Fantasy Challenge Manual
Fantasy Challenge (FC) is a multiplayer internet strategy
game, set in an abstract fantasy environment. The graphics and the interface
are simple, but mastering the strategies of the game is not. This is not
a game for everyone, but some people find it entertaining, deep, challenging and addictive.
In FC, eight players command armies
of fantasy creatures in a world where there is only one goal; to control
a majority of the nine victorypoint locations.
The game is played through a standard web browser.
A game of FC could take a few weeks to complete. Fortunately
you don't have to spend hours every day to play the game succesfully.
Actually you could probably do your moves in a few minutes every day if
you want to. It is recommended that you give the game at least this minimal
amount of time each day, otherwise your enemies could do serious damage
to your realm without you noticing it.
FC is basically a real-time game, meaning that everything you do
in the game happens immediately when you gice the orders to your characters.
You don't have to wait for hours or even minutes to see the results of a
battle, for example. Your characters are limited by something called actionpoints
(AP). Whenever a character does something, it has to "pay" with some if
it's actionpoints. If it doesn't have enough AP:s left it can't preform the
action at the moment. AP:s are regained at a specific pace, usually 1 AP
per hour (for each character). Each character can only store a certain maximum
number of actionpints. The instants when every character in the game recieves
a new actionpoint are called ticks. The word tick is also used to refer
to a particular interval of time in the game, for example "tick 7" could
mean the seventh hour since the start of the game. If a character is wounded
it will also heal some of it wounds (1 or 2 health points, HP) at the start
of every tick. Apart from the new AP and HP, nothing special happens at the
start of a new tick.
To play the game, the game administrator must first create a new
game and add you as one of the players. You enter FC by loggin in and
selecting the particular game you wish to enter. (It is possible to participate
in several games of FC simultanously.) You are then taken to a general information
page where you can do a number of things: See how the other players are doing,
select a character to center the map on, go directly to your starting location, look at
a low detail map of the entire FC world, or study recent battle reports.
The map page is the most important page in the game. Click here for a sample map page
(You can interact with the sample but it won't react as a real map page
would. Also, the sample is not from the most recent version of the game.)
This is where you do almost everything in a game of FC. At the top is
a line with some general game information, followed by a line that briefly
shows results of an attempted action, if any. Below that is the map itself.
Only part of it is shown (5 x 5 squares). The map represents the FC world,
and can be thought of as a rectangular board with square locations. Each
location has coordinates ( x , y ) where ( 1 , 1 ) is in the upper left corner
of the map. There are seven types of terrain: plains, woods, mountains, swamp,
desert, tundra and water. The entire map is 21 x 21 squares.
You can left-click anywhere on the map to center it on that location.
A location on the map could contain a small icon to the left that represents
the player who owns it. There might also be characters visible on the map.
The icon to the right of any visible characters shows who owns the army
in this location. Note that this could be different from the owner of the
location itself. If you move your pointer over the map, you'll get some
additional information. If a location has many characters in it, you might
have to click on it (center on it) to see them all to the right of the map.
By moving your pointer over the army owner's icon on the map, you'll also
see information about the size of the army. Sometimes you will see a small
tower on the map, representing a defensive structure to assist the character's
in that location.
Your characters can see into adjacent locations and everything there will be
visible. Characters who stand in a tower will also see into diagonally adjacent
locations. You will also get a warning in the list of events, whenever an army
owned by another players has entered such a visible location. All other locations
are unknown to you, meaning that you can't see what is there. The terrain and owner
of the land is always visible, and you can always see where the victory points are.
Below the map is a summary of the land you currently own. To the
right of the map you find more information about the about the location
the map is centered on. At the top are details about the location, such
as terrain, coordinates, owner and tower status. Below that is a list of
all the characters (if any) in this location. If they belong to you, you
will also see their current/maximum AP and HP. Here you can click on the
creature icon (image) to reveal more detais about it in a separate window.
(If you click on a character on the map, you will center the map on it instead.)
Your characters can be given orders, and this is the place to do
it. There are two types of orders, "group orders" and "individual orders".
The only group orders are simple movement orders, although the movement
may result in a battle. Select the characters you wish to move by clicking
the selectboxes in the left-most column, and then click one of the direction-buttons
below the character table. The characters will attempt to move, the page
will reload, and you will get a brief message showing if the were successful
or what went wrong. If the location they tried to enter is occupied by
enemy forces, your characters will attack them while moving. (Remember
to check this before clicking the direction button. There will be no warning
before the battle.) Your characters will only enter their destination
if all the defending characters are killed. Moving/attacking costs actionpoints
and the characters will fail to move if one or more of them currently
have too few AP:s. Battles and AP costs are explained in detail later
in the rules.
