
Game Features & Screenshots
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The game is
played using the three maps shown here.
Click the pics for a larger shot. The larger shots are still a good
deal smaller than the full size maps and the images used here are low
resolutions. Actual game graphics are much better.

The Kingdom map (above
left) is the primary map in the
game. It consists of two large islands with a shipping channel between.
The northern area is the Battleground where players will conduct
warfare
while their character is taking care of other business. The map also
features dozens of buttons for die rolls, events, creature level
determination, charts, etc. There's a wind gauge for ocean travel,
weather conditions forecaster, tokens for 20 races (each with a male
and female version) 16 decks of cards, and several stacks of chits and
counters.
The Palace map (above
center) is where the player must
go to find the Object they seek. It stands on the summit of Breene
Island.
The Catacombs (above
right) is an alternative route
back to Mariah Island but very dangerous. The rooms rotate. Can you get
through before you're hopelessly trapped?
The game also features:
- Terrain
in the Kingdom map and rooms in the Palace and Catacombs maps areas are
established
completely
at random prior to game play so you're basically dealing
with
a new world for every game. In the current version, a host may either
create their own world or
they can download one of several pre-created worlds available on the
TBKWorld file site. In future versions, the world will be created using
a quick automated process that eliminates the need for pre-creating
worlds.
- Events
that take place may remain on the game board creating a constantly
changing
environment complete with Roamers wandering
about. Currently, this is done manually. Future versions will handle
Roamers automatically at the beginning of each new round.
- Each
main area of the game board has it's own set of rules for movement and
game play making this basically several game systems in one.
- Realistic
ocean travel using a wind direction chart to determine dice rolls.
- Each
player becomes one of 20 races (male or female) with certain inherent
abilities at the
beginning
of each game. Over 60 other special abilities
available to enhance their character.
- Each
player has 5 attributes - Power, Skill, Social, Swift and Psychic - and
will
have plenty of opportunities to use all of them.
- Players must dicker with
the merchants to determine the price
of goods.
- Players
will have many opportunities to take on the roll of creatures and other
non-player characters keeping everyone involved even it it's not their
turn.
- A player may acquire
Independents - Companions controlled by you that move
about and perform errands and/or attack creatures and other players
away from your party.
- Each
player has an established amount of weight and magic they can possess
based on race and sex.
- Movement
points, instead of dice, are used for basic movement allowing the
player
to travel anywhere they want depending on the terrain restrictions and
weather conditions.
- Nearly 1000 event cards
including personal and natural
occurrences, random places, wandering roamers, over 80 spells, over 300
creatures and over 300 goodies you can add to your inventory from basic
adventure items to weapons, armor, riding animals, companions and
extremely powerful magic items. This
extensive variety of events and the possible combination of events that
can occur will literally create billions of possible
scenarios the
player may face, making each game completely unique
- 100% replay
value.
- A new,
simple, but realistic battle system that allows even the weakest
character
the chance to kill or chase off a much stronger opponent. Hey, it
happens.
- Battles can take place
either physically or psionically.
- Players can hire armies
and officers and send them into the
Wastelands to grab territory, set up military roadblocks, and wage war
to try and
stop other players and their armies from getting through.
- The ability to invest your
money and "play the market"
making
even more money.
- A complete and
comprehensive rule book in HTML format.
Featured
screenshots (click for bigger shot, if there is one):
This player token for the male Vamclast shows the
extensive amount of
tools and information that can be retrieved directly from the player
token. Each of these button will open windows for more extensive
information. The buttons along the left are the major attributes -
Power, Psychic, Swift, Skill, Social. The "All" button allows the
player to open all 5 major attribute windows at once so they can review
where they wish to add that extra point they just got. As you can see,
the ratings
for each of these attributes are displayed right on the buttons for
quick review.
The right buttons handle general information, hit points, inventory,
the player's private window, and cash. Current Hit Points and Bank
Account funds are also displayed on the face of the token. The label on
the bottom shows the character's current conditions. Poisoned,
diseased, catatonic, are a few of the conditions a character may be in.
If the character is normal, the player has the options of adding their
own label like, "Angry", "Bitchy", "Orcs smell funny", etc.

Here's a sample of a Skill attribute window for the female Imp. Note
that each attribute may have several skills associated with that
attribute. There's also a "notes" area at the bottom of each attribute
window for adding extra information.

