a lot of difficult terrain, it might be helpful to pick units who can ignore them in some way, with range or special abilities.

mapsMap building.
The map building phase is when each player lays out a map tile that must be touching another map tile(except the first tile). this continues until each player runs out of tiles.  Then going in order each player will draw a new tile and place it on the map to fill in any rows or columns that are not filled in.  Afterwards each player places their units, the first player places all their units first, each unit must be touching another unit and at least one unit must be touching an edge of the map, on their side of the board, this continues until all players have placed their units.

Your goal is to create a map that works well with what units you have.  watch out for player who may be trying to create choke points to protect their units.

 

Battle.pre-battle
Each turn you get a move and an attack action.  You can use your attack action to move.  When an attack is made you choose a unit that is within one of your unit’s Range, then you roll dice equal to your units Attack, and the opponent roll dice equal to their Defense.  Defense Successes cancel out Attack Successes then the defender takes damage equal to the number of Attack Successes left over.  Move and attack with your units until only one player has any units remaining.

Pay attention to unit’s special abilities and make sure to take full advantage of any type advantages you might have.  Try not to lose any units, this might sound obvious, but it is better to have 3 units at 1 HP than it is to have 1 unit at 3 HP.  This is true in most cases.  If you need to do a full retreat don’t forget you can use your attack action to move again, it could even be the same unit.

 

That is pretty much the game in a nutshell, other important information is that there are 54 units each with beautiful pixel art, and 36 map tiles so that each game will be extremely different. If you wish to check out the official Rule book you can do so here. http://www.ryringames.com/wp-content/uploads/2016/10/Ryrin-Tactics-Rule-Book.pdf

There is also a game play video

 

Ryrin Tactics Update

Ryrin Tactics is pretty much all done, all the art is in place, and everything is on The Game Crafter.  Now we are just waiting on our test copy so we can make sure all the art looks good on the final product.  We will continue to balance test, but I highly doubt any thing is gonna have any major changes, it felt pretty good pretty much every time we played in the current build.   I will let you all know when we get our copy and then I will think about starting a kickstarter to get a big sale going on the game,  and to promote it.