Kingdom Rush Board Game

The place to make/discuss Kingdom Rush suggestions.

Kingdom Rush Board Game

by TheGrovyleGamer » Tue May 30, 2017 11:16 pm

This may sound weird, but I think it's a great idea. I spent 20 hours making a board game of Kingdom Rush where you play as 8 heroes from the remakes and fight monsters and bosses. I loved playing this game and I thought i went very well. There is currently not much to see because the game is in its early stages, but I hope you like this as much as I do! The characters and enemies do not have their original names, and there is currently no copy of the rules. If youw ould like to learn more about this game, contact me.

Here is a list of the Enemies and monsters:

Xuvras: The Dark Wizard
Current HP:_____
Current XP:_____
XP to next Lv:_____
Ability Points:_____
Current Lv:_____

HP:
Lv. 1: 185
Lv. 2: 200
Lv. 3: 215
Lv. 4: 230
Lv. 5: 245
Lv. 6: 260
Lv. 7: 275
Lv. 8: 290
Lv. 9: 305
Lv. 10: 320

Magic damage:
Lv. 1: 22
Lv. 2: 24
Lv. 3: 28
Lv. 4: 30
Lv. 5: 34
Lv. 6: 36
Lv. 7: 40
Lv. 8: 42
Lv. 9: 46
Lv. 10: 48

Armor: None
Stealth: 3
Strength: 1
Magic: 6
Ability Points gained when level up:
4






Abilities:

Unholy Magic:
Insta-kill a foe with an HP of 250/500/750 or less
Cooldown: 3 turns
Ability point cost/upgrade: 3/3/3 points




Prison of Bones:
Block 1/3/6 potential hit(s) and deal 36 damage
Cooldown: 3 turns
Ability point cost/upgrade: 1/2/3 points

Shadow Spell:
Increase Xuvras’s magic by 1/2/3
Cooldown: 2 turns
Ability Point cost/upgrade: 1/1/1 point

Nova of Death:
Deal 40/66/92 damage to all enemies in the room and subtract one dice from their attack
Cooldown: 3 turns
Ability Point cost/upgrade: 2/2/2 points

Demon Form:
Become a Demon for this turn. You have 999/1337/1666 HP and deal 70/90/105 damage per hit
Cooldown: 4 turns
Ability Point cost/upgrade: 4/4/4 points














Astraea: The Elven Assassin
Current HP:_____
Current XP:_____
XP to next Lv:_____
Ability Points:_____
Current Lv:_____

HP:
Lv. 1: 350
Lv. 2: 370
Lv. 3: 390
Lv. 4: 410
Lv. 5: 430
Lv. 6: 450
Lv. 7: 470
Lv. 8: 490
Lv. 9: 510
Lv. 10: 530

Damage:
Lv. 1: 12
Lv. 2: 14
Lv. 3: 16
Lv. 4: 18
Lv. 5: 20
Lv. 6: 22
Lv. 7: 24
Lv. 8: 26
Lv. 9: 28
Lv. 10: 30

Armor: Lv. 1-8: Low Lv. 9-10: Medium
Stealth: 4
Strength: 7
Magic: 1
Ability Points gained when level up: 4

Abilities:
Backstab Barrage:
Attack 2/4/6 times dealing 120/240/360 damage
Cooldown: 3 turns
Ability Point cost/upgrade: 4/4/4 points

Attack Drain:
Target loses 1/2/3 attack
Cooldown: 3 turns
Ability Point cost/upgrade: 2/2/2 points

Defense Drain:
Target loses 1/2/3 defense.
Cooldown: 3 turns
Ability Point cost/upgrade: 2/2/2 points

Spirit Dodge:
Roll a dice. If you get a 5 or higher, block 1/2/3 potential hit(s)
Cooldown: 2 turns
Ability Point cost/upgrade: 1/1/1

Unlucky:
Deal 340/520/700 damage to 1 target. If this attack kills it, deal 200/250/300 damage to all other enemies
Cooldown: 5 turns
Ability Point cost/upgrade: 3/3/3























