Dungeoneer.com

Blix: Under Product Development


Blix Premise

You find a long abandoned stone complex deep underground. Deep into the cold dark dungeon you locate giant doors.

The ancient stone doors groan as they are forced open, releasing a gust of stale, cold air that seems to carry whispers of the past. The chamber beyond is shrouded in shadows, its vastness revealed only in fragmented glimpses as faint beams of light filter through cracks in the ceiling. Dust hangs thick in the air, disturbed by the intrusion, swirling like spectral remnants of a forgotten time.

The board, once the centerpiece of grand games, sprawls across the floor in eerie silence. The grid of grooves and domes are still visible but filled with debris-fallen chunks of the ceiling, dirt, and brittle remains of what might have been player tokens. Some spheres remain, their once-glorious surfaces tarnished and cracked. A sphere of some metal has dulled to a greenish hue, corroded by centuries of neglect. A black obsidian sphere lies shattered, its pieces scattered like dark glass, while a sphere of wood has rotted away almost entirely, leaving only a faint outline on the dusty floor.

The six towering stone pillars stand like solemn sentinels, their surfaces marred by deep cracks and scorch marks from the magic of battles long past. Vines have begun to creep their way into the chamber, wrapping around the bases of the pillars and reaching toward the ceiling like nature's quiet reclamation. One pillar leans precariously, its base eroded, as though the weight of time has finally become too much to bear.

Above the board, the walkways and balconies have fared no better. Some have collapsed entirely, their stone railings lying in jagged piles below, while others cling stubbornly to the walls, their once-polished marble surfaces now rough and pitted. The remnants of enchanted orbs that once illuminated the room hang in twisted metal sconces, long since extinguished, their magical energy faded to nothing.

Near the far end of the chamber, the staging rooms gape open like the mouths of forgotten beasts, their interiors filled with rubble and the decayed remains of what might have been reserves of spheres or magical implements. A faint shimmer lingers in the grooves of the board -- perhaps the last remnants of ancient enchantments, flickering weakly as if reluctant to be extinguished entirely.

The air is heavy with an uncanny stillness, broken only by the faint echo of a dripping sound somewhere deep in the chamber. It feels as though the room itself remembers the last game played here, holding its breath in anticipation of a move that will never come. To the untrained eye, it is a ruin, but to someone with knowledge of its history, it is a sacred tomb, preserving the ghostly traces of the strategy, magic, and mastery that once filled it with life.

What must this game have been like?

Blix Overview

The game of Blix is an ancient contest of strategy, magic, and mastery. Played in a specially designed chamber, it is a battle of wit and skill where two players compete to move their spheres across the board while utilizing their magical properties to overcome their opponent.

Setup

The Board
  • The board is a 16x16 grid of square yards.
  • Each square has shallow grooves (6 inches wide) along its inner edges.
  • At the intersections of the grooves, there are hollowed-out concave domes (1-foot diameter) that hold the spheres.
  • A middle line of grooves extends from the center of each edge of the board to staging rooms off the board.
  • Six stone pillars occupy the board as obstacles, three on each side, positioned between the 2nd and 3rd squares on the left and right.
The Spheres
  • Each player selects 16 spheres before the game begins, each made of a unique material with distinct magical properties.
  • Every sphere is 36 inches in diameter.
  • Players reveal 8 spheres at the start of the game and keep 8 in reserve in their staging room.
  • Spheres are placed in the hollowed intersections along the player's back row.
Victory Condition
  • The objective is to move four of your spheres to the opponent's starting back row.

Gameplay

Turn Order

Players alternate turns, starting with the player who won the previous match or determined randomly for a first-time game.

Actions

On a turn, a player may choose one of the following actions:

Summon:
  • The player selects one sphere from their reserve in the staging room to bring onto the board.
  • The sphere rolls to the center position of the player's back row, provided that position is unoccupied.
  • If the position is occupied, the player must maneuver instead.
Maneuver:

The player rolls a four-sided die (d4) to determine the total number of intersection spaces they may move their spheres.

  • A sphere may move in any direction but only in a straight line per player turn.
  • The total movement from the die roll may be split between multiple spheres.
  • A sphere cannot move through another sphere of the same player.
  • If a sphere moves into contact with another sphere it initiates combat and is the attacker.
Combat

When two spheres come into contact the moving sphere is the attacker. This is typically on the player's turn who is moving but not always.

Resolving Combat:
  • The magical properties of the attacking and defending spheres are compared. The outcome is determined as follows:
  • Each sphere's attack and defense values are applied.
  • Opposing schools of magic may apply modifiers (e.g., Fire attack is twice as effective against Water defense).
  • After applying those modifiers, the sphere with the higher effective value will triumph and resolve with these rules:
    • If the attacking sphere's attack value is double or more than the defending sphere's defense value, the defending sphere is destroyed.
    • If the attacking sphere's attack value is more than the defending sphere's defense value but less than double, the defending sphere is defeated.
    • If the attacking sphere's attack value is less than half the defending sphere's defense value, then the attacking sphere is pushed back two spaces. If this pushes the attacking sphere off the board, it is destroyed. If it pushes into another sphere of the opponent or themself then the sphere is the attacking sphere again. It follows normal combat resolution. However, if the sphere is pushed back again then it is destroyed.
    • If the attacking sphere's attack value is less than the defending sphere's defense value but not less than half, neither sphere moves, and the attacking player's turn abrubtly ends.
Combat Outcomes:
  • Destroyed: The defeated sphere is removed from play.
  • Defeated: The losing sphere rolls off to the discard room on the left or right of the board.
  • Triumphant: The victorious sphere occupies the position of the defeated sphere.
  • Rebuffed: If the combat is a stalemate, the attacking sphere returns to its original position.
Special Interactions:
  • Spheres may interact with the board's grooves and pillars. For example, certain materials may gain bonuses when adjacent to or interacting with specific obstacles.
  • The middle grooves connecting to staging rooms allow for dynamic summoning strategies.

