User:VGDictator/ctf

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WARNING! Unfinished.

Rules[edit | edit source]

  1. The only legal moves are those specifically allowed in the rules.
  2. Diagonal movement is not allowed.
  3. You may move up to 4 units per turn.
  4. The enemy loses when you bring the enemy's flag to your (uncaptured) flag. You will get 2 turns of their money when you capture their flag.
  5. You can only capture items one space away.
  6. Infantry can push other infantry one square.
  7. Vehicles autokill infantry by running them over.
  8. You get $1000 at the beginning of your turn. You get an additional $500 per turn for every weapons rack captured.
  9. Unless otherwise stated, units can only travel over plains and bridges. Also, units must land on a plain.
  10. Infantry die in one hit and can be killed with any attack.
  11. Units bought start within 2 spaces of your flag; if it is captured, the new units start within 2 spaces of the friendly unit closest to the captured flag.
  12. Unless otherwise stated, units move and attack/action once per turn.
  13. Obstacles are: Sandbags and trees.
  14. On bridges, can only travel in the bridge's direction.
  15. Unit rules are below. They may overwrite some rules above.

Units[edit | edit source]

Items[edit | edit source]

1. Flag. Cannot purchase. Cannot move. Cannot be destroyed. Only Infantry can capture flags. Can throw flag to other infantry within two spaces (they cannot move in same turn.)

2. Weapon Rack. Cannot purchase. Cannot move. Cannot be destroyed. Only Infantry can capture weapon racks. Disappear when captured.

3. Coke. Cannot purchase. Cannot move. Can be destroyed by any attack. Adds $1000 funds to whoever captures it.

Infantry[edit | edit source]

1. Soldier. Cost:$1000

  • Moves:3 spaces, move over water costs two moves.
  • Shoot rifle up to 3 spaces, four if unit does not move in same turn, fires straight towards target (cannot go around or through an obstacle).
  • Throw grenade exactly 2 spaces, explosive, splash damage 1 space, kills infantry, only direct hit can kill vehicles and destroy sandbags, trees, and bridges, cannot be used again until after next turn.
  • Melee 1 space, two if unit moves in same turn (lunges with knife).

2. SLMW. Cost:$1500

  • Moves:2 spaces.
  • Fire rocket 2-3 spaces, explosive, can move only one space in same turn, kills vehicles and destroys sandbags and trees, splash damage 1 space kills infantry, cannot be used again until after next turn.
  • Fire missile 2-4 spaces, can move only one space in same turn, kills planes, splash damage 1 square kills infantry.
  • Fire pistol up to 2 spaces, cannot go through obstacle.

3. Pyro. Cost:$2000

  • Moves:3 spaces.
  • Shoot flamethrower up to four spaces, travels, creates fire in path, direct hit dries up water.
  • Throw EMP grenade exactly 2 spaces, splash damage 1 space, cannot be used again until after next turn, direct or indirect hit kills vehicles, direct hit can kill grues.

4. Medic. Cost:$2500

  • Moves:3 spaces, move over water costs one move, move through trees and sandbags cost two moves.
  • Revive 1 space, brings infantry back to life, costs $500.
  • Throw grenade exactly 2 spaces, explosive, splash damage 1 space, kills infantry, only direct hit can kill vehicles and destroy sandbags, trees, and bridges, cannot be used again until after next turn.
  • Fire pistol up to 2 spaces, cannot go through obstacle.

5. Wizard. Cost:$3000

  • Moves:2 spaces, travel through anything.
  • Cast magic missile up to 4 spaces.
  • Cast fireball 2-3 spaces, splash damage 1 space, creates fire, direct hit dries up water, fire cools down after next turn, cannot be cast again until after next turn.
  • Cast drown 1 space, creates water if plains, destroys fire if present, if trees are present, splash damage 1 space creates trees in plains.

Vehicles[edit | edit source]

1. Tank. Cost:$4000

  • Moves: 4 spaces, run over sandbags cost two moves, run over trees cost three moves.
  • Can use remaining moves after attacking.
  • Can only be killed by direct explosions, fire, and grues.
  • Shoot machine gun 3 spaces, fires straight, cannot go around or through obstacles unless aimed at aircraft, kills aircraft and infantry.
  • Fire cannon 3 spaces, explosive, direct hit destroys sandbags, trees, and bridges, splash damage 1 space kills infantry.