Carlos: Desert Raider
Current HP:_____
Current XP:_____
XP to next Lv:_____
Ability Points:_____
Current Lv:_____

HP:
Lv. 1: 245
Lv. 2: 260/290/350
Lv. 3: 275/305/365/455
Lv. 4: 290/320/380/470
Lv. 5: 205/335/395/485
Lv. 6: 320/350/410/500
Lv. 7: 335/365/425/515
Lv. 8: 350/380/440/530
Lv. 9: 365/395/455/545
Lv. 10 380/410/470/560

Damage:
Lv. 1: 8/10/14/20
Lv. 2: 10/12/16/22
Lv. 3: 12/14/18/24
Lv. 3: 14/16/20/26
Lv. 4: 16/18/22/28
Lv. 5: 18/20/24/30
Lv. 6: 20/22/26/32
Lv. 7: 22/24/28/34
Lv. 8: 24/26/30/36
Lv. 9: 26/28/32/38
Lv. 10: 28/30/34/40

Armor: Lv.1-4: Low, Lv. 5-9: Medium, Lv. 10: High
Stealth: 2
Strength: 8
Magic: 1
Ability Points gained when level up:
Lv. 2, Lv. 3, Lv. 5, Lv. 6, Lv. 10: 3
Lv. 4, Lv. 7, Lv. 8, Lv. 9: 4




Abilities:


Sword Master:
Increase your attack damage by 2/4/6
Cooldown: None
Ability Point cost/upgrade: 1/2/3


Spike Armor:
When damaged, return up to 1/2/3 hit(s), you still take damage.
Cooldown: 2 turns
Ability Point cost/upgrade: 1/2/3

Endurance:
Increase your total HP by 30/60/90
Cooldown: None
Ability Point cost/upgrade: 1/2/3

Fury:
Multiply one attack by 2/4/6 times.
Cooldown: 3/3/2 turns
Ability Point cost/upgrade: 2/2/2

Decoy:
Summon 1/2/3 dummies with 60/100/140 HP that last 1 turn. They can not attack, but they block all hits for you. No abilities affect the dummies.
Cooldown: 3 turns
Ability Point cost/ upgrade: 2/2/2














Sylvar: The Element Wielder
Current HP:_____
Current XP:_____
XP to next Lv:_____
Ability Points:_____
Current Lv:_____

HP:
Lv. 1: 115
Lv. 2: 130
Lv. 3: 145
Lv. 4: 175
Lv. 6: 190
Lv. 7: 205
Lv. 8: 220
Lv. 9: 235
Lv. 10: 250

Magic Damage:
Lv. 1: 18
Lv. 2: 20
Lv. 3: 23
Lv. 4: 25
Lv. 5: 28
Lv. 6: 30
Lv. 7: 32
Lv. 8: 34
Lv. 9: 36
Lv. 10: 38

Armor: None
Stealth: 2
Strength: 1
Magic: 7
Ability Points gained when Lv. up:
4







Abilities:

Fire Rain:
Fire 2/4/6 fireballs that deal 30 area damage each
Ability Point cost/upgrade: 2/2/2
Cooldown: 3 turns

Thunderbolt:
Cast a thunderbolt that does 60/140/260 true damage
Ability Point cost/upgrade: 1/2/3
Cooldown: 3 turns

Frozen Prison:
Freeze an enemy for 1/2/3 turns that does 20/40/60 damage
Ability Point cost/upgrade: 1/2/3
Cooldown: 4 turns

Stone PIllars:
Summon 1/2/3 stone pillars that block 35/70/105 damage each.
Ability Point cost/upgrade: 1/2/3
Cooldown: 4 turns

Elemental Fury:
Summon an elemental storm that does 210/320/500 damage every turn and last for 1/2/3 turns.
Ability Point cost/upgrade: 4/5/6
Cooldown: 5 turns

















Isidor: Alien Hunter
Current HP:_____
Current XP:_____
XP to next Lv:_____
Ability Points:_____
Current Lv:_____

