What does a game round of the Genesys Project look like? Well here is an overview of just that.
7. Playing the Game
7.1 Measuring: You can at any point of the game, measure the distances you want to see who can make it where or for ranges etc. Measuring can lead to conflicts, so here are a few rules to make it easier.
You can measure from any point on your model to move, however, no point of your model may move over its intended movement. This can make turning harder and the facing harder to change.
For example, you cannot rotate your models for an advantage. If you are moving forward 6”, and then spinning your model around for the rear facing of the vehicle, the extra inches the rear of your model moved counts as part of your movement.
This does a couple things, it stops the rotating for advantage seen in many games, but also slows vehicles down when turning or moving around terrain or blocked locations.
If you are having trouble with this, simply measure the starting location of the farthest moved part of your model, and its final resting point for your movement.
Facing does matter for individual models, from shield positions, to arcs of fire for reactions. Once placed, until the model is next activated, you may not adjust it.
7.2 Dice: The Genesys Project is a d6+stat game. This means that while D6’s are used, characteristics, or stats, are most often added to the die results. This gives the game a 1-12+ range of results instead of a straight forward d6.
There are times where other dice are used, and it’s advisable to also have with you a d10, which is often used for random effects or scatter.
7.3 Game Round A Game Round is only completed when every squad from both opposing armies has been activated. This includes squads that are just coming onto the board.
A Game Round consists of the following stages done in order.
2 Challenges to Initiative
3 Alternating Player Turns
5 Determine Initiative for next round
7.4 Events can often effect the game as a whole, and are either Game Events or Player Events. Game events take place simultaneously first before player events, which then alternate between players.
1. Game Events
2. Alternating Player Events starting with the player that has initiative.
Game Events examples are Changes between Day and Night, Gravity Bombs, the detonation of timed explosives, lightning strikes, and other environmental effects etc.
Player Event Examples would be reserves, models recovering from wounds, repairs, etc.
It is important to note that Events occur before someone is able to challenge initiative.
7.5 Challenging Initiative: Initiative is determined at the end a Game Round, where the player that completed all his activations first, gains initiative for the following round. Sometimes this can be a game changer for an army taking serious losses, as it may give them a chance to gain the upper hand.
During the first round of the game, Initiative is determined by deployment zones. Each player adds up the numbers of his or her deployment zones, and the player with the lowest total number has Initiative heading into the first round of the game.
The First Game Round, you may not Challenge the Initiative.
Challenges to Initiative. Whoever has Initiative during Alternating Player Turns, has the choice to go first or second.To Challenge Initiative: In any round besides the first, if a player does not have the Initiative he or she may challenge to take the Initiative from another player.
The challenging player rolls 1d6+ his or her highest Command currently on the board to beat the Initiative of the defending player.
Challenger: 1d6 + Command
Initiative Holder: 1d6+ Command + Round Bonus
The Defending player who has initiative rolls a d6 and adds his highest Command currently on the board. Then the Defending player is allowed a round bonus of +1 during normal game play, and a +2 during the End Game.
The round bonus is as follows:
- +1 during rounds 1-6
- +2 during rounds 7+
7.6 Alternating Player Turns The player with Initiative goes first, and completes a number of squad activations equal to or lesser than the highest Command characteristic on his or her field at the start of the Player Turn.
Each squad is activated separately and one at a time. Once the activated squad has completed its activation, the current player may then activate another squad if he or she has enough Command to do so.
At the end of a player’s turn, the player’s command value for activating squads is reset. This allows a player to use Reactions during the opposing players turn. However using reactions takes up a future activation from the players next turn. This can reduce your activations down to 0 for your next turn, but no less. You must have an activation available in order to do any reactionary activations.
Player Turns alternate back and forth until every squad that can be activated has done so.
7.7 Effects occur after all squads have been activated. These events are often determined by special abilities and/or events in the game. Effects like Poison, Fire, or other game effects take place here.
7.8 Determine Initiative: The player that activated last forgoes Initiative in the next Game Round, but has the opportunity to challenge it during the start of the next Game Round.
In this way it is often advantageous to attempt to get all your activations in before your opponent in order to get the jump in the following Game Round.
7.9 The End Game Games end after six Game Rounds of play, with the opportunity for either player to push the game further. Rounds 7+ are referred to as the End Game.
If either or both players want to push the game further into another round of play in the End Game, they may attempt to do so at the conclusion of the current round.
The player who wishes to push the game rolls 1d6 and adds his or her highest model’s Command Attribute to the roll.
1d6 + Command vs Game Round
To play Round 7 the die roll must equal or beat a 7+. For Round 8, the total must be an 8+, and so on. The game automatically ends after ten Game Rounds.
I also want to mention just how helpful those of you are that are sending in questions, clarification questions, and much more. I'm very grateful for the intense interest many people have shown this game at this point. I find it inspiring that already at this point, each Genesys Project article is getting over 5,000 views. So there is quite a bit of interest in it, and I am starting to think some of you know ins and outs of the trait system as well and if not better in some instances than I do. Some great races being created.
There are also some updates coming to the Humanoid Primarius this week. These changes are complete, and I am simply waiting to make sure there are no more clarifications etc, that need to be put in.