Monday, 6 September 2021
PDF game files
Tuesday, 4 May 2021
Avalancheverlost; End of Spells
The final bonus spell unlocked and added to the bench also ends the game when cast. Avalancheverlost closes both gates and immediately ends the game; the victory number can never be reached and because of this the win is awarded to the mage.
Should a mage pour all resources into reaching spell 16? Perhaps, though the quest is a bit of a lure; rather than concentrate on adding marker cones to the court and hardening defense the mage's focus turns to casting Librarian's Bench and Time's Blessing in a alternating fashion. It is a win of style over substance.
It's possible to cast Avalancheverlost on the first turn. It would stand as a spectacular achievement and thus far, a singular one yet to be executed in testing.
Sunday, 2 May 2021
Elves or Giants; Capture or Delay
What is the more effective Mage strategy; capture by arrow damage or using blockers to run out the clock?
Tuesday, 20 April 2021
Turtles all the way down
On the court, giants are identified as inverted stacks of marker cones. They can exist as a single marker cone, a double, or many, many more.
Giants occupy the middle of spans connecting two locations. For a spy to travel along a span blocked by a giant they must make free throws equal to the number of marker cones in the stack. Defeating a single marker cone giant requires a single free throw to be made by the spy. If successful, the marker is removed from the court and the spy continues along the span to the destination.
If the spy misses a free throw attempt the mage can call for the ball in an effort to build up the blocking giant. In order to do this the mage removes a leap counter, makes a successful free throw and moves a marker cone giant to to the disputed span, stacking the newly arrived giant atop the existing to form a single titan.
Following a spy missed free throw the mage can also withdraw the giant to a different span at a cost of a leap counter and made free throw. Why do this? Perhaps you want the spy to advance to a town and attempt a capture by arrow.
In the illustration below, the spy has missed its free throw attempt and the mage has stepped up and made two consecutive free throws, moving marker cone giants from W2 - W5 and P - E5, stacking them atop the blocking giant at W5 - B. The spy will now need to make 3 baskets from the free throw line in order to advance to W5. If the spy's turn ends before defeating the giant it will be forced to retreat to B.
Using leap counters to stack multiple giants into one super giant boosts their usage and increases the value of a number of giant centered spells: Bildebig, Collosaleapea, Atlas Stacked, Fortify fo fum, and Thudika.
It also provides an alternate spy fighting strategy; one of delay rather than capture by arrow. I think it is important to have decision points players can agonize over and while I think it would be a mistake to focus solely on creating the game's largest giant I applaud the mage who travels this path at least once. Let me know how it works out.
G.Walker
Sunday, 18 April 2021
Rules update
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Sunday, 11 April 2021
Penny Pinchers
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The map board can be used to track the progress of the mage in the pattern. It requires you to use three cards in total: The spell card, the make or miss card, and the map board: It's a bit of a juggling act. I ignore the map board when casting spells and just reference the make/miss card and spell card.
I use pennies as markers because they are ubiquitous. Everyone has 'em. But while they may appear tiny in the hand, placed on a spell card they become cumbersome things.
So try this: Take two pennies and the spell card. One penny tracks the misses or measures of grace that may modify the spell. The other penny tracks the progress of the mage on the court and we do this by occluding the star that marks the Mage's current location in the pattern.
Tuesday, 6 April 2021
Scorer's table
It is the scorer's responsibility to track the game's progress on the map and score board. The scorer provides marker cones to an assistant to run out onto the court. The scorer also provides directional prompts to the mage when casting spells.
Good board management comes with practice.
Monday, 5 April 2021
Calculating Victory
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The spy has to reach or exceed the Victory Number in order to win the game. But what should that number be?
Early play testing with with the simulator using 192 player cards would appear to indicate an announced Victory Number of 21 provides a good break even point but feel free to hedge on either side of it. If you have control over selecting the number but want to play as the mage select a lower number. The lower the number, the more likely your opponent will play as spy. Rather play as spy? Choose a higher one.
A higher victory number should be selected if the players in the game have a rating greater than 192.
Saturday, 3 April 2021
The Will of the Map over the the Will of the Court
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The world of basketball has several different court lay outs. I want to get by with a single map. As such we place the onus on players to adapt their court to our game.
But let's provide a little guidance on the movement of the spy and where to place giants:
In high school basketball, the court's three point line intersects with the top of the key. Do we create a new set of rules and map for this layout? Do we allow the spy to move from B directly to W4 or E4? Do we create 18 new spell cards?
I would rather not.