HP:
Lv. 1: 220
Lv. 2: 240
Lv. 3: 260
Lv. 4: 280
Lv. 5: 300
Lv. 6: 320
Lv. 7: 340
Lv. 8: 360
Lv. 9: 380
Lv. 10: 400

Regeneration:
Lv. 1: 17
Lv. 2: 19
Lv. 3: 21
Lv. 4: 23
Lv. 5: 25
Lv. 6: 27
Lv. 7: 29
Lv. 8: 31
Lv. 9: 32
Lv. 10: 33

Damage:
Lv. 1: 10
Lv. 2: 12
Lv. 3: 14
Lv. 4: 16
Lv. 5: 18
Lv. 6: 20
Lv. 7: 22
Lv. 8: 24
Lv. 9: 26
Lv. 10: 28

Armor:
Lv. 1-4: None, Lv. 5-7: Low, Lv. 8-10: Medium
Stealth: 2
Strength: 8
Magic: 1

Ability Points gained when level up:
Lv. 2, Lv. 3, Lv. 5, Lv. 6, Lv. 10: 3
Lv. 4, Lv. 7, Lv. 8, Lv. 9: 4

Abilities:

Energy Shuriken:
Deal 22/30/35 damage to 2 targets
Cooldown: 2 turns
Ability Point cost/upgrade: 2/2/2

Attack Drone:
Summons an attack drone that does 80 damage, and lasts for 1/2/3 turns
Cooldown: 3 turns after drone disappears
Ability Point cost/upgrade: 2/2/2

Disintegration:
Capture 1, 2, or 3 enemies where the sum of their HP adds up to 250/600/1000 or less
Cooldown: 4 turns
Ability Point cost/upgrade: 3/4/4

Pulse Blades:
Increase your attack by 5/10/15 and ignore armor for 1 turn
Cooldown: 3 turns
Ability Point cost/upgrade: 2/1/1

Self-Destruct:
When you die, deal 100/160/220 damage to all enemies in the room
Cooldown: None
Ability Point cost/upgrade: 1/1/1







Orion: The Holy Wizard
Current HP:_____
Current XP:_____
XP to next Lv:_____
Ability Points:_____
Current Lv:_____

HP:
Lv. 1: 115
Lv. 2: 130
Lv. 3: 145
Lv. 4: 160
Lv. 5: 175
Lv. 6: 190
Lv. 7: 205
Lv. 8: 220
Lv. 9: 235
Lv. 10: 250

Magic Damage:
Lv. 1: 22/24/28/34
Lv. 2: 24/26/30/36
Lv. 3: 26/28/32/38
Lv. 4: 28/30/34/40
Lv. 5: 30/32/36/42
Lv. 6: 34/36/40/46
Lv. 7: 36/38/42/48
Lv. 8: 40/42/46/52
Lv. 9: 42/44/48/54
Lv. 10: 46/48/52/58

Armor:None
Stealth: 3
Strength: 1
Magic: 6
Ability Points gained when Lv. Up:
Lv. 2, Lv. 3, Lv. 5, Lv. 6, Lv. 10: 3
Lv. 4, Lv. 7, Lv. 8, Lv. 9: 4





Abilities:

Arcane Missle:
Launch 3/5/7 missiles that deal 12/18/24 damage each
Cooldown: 3 turns
Ability Point cost/upgrade: 1/2/3



Sonic Boom:
Fire a regular attack that ignores 0/1/2 stages of magic armor and hits 2 enemies
Cooldown: 3 turns
Ability Point cost/upgrade: 2/2/2

Holy Blast:
One shot up to 3 enemies, whose health adds up to 170/330/480 or less
Cooldown: 3 turns
Ability Point cost/upgrade: 3/3/3

Mana Boost:
Increase your magic by 1/2/3 for 1 turn
Cooldown: 3 turns
Ability Point cost/upgrade: 1/1/1

Holy Boost:
Increase your attack by 2/4/6
Cooldown: None
Ability Point cost/upgrade: 1/2/3















Zheng: The Panda Warrior
Current HP:_____
Current XP:_____
XP to next Lv:_____
Ability Points:_____
Current Lv:_____

