New Epic Fantasy: Lordships Dev Post #3 – Everfreeze Icewater, Digging, and Cover!

Hey, guys! Am still making up ideas, and though I haven’t properly written it down in some rulebook-way, I want to share one or two I made today for the wargame-boardgame!


Everfreeze Icewater

Ice map piece or part 1Everfreeze [Ice]water is a special type of liquid tile. It is just like normal water but has more of an icy blue look, is always cold (hence ice water), and it freezes anything that goes in it (does not totally “ice-ify” the land around it, through it may make it colder), except for special guys, creatures and such that has either extreme tech or the natural intolerance (aka extreme anti-freeze fluids running through the body). This includes most if not all ice, snow, and related elemental creatures and beings and objects.

Everfreeze Ice tile

Player-placed tile

Through this bit has not been fleshed out enough to test, I also may have it so players can use some special guy or whatever to transport so it can be used in a moat – of the most dangerous kind. Also, this liquid can infinitely supply you, so that it works for oceans (of course they are infinite in real-life/fiction/lore, but they seems like it is so). And I don’t want it to get complicated for ponds…




At least one guy who has not been created yet will be able to dig through the terrain. These guys are the ones for making trenches. These trenches can also be filled with water, either by a connecting water source (where the every turn, whether it be player or other, one more liquid tile is placed in it from the source) or by player’s transportation forces.

Traps can also be placed in here. Forces can walk through empty ones, but there is one potential problem: It takes just as long to get in the pit as it is for ladder-climbing. So, by doing math, where each ladder-climbing action is 2 turns, the force has to go down (2) then move towards the slope, since they are at the bottom (1), and then go back up again (2); so, the equation is 2 + 1 + 2 = 5. Please note that at the bottom it is just like walking on land, so the 1 is 2 for a trench that is 2 tiles wide, and so on. Sorry if this is confusing. 😉

Anyways, this will let you build a moat! And, if you manage to capture and/or tame some, you can get some crocs and/or gators for your waterway! Also, this would be useful for making more paths for watercraft.




Sandbag Pillar

May change the color before giving out test-copies…

And the final thing, cover. As seen above, there is one form of cover shown – full cover, with the exact one above being a pillar of sandbags (also used for sandbag walls). These fully protect the player and are solid to the player (so they cannot normally walk through it or on top of it, and so they cannot attack through it. But, of course, they can move and/or attack from the sides of it.


Another type of cover is partial cover. That protects you from ranged attacks (another thing I need to do; assign melee and ranged attackers) but not melee attacks. Just like how ranged projectiles can “go through” it, the hiding entity can also attack back with ranged attacks (and melee too).

The last and most open type of cover, low cover, protects you from melee attack but not ranged ones, but can be walked upon as if it was a land tile (in-universe wise, they just vault over as seen in military parkouring exercises). So, now attackers can just vault over and give a knife to the enemy’s head. Brutality, kids, only when you want it in this game.



That’s all for now, thanks for reading! Hopefully, I’ll have a decent prototype rulebook to give out to some testers soon. – FictionCreator, The First VUer


Epic Fantasy: The Card Game | About

Today I am going to talk about a game that is almost ready for playtesting: Epic Fantasy (EP): The Card Game! It is a collectible card game with only two variables, basically damage and HP.


So, here’s the backstory:

about a year and a half ago, I came up with my still only card game: Plants vs. Zombies: The Card Game (set in the PvZ universe). I liked it so much later that I basically reskinned it (also I had at the time NEVER, I repeat NEVER released it online or even given copies out for the time being in its PvZ form).

7 days ago (All Souls’ Day), in Mass (hint: I get a lot of good ideas at Mass) I all of a sudden (call it a miracle if you will), when I was not evening thinking about it or anything related as far as I know consciously, I had this idea to REALLY make it a lot better and more ‘correct’ in usual collectable card games. Instead of just having one number that acted as its offensive (attacking points) and defensive (HP) in itself, make them separate! It really helped (would) make the game more realistic, if killer robots, giant 6-toothed worms, and Liqoids were you cup of realistic..!



So here’s the basics of play. Each player has their own personal deck of cards. During each turn, the player(s for team-ups) can either grab another card, attack other enemy players or skip a turn for some ‘reason.’

Attack(ing) points (AP)  act as the damage which is delt to an enemy card(s). Strength points (SP) act as HP. Each player has 3 HP and 1 AP that can be used once per turn (for normal cards you would normally discard them after either their AP or SP is ‘drained,’ but as a player card the AP is refilled to 1 AP per turn and the player card can not be discarded unless it’s Strength is depleted, meaning that the player has died/loss/is out of the game).

Also, no player can have 20 cards (excluding player cards and money cards) then the player with the lowest amount of cards. It is suggested that at least there are around 2o cards per player.


You may have notice that I just said money cards; well I just came up with it!

Money cards act as currency in the game, where players can buy cards with the cards. There are Stone coins (= 1 cent), Copper coins (= 1 quarter), Silver coins (a dollar), Gold coins (10 dollars), and Diamond coins (100 dollars). This is just an idea, and it will most likely not be in the first playtest version. Maybe not even in the final version.



Sorry if this is bouncing around some, but I can’t wait to finish the game (plus I have not fully written all the rules in rulebook-style yet). I hope to playtest (PT) with Dad today…


So, for next time, I well (hopefully) have a good easy-to-read simple rulebook, some card names and stats (I do not have any printables), and how to lay out the cards with the required info! Playtesters will soon be needed!


Thanks for reading!


– Brick Buddy | Photographer X | AD

With God’s help, VU will stand forever and be a living history