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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,
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
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.