HP:
Lv. 1: 330
Lv. 2: 360
Lv. 3: 390
Lv. 4: 420
Lv. 5: 450
Lv. 6: 480
Lv. 7: 510
Lv. 8: 540
Lv. 9: 570
Lv. 10: 600

Damage:
Lv. 1: 12
Lv. 2: 14
Lv. 3: 17
Lv. 4: 19
Lv. 5: 22
Lv. 6: 24
Lv. 7: 27
Lv. 8: 29
Lv. 9: 32
Lv. 10: 33

Armor: Low
Stealth: 4
Strength: 5
Magic: 1
Ability Point cost/upgrade:
4






Abilities:

Dash Attack:
Deliver 120/205/290 damage to an enemy
Cooldown: 3 turns
Ability Point cost/upgrade: 3/3/3

Roar of Bravery:
Double every hero (in this room) normal attack damage for 1/2/3 turns
Cooldown: 3 turns
Ability Point cost/upgrade: 2/2/2

Healing Ichor:
Heal 60/120/190 HP
Cooldown: 3 turns
Ability Point cost/upgrade: 1/1/1

Panda Smash:
Deal 43/78/110 damage to all enemies in this room
Cooldown: 3 turns
Ability Point cost/upgrade: 2/2/2

Panda Squad:
Summon 4/5/6 pandas that each deal 120/160/180 to one enemy
Cooldown: 5 turns
Ability Point cost/upgrade: 4/4/4

















Cedarscrub: The Ent Defender
Current HP:_____
Current XP:_____
XP to next Lv:_____
Ability Points:_____
Current Lv:_____

HP:
Lv. 1: 375
Lv. 2: 400
Lv. 3: 425
Lv. 4: 450
Lv. 5: 475
Lv. 6: 500
Lv. 7: 525
Lv. 8: 550
Lv. 9: 575
Lv. 10: 600

Damage:
Lv. 1: 24
Lv. 2: 28
Lv. 3: 32
Lv. 4: 36
Lv. 5: 40
Lv. 6: 44
Lv. 7: 48
Lv. 8: 52
Lv. 9: 56
Lv. 10: 60

Regeneration:
Lv. 1-4: None
Lv. 5: 20
Lv. 6: 22
Lv. 7: 24
Lv. 8: 26
Lv. 9: 28
Lv. 10: 30

Armor:
Lv. 1-7: Low Lv. 8-10: Medium

Rootlings:
Lv. 1: HP: 50 Damage: 3 Armor: None Hit Dice: 3
Lv. 2: HP: 100 Damage: 6 Armor: None Hit Dice: 3
Lv. 3: HP: 150 Damage: 9 Armor: None Hit Dice: 3

Stealth: 1
Strength: 5
Magic: 1
Ability Points gained when Lv. up:
4

Abilities:

Thorn Bushes:
Deal 40/70/100 damage to all enemies in this room
Cooldown: 3 turns
Ability Point cost/upgrade: 2/2/2

Forest Seeds:
Spawn 2 Lv. 1/2/3 Rootlings
Cooldown: 2 turns (after Rootlings disappear)
Last Time: 2 turns
Ability Point cost/upgrade: 2/2/2

Forest Wrath:
Kill an enemy with 400/750/1000 or less
Cooldown: 4 turns
Ability Point cost/upgrade: 3/3/3


Healing Oak:
Heal 70/140/210 HP each turn for 2/3/4 turns
Cooldown: 5 turns
Ability Point cost/upgrade: 1/2/3

Forest Awakening:
Spawn a field of spikes that deals 360/600/900 damage to all enemies and lower all enemies (in this room) defense by 1
Cooldown: 6 turns
Ability Point cost/upgrade: 3/3/3



XP to Lv. up:
Lv. 2: 10
Lv. 3: 20
Lv. 4: 30
Lv. 5: 40
Lv. 4: 50
Lv. 5: 60
Lv. 6: 70
Lv. 7: 80
Lv. 8: 90
Lv. 9: 100
Lv. 10: 110