Magical Sphere Properties

  • Materials and Themes: Each sphere's material determines its attack and defense properties, magical theme, and interaction with opposing spheres.
  • Attack and Defense Mechanics:
    • Each sphere has numerical values for attack and defense that sum to 10.
    • These values are aligned with specific schools of magic (e.g., Fire, Water, Shadow, Light).
    • Opposing schools of magic apply modifiers during combat (e.g., a Water defense doubles its value against a Fire attack).
  • Resting Properties: Spheres retain subtle magical auras while resting, which may hint at their strengths and weaknesses.

Winning the Game

A player wins the game by moving four of their spheres to the opponent's starting back line. The game can also end if one player forfeits or is unable to prevent the opponent from completing their objective on the next turn.

Optional Rules and Variants

  • Timed Turns: Players have a set time (e.g., 2 minutes) to complete their turn.
  • Advanced Combat: Players may reveal additional properties or abilities of their spheres during combat for greater strategic depth.
  • Dynamic Obstacles: Pillars may move or change positions at set intervals to add unpredictability.
  • Team Play: Two teams of two players each can collaborate, sharing spheres and strategies.

This detailed set of rules ensures a balanced and engaging experience, blending strategy, magic, and tactical maneuvers.

Posted Game Laws

Overview

Blix is an ancient contest of strategy, magic, and mastery. Played in a specially designed chamber, it is a battle of wit and skill where two players compete to move their spheres across the board while utilizing their magical properties to overcome their opponent.

The Laws

  • The game shall be won only by moving four spheres to the opponent's back line. Any other path to victory is a heresy.
  • On your turn, you shall summon a sphere or maneuver those already in play. To summon where forbidden or maneuver without cause is a breach of honor.
  • Should spheres collide, let the forces of magic decide their fate: triumph takes the space, defeat leaves the board, and stalemate returns the aggressor. To deny this truth is to defy the game itself.
  • The grooves and pillars of the board are sacred. To use them unwisely or without respect is to risk chaos and dishonor.
  • Each sphere's essence is its truth. Let no player tamper with or conceal the properties of their chosen spheres.

He who breaks these sacred laws shall be cast from the chamber, their name unspoken in the halls of wizards. Obey, or be exiled.

Blix: Rune Mechanics

At the start of the game, players agree on the number of runes they will select, choosing a number between 0 and 16. If the players irrevocably disagree on the number of runes to use, then a total of 8 runes will be used. Each player then selects their runes, drawn randomly and alternately from a shared bag containing all 16 unique runes.

Runes are cast at the spheres and their properties are announced before a player's action completes but after it begins (summon, maneuver, attack, etc). Each rune can only be used once per game and loses its power immediately after use.

Available Runes

  1. Strengthen: Increases a sphere's attack by +5 for one turn.
  2. Weaken: Reduces an opponent's sphere's attack by -5 for one turn.
  3. Shield: Adds +5 to a sphere's defense for one turn.
  4. Crush: Increases a sphere's attack by +10 but reduces its defense by -5 for one turn.
  5. Speed: Allows a sphere to move one additional space during this turn.
  6. Jump: Enables a sphere to jump over one adjacent enemy sphere during its movement.
  7. Nimble: Allows a sphere to change direction up to as many times as its total movement spaces this turn.
  8. Swap: Switches the position of two of your spheres on the board.
  9. Root: Prevents a sphere from making its intended movement or any subsequent movement this turn.
  10. Push: Forces an opponent's sphere to move one space in a chosen direction. This ability may not be used to move spheres off the board.
  11. Absorb: Converts half of an opponent's attack value into defense for your sphere during combat.
  12. Reflect: Reflects half the damage of an opponent's attack back to their sphere during combat.
  13. Barrier: Increases the defense of a sphere by +10 for one turn but does not cause attackers to be pushed back.
  14. Vision: Reveals all properties of one opponent sphere for the remainder of the game.
  15. Enhance: Increases both attack and defense by +2 for one turn.
  16. Dispel: Cancels the effect of an opponent's active rune. It can be applied immediately after an opponent casts a rune, nullifying its effect before it takes place. Dispel must be declared as a counterspell before the rune's effect resolves.

Resources

  • Sphere Weights
  • Sphere Magical Properties
  • Sphere Selection
  • Drawling Runes
  • The Board

Founded on April 30 1995 - Last Modified Wednesday January 22, 2025. - Terms of use. Copyright © 1995-2026 Dungeoneer.com. All rights reserved.