On a high school court, B is co-located with z however we will not recognize a direct path from B to E4 or B to W4; it cannot accommodate spy movement or blocking giants.
Span W4 - E4 also presented interpretative problems on our map that required addressing in our rules. Three paths created an advantage for the spy that doesn't exist between other points on the map board. I wanted consistency. As such, W4 - E4 can be blocked by a single giant; there is no x,y, or z alternative.
In all, 21 spans can be blocked by giants.
Don't be surprised if x is eventually removed. Currently it is used in casting one spell and the dotted line arc isn't even present on many courts. The more I think about it....
G.Walker
Tuesday, 30 March 2021
Out in 10 for 20
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Turn 1 is the only turn a spy is guaranteed 9 basket attempts. Miss counters are not placed on the board until after the shot clock dice has counted down and been removed. Only then do missed baskets draw the spy closer to turn's end.
Turn 1 is also the only turn the spy faces no mage assets on the board. There are no giants. Towns are not guarded by elves or worse, elves with arrows. The spy faces a clear landscape. Get busy, visit towns (do that thing that spy's do; namely spy), get to a gate, and get out.
It is possible to craft a Turn 1 escape for 20 points on 10 shots; unlikely, but possible. It would require making 10 consecutive baskets without a miss. But the game isn't about escaping without dropping a shot. If you're the spy, it's about escaping with points.
Revised Rules: March, 2021
Monday, 29 March 2021
Thursday, 30 April 2020
Spell Cards 7 & 8: The targeting spells
Thursday, 23 April 2020
Spell Card #6: Time's Blessing
Should we have a spell that extends a turn indefinitely?
I was thinking a better spell in this slot may be one that moves an elf marker cone to an unfortified gate - I currently don't have a spell that creates this effect and I think it may be more practical than a turn extender.
For now though - let's keep testing Time's Blessing.
A mage is allowed to cast 5 spells per turn unless modified by Scrubbles or Time's Blessing. It is a restricted spell and goes to the bench after a casting attempt but if cast clean without acquiring a Grace counter the pay off is a new count down clock.
Turn 1 is such a crucial turn for the mage. Elforticus is cast repeatedly in an effort to get as many elf marker cones on the court as possible and it is not an easy spell to cast. The mage has to make a pair of 3 pointers with a free throw sandwiched in-between. One can run out of attempts very quickly and I like the lure of a spell that extends that runway; Enter Time's Blessing, a scattering of high percentage shots laid out in a pattern that resembles an hourglass.
Sunday, 19 April 2020
Play testers helping make a difference
One of the things I want to do is commit to play testing families donations to local community groups during these trying times.
The Smewing family of Orangeville played a match recently. It was Mother versus Son and while both players managed to escape the gameboard, Mom Sue won on the first tie break by escaping on Turn 1, compared to Carson's Turn 3 exit.
Sue chose the Orangeville food bank as the recipient of our $100 donation and I'm pleased to make it on their behalf.
G.Walker
Saturday, 18 April 2020
Spell card #5: Scrubbles - A magical broom sweeps the room
In Spells & Arrows, Heroes & Spies, a spell fails when missed shots exceed measures of grace extended. This results in a spell fail counter added to the board and presents the mage with a dilemma; Continue casting spells knowing that a second spell fail counter will end the turn or cast Scrubbles in an effort to remove the counter.
It's kinda like a fail without a counter.
Cast on attempt 3? Yes.
Attempt 4? Risky....Which is why I love the spell.
Monday, 13 April 2020
The Starting Line-up
We have play tested three different ways to build a Mage’s starting line-up of 5 spell cards.
I would choose spells #1 thru #5. I designed the game with those 5 spells in mind. It can played with only those 5 spells - the first four, actually. If playing basketball you usually start your best 5 players so this may actually be the most appropriate format to use.
Tuesday, 7 April 2020
Covid 19 and Orangeville ON play testing
But as a community we face a different challenge; Covid 19. No one is going out to play basketball any time soon but this game can also be played at the kitchen table as a dice rolling simulator.
To play you will need a printer, 6 sheets of paper (card stock is best for the game board and spell sheet but not necessary), a six sided dice, pennies as counters, and a 20 sided dice (not a lot of people have these - a work around using a deck of playing cards is included).
If interested in a free game contact me via email at slingpin1@gmail.com . Please include "free game" in the subject header. ( 4 pdf files, total size under 1MB )
I hope you will consider being one of our play testers.
Stay safe and thanks for your interest,
G.Walker






