Goblin:
HP: 20
Damage: 3
Dice Number: 2
Dice Hits: 4’s and 5’s
Defense: 3+
XP: 1

Desert Robber:
HP: 50
Damage: 4
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 3

Forest Bandit:
HP: 70
Damage: 25
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 4+
XP: 5

Armored Bandit:
HP: 160
Damage: 8
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
Medium armor
XP: 8

Orc:
HP: 80
Damage: 6
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
Low armor
XP: 6


Wolv:
HP: 35
Damage: 2
Dice Number: 2
Dice Hits: 4’s and 5’s
Defense: 4+
XP: 2

Goblin Healer:
HP: 100
Damage: 4
Dice Number: 2
Dice Hits: 5’s and 6’s
Defense: 3+
High magic armor
Heals an Ally for 60 HP
XP: 5

Evil Spider:
HP: 60
Damage: 14
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
High magic armor
XP: 4

Sand Raider:
HP: 160
Damage: 8
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
Low armor
XP: 6







Giant Wasp:
HP: 70
Damage: 6
Dice Number: 3
Dice Hit’s: 4’s and 5’s
Defense: 4+
XP: 4

Gargoyle:
HP: 90
Damage: 5
Dice Number: 3
Dice Hit’s: 4’s and 5’s
Defense: 4+
XP: 4

Mummy:
HP: 100
Damage: 20
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 8

Giant Worm:
HP: 100
Damage: 6
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
XP: 4

Hyena Warrior:
HP: 50
Damage: 5
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 3




Hyena Burner:
HP: 60
Damage: 4
Dice Number: 3
Dice Hits: 3’s and 5’s
Defense: 3+
When this monster hits you,
you take 8 damage instead of
4 damage the next time this
monster hits you
XP: 4

Rogue Satyr:
HP: 150
Damage: 8
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 7

Giant Raven:
HP: 120
Damage: 6
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
XP: 6

Robotic Head
HP: 125
Damage: 15
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 7

Skeleton
HP: 120
Damage: 15
Dice Number: 3
Dice Hits: 3’s and 4’s
Defense: 3+
XP: 7

Flying Lizard:
HP: 80
Damage: 6
Dice Number: 3
Dice Hits: 3’s and 4’s
Defense: 4+
XP: 5


Evil Archers:
HP: 180
Damage: 15
Dice Number: 3
Dice Hits: 2’s and 5’s
Defense: 3+
Low magic armor
XP: 8

War Wolv:
HP: 120
Damage: 15
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
Medium magic armor
XP: 10

Frost Wolv:
HP: 350
Damage: 30
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 4+
Medium magic armor
XP: 18

Winter Troll:
HP: 280
Damage: 30
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
Regenerates 5 HP after an
attack phase if it’s not dead
XP: 12







Spider Mother:
HP: 250
Damage: 20
Dice Number: 3
Dice Hits: 3’s and 4’s
Defense: 3+
High magic armor
Spawn a evil spider
when this monster dies
XP: 16



Goblin Bomber:
HP: 140
Damage: 15
Dice Number: 3
Dice Hits: 4’s and 6’s
Defense: 3+
Roll a die. If you roll
a 4+, take 15 damage
XP: 11

Jetpack Riders:
HP: 340
Damage: 10
Dice Number: 3
Dice Hits: 3’s and 4’s
Defense: 4+
XP: 14

Wasp Mother:
HP: 320
Damage: 8
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
Spawn a giant wasp when
This monster dies
XP: 16



Demon Wolv:
HP: 350
Damage: 30
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
Medium magic armor
Roll a die. If you roll
A 4+, take 30 damage
XP: 16

Flaming Demon:
HP: 250
Damage: 20
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
High magic armor
Roll a die. If you roll
A 4+, take 20 damage
XP: 17

Swamp Minion:
HP: 250
Damage: 10
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
Medium armor
XP: 13

Demon Minion:
HP: 250
Damage: 20
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
Medium magic armor
Roll a die. If you roll
A 4+, take 20 damage
XP: 14