2. Artillery. Cost:$4500

  • Moves:3 spaces, 5 if not attacking in the same turn.
  • Can use remaining moves after attacking.
  • Can only be killed by direct explosions, fire, and grues.
  • Fire plain shell 5 spaces, explosive, direct hit destroys sandbags, trees, and bridges, splash damage 1 space kills infantry.
  • Fire napalm shell 4 spaces, creates fire, direct hit dries up water and loses splash damage, splash damage creates fire.
  • Fire anti-personnel shell 4 spaces, direct hit kills aircraft and infantry, splash damage 2 spaces kills infantry.

Planes[edit | edit source]

1. Plane. Cost:$5000

  • Moves: Anywhere, must "land" in plains
  • Cannot be killed by fire.
  • Fire guns 1 space, kills infantry.
  • Fire missiles 2 spaces, explosive, kills vehicles and aircraft, splash damage 1 space kills infantry.

Grue[edit | edit source]

1. Grue. Cost:$6000

  • Moves: 6 spaces, travel through sandbags and trees.
  • Can use remaining moves after attacking.
  • Can only be killed by fire.
  • Can attack as many times as desired.
  • Kills any unit it goes through, except planes and other grues.
  • Devour 1 space, kills anything except other grues; if target is grue, both units die, creates Sophia where enemy grue was.

2. Sophia. Cannot be purchased. Cannot move. Cannot be killed. Every turn, kills everything within 3 spaces. Turns into Potatohead after 4 turns.

3. Potatohead. Cannot be purchased. Cannot move. Cannot be killed. All units within 5 spaces are frozen in place. Disappears after two turns.

4. Brown Grue. Cannot be purchased. Cannot move. Can only be killed by fire. Every turn, kills everything except other grues within 2 spaces; if only one target is destroyed, the grue moves to where that target used to be.

Game 1[edit | edit source]


a b c d e f g h i j k l m n o p q r
0 CtFbf.png CtFbr.png CtF .png CtF .png CtFsb.png CtF .png CtF .png CtFwr.png CtFwt.png CtFwt.png CtFwt.png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png 0
9 CtFbd.png CtF .png CtF .png CtFsb.png CtF .png CtF .png CtF .png CtFwt.png CtFwt.png CtFwr.png CtFwt.png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png 9
8 CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtFbe.png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png 8
7 CtF .png CtFsb.png CtF .png CtF .png CtFwt.png CtFwt.png CtFwt.png CtF .png CtF .png CtF .png CtF .png CtFwt.png CtFge.png CtF .png CtF .png CtF .png CtF .png CtF .png 7
6 CtFsb.png CtF .png CtF .png CtF .png CtF .png CtF .png CtFge.png CtF .png CtF .png CtFwt.png CtFb3.png CtF .png CtF .png CtF .png CtF .png CtFwr.png CtF .png CtFsb.png 6
5 CtFsb.png CtF .png CtF .png CtF .png CtF .png CtF .png CtFge.png CtF .png CtF .png CtFwt.png CtFb3.png CtF .png CtF .png CtF .png CtF .png CtFsb.png CtFsb.png CtF .png 5
4 CtF .png CtFsb.png CtF .png CtF .png CtFwt.png CtFwt.png CtFwt.png CtF .png CtF .png CtF .png CtF .png CtFwt.png CtF .png CtF .png CtF .png CtF .png CtFrl.png CtF .png 4
3 CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtF .png CtFwt.png CtFwr.png CtFsb.png CtF .png CtFrl.png CtF .png CtF .png 3
2 CtFgu.png CtF .png CtF .png CtFsb.png CtF .png CtF .png CtF .png CtFwt.png CtFwt.png CtFwr.png CtFwt.png CtF .png CtF .png CtFsb.png CtFrw.png CtF .png CtF .png CtF .png 2
1 CtFgf.png CtFgr.png CtF .png CtF .png CtFsb.png CtF .png CtF .png CtFwr.png CtFwt.png CtFwt.png CtFwt.png CtF .png CtFsb.png CtF .png CtF .png CtF .png CtF .png CtFrf.png 1
a b c d e f g h i j k l m n o p q r
Game #1 /Red:VGD >=3/ Blue:<player2>/ Green: <player3>

Additional rules[edit | edit source]

  • If anyone says "unfair" (including me), they lose one of their most expensive units.
  • Blue and green are on the same side.
  • Red makes additional $500 each turn.
  • Turn order: Red, Green, Blue.
  • Captured weapon racks disappear. Please mention your current money rate at the end of your turn.
  • Please mention the current amount of money you have at the end of every turn. (Not required, but it would be nice)

Moves[edit | edit source]

1. Lost Red Grue, preparing to move. Wizard to o2. Soldier to p3. Soldier to q4. $1500. It is Blue's turn.