Tabletop Simulator

Tabletop Simulator

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DISAGEA Boardgame
   
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Type: Game
Complexity: Medium Complexity
Number of Players: 2, 3, 4
Play Time: 60 minutes, 90 minutes
Assets: Dice, Cards, Figurines
Language: English
File Size
Posted
1.624 MB
27 May, 2023 @ 7:28am
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DISAGEA Boardgame

Description
!DISCLAIMER!
- This is an unofficial fangame. Sprites, tiles and background assets are from the the original Disgaea themselves.
- Tree assets are from this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2744668193
- This is a side hobby project. There will be updates once a while but don't expect too much.
- The game is actually easier to understand if you have already played a Disgaea title before, since this is a translation from the video game.
- In its current state the game is playable. However it still lacks a tutorial book ingame so for now please refer to below description on how to play the game. If you have any question please leave a comment below and I'll gladly answer!

The game currently features 23 different characters throughout Disgaea series, and with skillsets referenced mostly from Disgaea 1, 2, 4 and 5.

You can get your own blank map assets here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006200220
--------------------

HOW TO PLAY

A. SET UP
Each players choose 3 units to play (you can pick duplicates of a same unit. E.g: 3 Prinnies)
Then put the cards in their respective zones:
+ Stats Card shows your unit's stats. Put it on "STATS CARD" zone
+ Normal Attack Card (silver) shows your unit's basic attack stat when you use ATTACK command card. You don't have to put this on the board.
+ Special Card (gold) shows your unit's special moves. Pick 3 cards and put them on the three "SPECIAL CARD" zones.

The figurine will be put on the field when they make their first move, and start at your Base Panel.

Also remember to set the HP and SP disk to reflect your unit's current HP and SP.


B. GOAL

The goal of the game is to deploy your units into battle with other player's units.
When all your units' HP reached 0, you're out of the game.

The last man standing will be the one to emerge victorious, dood!


C. THE MAIN PHASES


I. DRAW
Draw until you have 5 cards.

Also every turn you can return as many unwanted cards as you want before drawing new cards.
However you can't do this on your very first turn.


II. ACT and EXCECUTE

1. ACT:
You can order units to do various actions:

-To MOVE an unit, roll a dice and move your figurine a number of steps up to your dice result (You cannot step diagonically).
If an unit can stand normally on a tile, it's a walkable zone (except for water, trees, and the center board and so on...)
Afterward, put the "E" token on their STATS card to show that unit has already moved this turn.

- Place cards in your hand to the "ACTION CARD" zone of an unit you want to control

+ ATTACK:
Attack another unit.
+ DEFEND:
Your unit goes into Defending Stance and takes -1 DMG until your next turn. (Right-click your figurine > State > 2 to switch to Defending Stance)
+ LIFT (and also THROW):
Put another adjacent unit on top of that unit. If you wish to THROW immediately, roll a dice, otherwise you have to use a LIFT card on your next turn. Move the thrown unit in a straight line, up to dice result (similar to how you would move a normal unit)
+ SPECIAL:
Use one of the picked Special card of that unit that you picked earlier. Move the Special card to the "PLAY SPECIAL CARD" zone.


However, other than moving your units, they DON'T actually carried out actions in this phase. These are just commands.
=> The actions will be carried out in the next phase.


2. EXECUTE:
The units carry out actions from the ACT phase, in any unit order you want.
This is also where combats happen if you used an ATTACK or SPECIAL card that would deal damage to another unit (REGARDLESS friends or foes)

For combat, this works similar to 100% Orange Juice:

- The player who was targeted has to decide if they want to Defend or Evade. Apply their unit's DEF or EVA accordingly. (This DEFEND is different from going into Defensive Stance using DEFEND command)

- All players whose units are involved will roll a dice.
(If a player has 2 or more units targeted, roll for all units, but applies DEF or EVA command seperately, and applies their own stats an accordingly.
If a player attack their own units, for some reasons, roll a dice for both sides as if they were a seperate player.)

- If the targeted unit chose to defend, if attacker rolls higher than defender, defender takes DMG equals to the difference between attacker's total ATK and defender's total DEF.
Otherwise they take 1 DMG.
If the targeted unit chose to evade, if attacker rolls higher than evader, evader takes full DMG equal to attacker's total ATK.
Otherwise they take no DMG.

Total ATK = Unit's ATK on Stats card + Special Card's ATK + Buffs ATK
Total DEF = Unit's DEF on Stats card + Buffs DEF

If the unit is in Defending Stance by using a DEFEND command card, -1 DMG taken afterward.


An unit's Specials also do various things and is written on the card textbox. Unless mentioned otherwise, or left blank, the card simply deals DMG and your unit will go into combat.
It also shows the Range (RNG) and hitbox of the attack on the picture.
Green arrow is your unit, Blue is the hitbox where the target will take the effect, Red is the possible range of the move, and you can't have any units standing on a Yellow tile.


Jump (JMP) stat is an unique mechanic which requires observation of surrounding areas where your units are standing.
It affects how high your unit can step when moving, or how high they can reach when attacking or using a Special card.

The count starts from the top of the slab your unit is standing on. Your unit count as 1 slab for this (or 1 JMP) which means if a Prinny is standing on a a surface and then place 1 slab A on that surface, then that Prinny is just as high as that slab A and is at equal range at 0 JMP, and any unit B standing on that other slab A is 1 JMP away from the Prinny. Which also means that Prinny need to have JMP stat on their cards equal or higher than 1 JMP to be able to reach their target which is unit B, or move to a surface that is equal footing.

E.g:

3 JMP
--------
| 2 JMP |
--------
| 1 JMP | (Unit B)
-------- --------
| 0 JMP | Slab A | (Prinny)
-------- -------- ------- -------
| 0 JMP | 0 JMP | 0 JMP | 0 JMP |
-------- -------- ------- -------
| 1 JMP | 1 JMP | 1 JMP | 1 JMP |

3. Return to ACT:
After every units have finished their turn, any units with actions that was carried out properly during EXECUTE phase will have their command card turned face down.

If for some reasons that they cannot carried out their actions properly (such as the target unit got pushed out of their attack range via some Specials, etc...) then that command card will return to your hand, freeing the ACTION CARD zone.

As long as your units has their ACTION CARD zone freed, you can repeat ACT -> EXECUTE phases as many time as you want.

When you're done, you can end your turn.

III. CHECK and END
Before you end your turn, you need to return any ACTION command cards that are currently face down on your board back into the deck for other people to draw them. Strategy wise, you can also hoard all the cards of one type to prevent other players from performing that action.

The CHECK and END phase before and after main ACT phase is there so you can double check on your unit's Stats cards. Do you have any status effects that needs to be removed this turn? Is some status should be applying this turn?
Make sure to check your unit's status, for that could have various effect that can be you advantage OR your demise in battles.

------------------------------

That is the gits of it. There are various things you can do in this game but that is the basics.

If you have any questions please comment down below, or ask me on Twitter @MASKurouka.
You can also join my livestreams at twitch.tv/maskurouka

I hope you have fun playing the game, dood!