Clicking the INV button will bring up the Inventory window.
Here's a sample of the female Imp's inventory. She has a set of special
ability discs (upper center). Clicking the "?" on these will open a
description window. You'll note she has 6 gold pieces, a couple gems
(with base values shown on the front), a couple locks, a key and
several items (known as Collectibles) including 2 donkeys towing a
wagon full of goods.
All cards have a shield in the upper left corner that players can click
to get a full descriptions of the card. Many cards have trackers and
some of this information may be displayed on the front of the card.
All of the above will be redesigned in future versions to make them
even more informative, more automated and much easier to use.

Here's a quick shot of 3 characters - The Male Imp, the Female
Achnaroid, and the Male Krimin - ready to rumble. The Sage is around,
too, but she was lucky enough to start up north away from the other
potentially hazardous players.

The Krimin has decided to enter and take advantage of Moonshadow Glen.
You'll note that he's changed his condition to "Busy" to show the other
players he won't be moving for a while. As per the card instructions,
he rolled a 5. Shown here is his General Information window and he's
created a turn tracker near the bottom to show he must stay here for 5
rounds to gain 2 points of Skill. Each round, he'll check off one of
the boxes in his turn tracker. Once they are all unchecked, he'll
change his condition back to "Normal" and give himself 2 points in
Skill.

The Imp had some good luck. He had an Event that stated, "Draw a
Collectible card", and he drew a Rope of Command. Here he's reviewing
the card's description before placing it in his inventory.

The Sage is doing some shopping with the Theurgist as he's got a
real nice Holy Light for sale. He also has Flying Dust - one of the
most prized items of the game - but with $2,187, she doesn't even
have half the money she would need for that. She has the Dicker Chart
open to see how well her and the merchant or going to get along but
with a Dicker Rating of only 15 (far left), it's not likely she's going
to get a good deal. Is the Holy Light worth the extra expense?
Future versions will automate the dicker process to a button click.

The Achnaroid seems to have gotten herself in trouble with a
Wandering Soul - a minor, level A, Undead creature. She ought to make
short work of this conflict, especially considering her battle
enhancements. She's starting off with a Power of 5 vs the Soul's Power
of 4. Opponents get -10% chance of surprise. Since the Wandering Soul's
surprise rating is 10%, the Achnaroid can't be surprised by the Soul.
The Achnaroid doesn't have a weapon yet but her insectile claws give
her a +1 to hit and D8 damage in battle without one. Plus she'll
inflict an additional point of damage for her Power. To top it off, she
has a natural 20% armor rating so she might not get hurt even if she
does get hit.

The Krimin has made some progress. He's on his way to Breene
Island to head up to the Palace. He's had a rare Waterway Event ...but,
obviously a very good one!

Here's a shot from inside the Palace as the Imp searches for the
Object he must find. He's entered the King's Chambers and he's reading
the description to see what he must do to view the Object.

The Sage is also searching the Palace. She's fulfilled the
requirements of the room she's in so she gets to peek at the Object.
This shot shows that she's placed the Object in her Private Window to
view. Looks like she's found Minotaur Oil and she's noted that in her
Palace Notes. Unfortunately, that's not what she's looking for so
she'll flip it back over and replace it back in the room.
You'll also note she knows a couple Spells - a Standard spell and a
Combat spell. The Death Shock is a highly prized one. Other spell types
include Defensive spells and Warfare spells.

Here's a shot from inside the Catacombs and the Achnaroid has
gotten herself into a heap of trouble. She was hoping to only
have to pass through one more room (Room #11) but it rotated on her
before she could get there. Now she'll have to detour through rooms #7
and #8 and hope they don't shut her off as well. To make matters worse,
she just encountered an Eloy that makes the Wandering Soul she
encountered earlier look like chicken feed. This level D creature is a
Master which can attack both Physically and Psionically on the same
segment of combat. This could get ugly.

While the character's are off trying to complete their quest, it
appears there's some skirmishes going on in the Wastelands as Contender
#2 is trying to bust open a hole in Contender #7's lines with a Major
and 9 army units. Contender #7 only has a Captain and 3 army units in
the contested hex but he's got 6 reinforcement units ready for a
Counterattack, if necessary.
Many components in the game still need artwork. We invite everyone to
help contribute to the game. If you'd like to contribute some art, see
our Submit Artwork for Future
Versions page for details. Also, visit our Art Gallery page for game art and artists.
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©2008 - Rich Johnston. Original
art used by permission. All rights reserved.