Individual actions are performed by selecting one in the drop down
list to the right of one of your characters, and then confirming your
choice by clicking the ok button beside it. The page will reload and you'll
get a short result line at the top of the page. There are several possible
- recruit someting. The character might be able to recruit
a new character at this location. This usually costs quite many actionpoints
and you must own enough land to support the new character. You can only
recruit in a location that you own. The other requirements are explained
later in the rules. A newly recruited character starts in perfect health
but with just a few or even negative amount of AP. The amount of AP:s it
starts with is equal to the recruiting character's current AP:s (after the recruitment)
, minus 6. But it can never start with more than 6 AP:s. If it starts with a very low or
negative amount, it must stand still until it has enough AP:s to do something.
- claim land. If you don't own the location, your character
can claim it. This costs 10 AP. It's impossible to claim water locations.
- build tower. Some characters can build, and the only sensible
thing to build it this violent world is a defensive structure. One "tower
point" costs 10 AP:s to build, and when a location has 5 or more tower
points the defending characters will get a defense bonus, as explained in
the battle section of these rules. A tower will usually get damaged during
a battle, so it could be wise to build it's strength to above 5 if you
want it to stand through several battles.
- disband. You can always disband a character. This costs
no AP:s and could be useful if you want to use it's terrain upkeep for
There can never be more than 6 characters in a location (the stacking
limit). An action will fail if it would break this rule.
Sometimes when you try to do something with your characters, you'll
recieve a warning that something happened nearby recently. When this happens,
inspect the map page and issue the orders again (or other orders if the
situation has changed). This mechanism is there to detect situations where
another player did something nearby after your last page was created. The
same warning could appear if you reload a FC map page. You should avoid
reloading the same FC page again. Click on the map to generate a new page
Below the location information and the list of character's present, is a list
of recent reported events. Events that are reported are: battles , when an army
owned by another player enters a visible location, and whan another player claims
one of your locations. There is also a link here to take you to a longer list including
Each character in the game is of a specific species, refered to as
a creature in this section of the rules. Two characters that are the
same type of creature are identical, except that they could have different
current AP/HP, owners and be in different locations. Below is an example
of a creature, as shown when it's icon is clicked on.
attack skill: 5
defense skill: 4
maximum hitpoints: 12
move cost: 5
move mode: flying
maximum actionpoints: 30
native in woods
native in swamp
vampire in woods for 18 AP:s
devil in swamp for 18 AP:s
wizard in woods for 18 AP:s
can be recruited by:
genie in swamp for 18 AP:s
troll in woods for 18 AP:s
vampire in woods for 18 AP:s
Also take a look at the creature
Some of the above will be explained now, the rest you will
find in the battle section of these rules.
- move cost. This is the amount of AP it costs this creature
to move one step on the map. This cost will usually be modified by a terrain
modifier. Entering a forest location costs 2 AP extra for example.
- move mode. There are three modes: "walking", "walking or
swimming" and "flying". Only creatures that can swim or fly can enter water
locations. Flying creatures never get the terrain modifier to the AP cost
when moving. Flying creatures also get some advantages in battle.
- special abilities. Most of these affect how this creature
behaves in battle, so they are listed at the end of these rules.
- land required. Each character requires one or more locations
of specific terrains. You must have the specified number of locations available
when recruiting one of these creatures. The requirements of all of your
characters will sum up and be deducted from your total count of each terrain
type to give the available amount. So even if you own 10 woods, much fewer
could be available if you have several characters requiring woods for upkeep.
You could even have a negative number of available terrain if you've lost
control of locations recently (or at the start of the game before you've
claimed enough locations). There's no immediate penalty for this, but you
will have trouble recruiting creatures that require that terrain. There is
also one additional requirement when recruiting: You may never recruit so
that your total available (called "net available" on the map page) terrain,
counting all terrain types, drops below 0, or if it is negative already.
- can recruit. All creatures can recruit one or more other
creatures in locations of a specific terrain. The AP cost varies, but is
usually quite large. Note that not all creatures can recruit more of their
own kind. Also, most creatures can't recruit creatures less powerful than
themselves, they only search for creatures of equal or more power. A few
creatures can recruit both the weakest and the most powerful other creatures.
- can be recruited by. Here you see which creatures can recruit
this one and where.
In the creature information window, you can also click on another
creature's icon to see details about it.
If you move one or more characters into a location where another
player has characters, a battle will occur. Because of the stacking limit,
there can never be more than 6 characters on each side in a battle.
here for a sample battle report. Such a report should appear immediately
when you attack, in a separate window. You can also study battles involving
your characters later, by clicking on their link on the map page.
A battle is divided into initiatives. First, a defending character
(selected randomly) takes it's initiative, then one of the attackers,
then another of the defenders, and so on until every character has taken
it's initiative. A character only gets one initiative per battle, so if
one side has more characters than the other, that side could get several
initiatives in a row at the end of the battle.
