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Day One

By Meta Games,
Co-Founded by Evan Sanderson, Alex Cha, and Austin Branion

To Our Players,

Welcome to Day One, an ever evolving multiplayer shooter run by the players. At Meta
Games, we sincerely care about the player experience. To most developers, that means
engaging with their player communities post-launch, and patching all of the features of
the game that you attempt to exploit. But surely you must understand that we have
worked very hard on this game, and we need our vacations. So in a stroke of genius,
weve innovated yet again in our decision to give this world to you.
In Day One, the world is yours. You change the rules, you patch the game, you bicker
and fight with one another inside the games only map, or outside on forums that youll
have to create. As we pass you the baton and become fans of the world we created, we
are excited to see where you take this. Dont f*&k it up.

Warmly,

Evan Sanderson, Alex Cha, Austin Branion


Co-Founders of Meta Games
GAME MATERIALS
-6 Assault Squadmates
-6 Ninja Squadmates
-6 Sniper Squadmates
-2 Leaders
-12 Patch Update Cards
-12 Leader Upgrade Cards
-6 Dice
-6 Wall Pieces
-Game Board
-Corpse Tokens
OVERVIEW
In Day One, your goal is to assassinate the opposing teams Leader. This is
accomplished through careful coordination and strategy amongst your Leader and
Squadmates, utilizing combat and Patch Update Cards that modify the game rules. The
games rules are constantly evolving due to Patch Updates that are introduced by the
players. Its up to you to read those Patch Notes and adapt, upgrade, and survive.
There are three Squadmate Classes that can defend the Leader Class. Each player
selects two of the Squadmate Classes to begin the game with. If a Squadmate is killed in
battle, a new Squadmate of any class can be spawned into the game at any chosen
designated spawn zone. Each player has three respawns that they must manage. Their
Leader Class also has the ability to revive fallen Squadmates.
CLASS ATTRIBUTES
Leader: The fate of your team is tied to the life of the Leader. Protect the Leader at all
costs, understanding this units initial limitations and Upgrade potential.
Sniper: What the Sniper lacks in mobility it makes up for in long ranged attack.
Understanding that this class cannot attack in close quarters, talented Snipers are best
able to support the movements of the other Squadmates from great distances.
Assault: The most balanced of all of the classes, the Assault classs moderate mobility
and attack ranges make it adaptable in the ever changing combat zone.
Ninja: The quickest and deadliest class, Ninjas excel at closing the gap between
themselves and their foes, silencing them before they realize what hit them.
Class Movement and Attack Information
Class

Movement Range

Attack Range

Attack/Defense Dice

Leader

3 spaces

1 space

1/1

Sniper

3 spaces

5-9 spaces

2/1

Assault

6 spaces

1-5 spaces

2/1

Ninja

8 spaces

1 space

3/1

CARDS IN THE ARSENAL


Patch Update Cards
In Day One, you have the opportunity to create Patch Updates to the game to create
advantages for your team. These cards radically modify the parameters of the base
game for both players. Feeling like Snipers are too overpowered? Just turn them all into
the class of your choosing with the ...so OP, plz nerf Card. Because Patch Updates
modify the game parameters for both players, careful situational strategy must be
implemented in order to make the most of the evolving ruleset. Patch Update cards do
not stack.
Upgrade Cards
Upgrade Cards are used to enhance the capabilities of your Leader. Wish your Leader
was faster? Close the gap by equipping Quick Sneakers of Fasty Run Run to double
your movement and attack ranges. Unlike Patch Updates, Upgrade Cards are applied to
only your Leader, and they stack, unless it is not indicated.
Using Patches or Upgrade Cards
Upon killing a Squadmate of the opposing player, every player is presented with the
option of selecting either a Patch Update Card or an Upgrade Card to add to their
arsenal. Once a card is selected from either deck, it cannot be utilized for one turn.
Denial Cards
Each player begins with one Denial Card, which may be used to negate a Patch,
Upgrade Card, or attack, at any time.
GAME SETUP
Players begin by taking turns placing Wall Pieces on the game board.
Players then select the two Squadmates they wish to bring into battle with them to
defend their Leader. They may have duplicate Squadmates if they wish. Players also
randomly select two Patch Update Cards each.
Each player begins by placing their Leader and their Squadmates within the designated
starting spawn zone.
GAME PHASES
Each player undergoes four phases before their turn ends and the other players turn
begins. Roll a die in order to determine who goes first.
Phase 1. Resolve Cards
At the start of each players turn, they may choose to activate an Upgrade or Patch card
that they have in their Arsenal. Players can choose to hold on to their cards until
subsequent turns if they like.
Phase 2. Movement

Player selects any unit to move a number of spaces less than or equal to the maximum
allowed for that class. Units may move through any other units or corpse tokens, but
their move may not terminate on a hex already occupied.
If a unit has just been spawned into the game, it must wait one turn after it has spawned
before being eligible for movement.
Phase 3. Attack / Defend or Revive
If the players unit sees an opposing unit within its range, it can attack by rolling the
number of attack dice allowed for that class. The attacking player declares which unit
they are attacking, whereupon both players roll the prescribed number of dice. Attacks
can only occur if a straight line can be drawn between the center of the attacking units
hex and the center of the target units hex without encountering obstruction. The entirely
of a hex is considered an obstructive hex if a Wall Piece is placed above it.
If the attacking player rolls more even-numbered dice than the defending players unit,
the defender is defeated, their unit removed, and a corpse token laid on the hex where
they died. If the attacking player rolls the same amount of even-numbered dice than the
defending players unit, the defender survives the encounter. Finally, if the attacking
player rolls fewer even-numbered dice than the defending players unit, the defender
survives the encounter. The player whose unit was removed can then spawn any new
unit in one of the designated spawn zones. Respawning occurs immediately following
death. The respawned unit cannot move or attack until the turn following its spawn.
During this phase, Leaders can choose to attack or revive a corpse. In order to revive a
corpse, the Leader unit must be one space away from a Squadmates corpse token, and
then roll an even number on one die in order to be successful in the revival.
Leader Defense
The opposing players Leader can only be attacked when no other units stand within the
attack range of the attacking players unit. This serves as the primary method of defense
for the Leader, allowing for Squadmates to be attacked before the Leader must be
attacked.
Phase 4. Card Draw: If the player kills an opponent in Phase 3, a card from either the
Upgrade deck or the Patch Update deck may be drawn and added to that players
arsenal.

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