Skeleton Warrior:
HP: 400
Damage: 30
Dice Number: 4
Dice Hits: 4’s and 6’s
Defense: 3+
Low armor
XP: 18

Lizard Warrior:
HP: 240
Damage: 15
Dice Number: 3
Dice Hits: 3’s and 6’s
Defense: 3+
XP: 12

Zombie:
HP: 300
Damage: 10
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
XP: 12

Flying Demon:
HP: 350
Damage: 15
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
Roll a die. If you roll
A 4+, take 15 damage
XP: 15

Desert Swordsman:
HP: 290
Damage: 20
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
Medium Armor
XP: 15
Undead Goblin:
HP: 320
Damage: 20
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 4+
Low armor
XP: 18

Tiki Warrior:
HP: 200
Damage: 15
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 12

Tiki Darter:
HP: 120
Damage: 15
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
Once you get dealt damage,
all attacks from this monster
deal 30 damage
XP: 12

Armor Shaman:
HP: 480
Damage: 20
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
High armor
All monsters in this
room get high armor
XP: 18







Magic Shaman:
HP: 480
Damage: 20
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
High magic armor
All monsters in this room
get high magic armor
XP: 18

Undead Tiki Warrior:
HP: 400
Damage: 40
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 15

Evil Genie:
HP: 200
Damage: 45
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 12

Shadow Ninja’s
HP: 275
Damage: 25
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
Low armor
XP: 16






Fish Hunters:
HP: 360
Damage: 10
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
XP: 14

Shark Riders:
HP: 400
Damage: 15
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
Medium Armor
XP: 16

Lizard Snipers:
HP: 400
Damage: 17
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 4+
XP: 16

Hyena Brute:
HP: 250
Damage: 15
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
Medium armor
If there is another enemy in this
room, double this monster's attack

Lizard Assassins:
HP: 280
Damage: 35
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 4+
Medium Magic armor

Lizard Trickster:
HP: 200
Damage: 20
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
Once this monster gets to 50 HP
or lower, increase its defense to 5+

Flying Lizard Mother:
HP: 400
Damage: 10
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 4+
Spawn a Flying Lizard when this monster dies






Armored Warlord:
HP: 600
Damage: 20
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
Medium armor
XP: 20

Unholy Knight:
HP: 300
Damage: 20
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
High armor
XP: 18

Winter Troll Axe Thrower:
HP: 600
Damage: 40
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 4+
Regenerate 10 HP after
every attack
XP: 22

Unholy Wizard:
HP: 700
Damage: 30
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
Spawn a Skeleton Warrior
when this monster dies
XP: 24






Winter Troll Sleders:
HP: 350
Damage: 50
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 4+
Regenerate 10 HP after
every attack
XP: 20

Savage Wolv:
HP: 700
Damage: 50
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 4+
Regenerate 10 HP after
every attack
Low magic armor
XP: 26

Tiki Blood Mage:
HP: 640
Damage: 23
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
Any enemy that dies in
this room gets turned into
a Undead Tiki Warrior
XP: 22

Lizard Savage:
HP: 640
Damage: 25
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
Medium armor
This monster recovers
100 HP every 3 turns
XP: 22

Lizard Gunner:
HP: 480
Damage: 20
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
High magic armor
Roll a die. If you roll
A 4+, take 20 damage
XP: 20

Satyr Warleader:
HP: 600
Damage: 30
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
Medium Armor
Spawn 2 Rogue Satyrs
when this monster dies
XP: 22

Raven Rider:
HP: 200
Damage: 60
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 4+
Spawn A Giant Raven
when this monster dies
XP: 20

Elven Sorceress:
HP: 600
Damage: 10
Dice Number: 6
Dice Hits: 3’s, 5’s and 6’s
Defense: 3+
High Magic Armor
Heal an enemy ally
(not this monster)
every 2 turns for 50 HP
XP: 26
Hyena Mage:
HP: 700
Damage: 10
Dice Number: 6
Dice Hits: 3’s, 4’s and 5’s
Defense: 3+
High Magic Armor
XP: 25