During it's initiative, the acting character will strike at an enemy
character (the opponent), selected randomly. If the acting character
has 1 or more rangedice, the strike will be a rangestrike and the opponent
can't strike back, at least not during this initiative. If the acting character
is not a rangestriker, it will do a regular strike using it's attackdice
and the opponent may strike back at the acting character immediately.
This retaliating strike will always use the attackdice (never rangedice).
It is almost simultanous with the acting character's strike, so even if
the opponent is killed, it will get it's strike.
A strike is resolved simply by rolling the number of attackdice
(or rangedice) the character has. Each of the dice will result in a miss
or a hit. To decide which dice are hits, the result is compared with the
attacker's attack skill and the target's defense skill, according to the
following statement : (roll result) + (modifiers) >= 4 + (defense skill) - (attack
skill). If this is true, it's a hit. For
example, if the attack skill equals the target's defense skill, and there are no modifiers,
all "4:s" or better are hits. Regardless of the calculation above, a "6" is
always a hit and a "1" is always a miss.
There are several modifiers to the strike rolls in a battle. The
following are the most important ones, and they are all to the striker's
disadvantage, although they appear in different places in the battle
Skill loss modifiers:
- Each time a character strikes (even when "retaliating"), it will
get tired and lose skill, resulting in a -1 modifier on every subsequent
strike, affecting all dice. This mechanism is the main reason why it's
good to fight with many character's against few.
- If there are both evil and good characters on the same side in
a battle, they will all (even neutral ones) get a -1 modifier because
of poor morale.
Defense bonus modifiers:
- When a character on the attacking side that is not native
in the terrain in which the battle is being fought strikes at a native
defending character, there will be a -1 modifier.
- When a non-flying character strikes a regular strike (not rangestrike)
at a flying character, there will be a -1 modifier.
- If the defenders have the advantage of a tower in their location,
all strikes from the attacking side will be modified by -1.
Other modifiers could come from special abilites. All modifiers are
cumulative, but even after all modifiers have been applied, each "6" is
always a hit and each "1" is always a miss.
The number of dice that "hit" the target will result in loss of health
points (HP). Hits are shown as white dice in the battle report, misses
are shown as red dice. A character dies when it has 0 or less HP left.
If the dead character has not taken it's initiative, it's too late. The
initiatives are not simultanous. If all characters on one side are killed,
the battle will end. If the defenders were killed the surviving attackers
will move into the location. Otherwise, surviving attackers will return
to the location they came from, but will still lose AP as if they had
moved. If they have enough AP left after the battle, they could attack
immediately once again if the player wishes. This would be an entirely
new battle, although probably some characters will start the battle wounded.
During a battle, a tower in the battle location could get damaged.
For each ititiative taken by the attacking side, the tower will lose
one tower point. If it drops below 5, the tower will still help the defenders
for the remainder of that battle. After that, it will have to be repaired/rebuilt
to give it's defense bonus again. Note that if an attacking character
is killed before it takes it's initiative, it will not damage the tower.
- native. A character that is native in a specific terrain
get no movement modifier when entering locations of that terrain. It could
also get a defensive bonus when defending in that terrain (see the battle
- builder. The character can build towers.
- double healing. The character (usually a large one) heals
2 HP every tick instead of 1 HP.
- charge. The character gets 50% (fractions rounded up) extra
attackdice during it's own initiative when fighting in terrain where
it is native.
- curse. When this character strikes in its own inititive
and deals at least 1 point of damage, the target enemy character will get
a -1 modifier on all subsequent strikes that battle. Even an immediate retaliation
strike will get this negative modifier.
- steal life. When striking and dealing at least 1 HP of damage,
this character will heal 1 HP. This will not save a retaliating life
stealing character that is just about to die.
- relentless. The character will not get tired when striking.
The -1 modifier on subsequent strikes will not apply.
- healer. If the character survives a battle, all surviving
characters on the same side will immediately heal 1 HP. Only one healer
per side can use this ability after each battle.
- holy strike. When striking at an evil character, this character
gets a +1 modifier.
- superior rangestrike. The character ignores defensive bonuses
(but not skill penalties) when rangestriking.
- leadership. Characters fighting alongside with this one
will have improved morale. Poor morale becomes "normal" morale instead,
so that the usual -1 modifier for poor morale is removed. If the characters
would otherwise have normal morale, they will have high morale instead.
Characters with high morale will not get tired when striking during their
own initiative. The usual -1 modifier on subsequent strikes will only
apply after each retaliating strike.
The first player who owns 5 victory point locations will win the game instantly. The final score
for each player is equal to the number of victory point locations that player owns when the game ends, plus 1.
The winner recieves one more additional point. (A total of 7 points for the winner. The other players recieve
between 1 and 5 points. Even eliminated players recieve 1 point.)
Copyright © 2003 Fredrik Sievert. All rights reserved.
This game's rules, program code and everything else on the strategychallenge.com website is the intellectual property of Fredrik Sievert.