Magic Words Board Game
Concept
Scrabble-like word game where the words you play represent spells. Point values of letters are similar to Scrabble. Each player draws a character card from a deck of fantasy character classes. Characters have hit points, abilities, modifiers, and possibly even debuffs. Game has no board and tiles are hexagonal with interlocking edges. Words can be played vertical and diagonal.
Ideas
- Laser cut/etched or 3D printed, hexagonal, interlocking (magnetic?) tiles, runic lettering
- 200 tiles, letter distribution similar to Super Scrabble
- Entire game stored in felt bag or slide-top wooden box; includes one D20
- Character cards list Class name, brief description, hit points (HP), and Action Points (AP), and Abilities
- Hit points vary from character to character based on archetype; no more than 120 HP per character
- Certain words or types of words can heal a player (Sorcery), some Instants can heal; heals can exceed 120 HP
- Ability Points
- Most abilities cost AP; some are triggered or require an alternative cost
- Certain words or types of words can increase AP
- Abilities can be blocked or negated
- Some abilities allow players to temporarily hold more than 7 tiles in their hand
- Ability Types
- Instant (resolves immediately)
- Passive (constant throughout game, resolves after Opponent's Main Phase Instants)
Enchantment (resolves at end of Combat Phase)- Sorcery (resolves at end of Combat Phase)
- Magic Words
- Each character has a magic word related to their class. When played it has a major impact on the game. These words should also be statistically improbable to draw on the first turn. Can't be more than 7 letters long.
- example: Sword (Fighter's word scores are tripled for the rest of the game)
Gameplay
Setup
- Players track HP, AP, and stats on paper
- Players draw character card
- Players draw 7 tiles each
- Players roll D20; player closest to 20 takes 1st turn
Beginning Phase
- "At beginning of your turn" abilities/statuses resolve
- Current player draws enough tiles to have 7
- "At beginning of your draw step" abilities/statuses resolve
Main Phase
- Instants declared at any time; cost paid Optional, Current player has priority
- Instants resolve
- Opponent's Passive Abilities Resolve if available
- Sorceries declared; cost paid Optional
Combat Phase
- Instants declared at any time; cost paid Optional, Current player has priority
- Instants resolve
- Current player plays a word if possible
- Other player plays a word if possible; word may be used to block incoming damage based on point value Blocking word can block some or all damage
- Damage resolves Excess damage applies
- Sorceries resolve
End Phase
- Instants declared at any time; cost paid Optional, Current player has priority
- Instants resolve
- Current player discards tiles down to maximum hand size
- Opponent's passive abilities become active
- Current player passes turn
- Return to Beginning Phase
Character Classes
Barbarian
- HP: 120
- AP: 25
- Description: A fierce warrior who relies on brute-strength in battle.
- Abilities
- Frenzied Attack: Enter a battle-rage for an all out attack. Double your word score (Cost: 10AP, Type: Instant)
Reckless Attack: Attack without concern for your safety. Cannot be blocked (Cost: 10AP, Type: Instant)- Desperate Rage: If you are within 10HP of death you immediately deal 20HP of damage during Opponent's Main Phase. Cannot be blocked (Cost: N/A, Type: Passive)
- Gather Strength: Dig deep to summon your strength. You gain
5AP10AP, but you cannot attack or block this turn (Cost: N/A, Type: Sorcery)
- Magic Word: Furious (Barbarian immediately deals 40 damage to Opponent)
Bard
- HP: 80
- AP: 20
- Description: An inspiring magician whose power echoes the music of creation.
- Abilities
- Vicious Mockery: You unleash a string of insults laced with subtle magic at your Opponent. Deals 10 damage to Opponent (Cost: 10AP, Type: Instant)
- Song of Rest: You play a restful song that heals you. You gain 8HP (Cost: 15AP, Type: Sorcery)
- Font of Inspiration: You keep a lighthearted, childhood tune in your heart. At beginning of your turn roll a d20; gain that much AP (Cost: N/A, Type: Passive)
- Magic Word: Lyrical (Bard plays a discordant song that removes all opponent's AP)
Cleric/Paladin
- HP: 100
- AP:
- Description: A holy warrior wielding divine magic.
- Abilities
- Magic Word: Prayer (Paladin prays to the light and gains 30HP)
Druid
- HP: 80
- AP:
- Description: A priest of the forest, wielding the powers of nature.
- Abilities
- Magic Word: Antler (Druid becomes a relentless Stag. His damage cannot be blocked for the rest of the game)
Fighter
- HP: 100
- AP:
- Description: A Master of Combat, skilled with a variety of weapons and armor.
- Abilities
- Magic Word: Sword (Fighter's word scores are tripled for the rest of the game)
Monk
- HP: 80
- AP:
- Description: A Master of martial arts, harnessing the power of the body in pursuit of spiritual perfection.
- Abilities
- Magic Word:
Rogue/Thief
- HP: 80
- AP:
- Description:
- Abilities
- Magic Word:
Wizard
- HP: 60
- AP: 45
- Description: A scholarly magic-user capable of manipulating reality.
- Abilities
- Magic Missile: Fire 3 glowing darts of magical force. Triple your word score (Cost: 10AP, Type: Instant)
- Fireball: Launch a fireball at your Opponent. Deals 10 damage to Opponent (Cost: 10AP, Type: Sorcery)
- Sleep: Cast a spell of Sleep on your Opponent. Opponent cannot attack, block, or cast during their next turn (Cost: 20AP, Type: Sorcery)
(Cost: 15AP, Type: Sorcery) Dispel: Negate the effects of Opponent's Abilities or Magic Word. Cannot negate passive abilities *(Cost: 15AP, Type: Instant)- Absorbing Shield: You absorb attacks and convert them to mana If you did not play a word last turn convert incoming damage to AP (Cost: N/A, Type: Passive)
- Magic Word: Arcane (Wizard gains 30HP and AP)
Necromancer
- HP: 80
- AP:
- Description: A wielder of dark magic derived from death itself.
- Abilities
- Magic Word:
Reference Material
- Super Scrabble Letter Distribution
- Set is composed of 200 tiles instead of the standard 100:
- 4 blank tiles (scoring 0 points)
- 1 point: E ×24, A ×16, O ×15, T ×15, I ×13, N ×13, R ×13, S ×10, L ×7, U ×7
- 2 points: D ×8, G ×5
- 3 points: C ×6, M ×6, B ×4, P ×4
- 4 points: H ×5, F ×4, W ×4, Y ×4, V ×3
- 5 points: K ×2
- 8 points: J ×2, X ×2
- 10 points: Q ×2, Z ×2
- Set is composed of 200 tiles instead of the standard 100:
- DnD Classes: https://www.dndbeyond.com/classes
- DnD Spells: http://dnd5e.wikidot.com/spells:wizard-core
- Interlocking Tiles
Probability of drawing a magic word on turn 1
SWORD
P("sword" on the first turn) = P(s) * P(w) * P(o) * P(r) * P(d)
P(s) = 10 / 200 (assuming there are 200 tiles in the bag)
P(w) = 4 / 200
P(o) = 15 / 200
P(r) = 13 / 200
P(d) = 8 / 200
P("sword" on the first turn) = (10/200) * (4/200) * (15/200) * (13/200) * (8/200)
P("sword" on the first turn) = 0.000000195