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?
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.
Players alternate turns, starting with the player who won the previous match or determined randomly for a first-time game.
On a turn, a player may choose one of the following actions:
The player rolls a four-sided die (d4) to determine the total number of intersection spaces they may move their spheres.
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.
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.
This detailed set of rules ensures a balanced and engaging experience, blending strategy, magic, and tactical maneuvers.
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.
He who breaks these sacred laws shall be cast from the chamber, their name unspoken in the halls of wizards. Obey, or be exiled.
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.