Orc Savage:
HP: 400
Damage: 30
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
High armor
XP: 22

Giant Scorpion:
HP: 400
Damage: 20
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
High Armor
Once this monster deals
damage, double its attack






Mega Orc:
HP: 800
Damage: 50
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
XP: 28

Winter Troll Warlord:
HP: 1200
Damage: 20
Dice Number: 3
Dice Hits: 4’s and 5’s
Defense: 3+
Regenerate 20 HP
after every attack
Add 20 damage to all other
monsters in this room
XP: 34

Death Demon:
HP: 666
Damage: 20
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
High armor
If you don’t kill this monster
in 3 turns, this monster
recovers all damage taken
XP: 32

Lizard Summoner:
HP: 800
Damage: 50
Dice Number: 4
Dice Hits: 4’s and 5’s
Defense: 3+
Medium magic armor
Spawn 2 Lizard Warriors
when this monster dies
XP: 32

Bandit Leader:
HP: 1000
Damage: 60
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
High Armor
XP: 32

Werewolv Savage:
HP: 1020
Damage: 60
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
Low magic armor
XP: 34

Giant Demon:
HP: 1000
Damage: 50
Dice Number: 3
Dice Hits: 5’s and 6’s
Defense: 3+
Medium magic armor
XP: 32

Mummy Raider:
HP: 800
Damage: 45
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 4+
Spawn 2 Mummies when
this monster is defeated
XP: 30







Unholy Warlord:
HP: 1200
Damage: 50
Dice Number: 4
Dice Hits: 4’s and 5’s
Defense: 3+
High armor
XP: 40

Unholy Demon:
HP: 2500
Damage: 60
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
Medium magic armor
XP: 70

Bandit PIllager:
HP: 2800
Damage: 75
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
High magic armor
Ignores Armor
XP: 100

Executor:
HP: 1600
Damage: 45
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 4+
XP: 40








Unholy Orc Wizard:
HP: 2000
Damage: 60
Dice Number: 4
Dice Hits: 5’s and 6’s
Defense: 3+
High Magic Armor
XP: 70





Boss can’t block
Boss has it’s own turn
The Bosses turn starts when it is the first player's turn
Choose one person to block the boss's attack
You may not deal damage when blocking the boss

Tiki King:
He rides a big Gorilla
HP: 12000
Damage: 350
Dice Number: 5
Dice Hits: 5’s and 6’s
Defense: 4+

Winter Troll King:
He has a giant hammer, and is big….very
HP: 10000
Damage: 250
Dice Number: 5
Dice Hits: 5’s and 6’s
Defense: 5+

Evil Elven Goddess:
It’s an elf, but not really
HP: 15000
Damage: 100
Dice Number: 5
Dice Hits: 5’s and 6’s
Defense: 4+

Lord Darkbane:
Being named Darkbane, his armor is the color purple
HP: 9000
Damage: 150
Dice Number: 5
Dice Hits: 5’s and 6’s
Defense: 4+






Spider Queen:
It’s a spider, but uglier
HP: 14400
Damage: 250
Dice Number: 5
Dice Hits: 5’s and 6’s
Defense: 4+

Shadow King:
Your greatest fear, is reality
HP: 9000
Damage: 125
Dice Number: 5
Dice Hits: 5’s and 6’s
Defense: 4+
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Re: Kingdom Rush Board Game

by nova_n » Wed May 31, 2017 11:22 pm

what programming language did you do it in?
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Re: Kingdom Rush Board Game

by TheGrovyleGamer » Thu Jun 01, 2017 1:00 am

I'm not sure what you mean. I did this as a board game. It's not a video game
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Re: Kingdom Rush Board Game

by nova_n » Thu Jun 01, 2017 3:23 am

i thought you made the board game a video game lol sorry
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Re: Kingdom Rush Board Game

by TheGrovyleGamer » Thu Jun 01, 2017 6:57 pm

it's cool
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Re: Kingdom Rush Board Game

by Big Bad Bug » Thu Jun 15, 2017 4:48 pm

WOAH! This is SO much stuff!!!! :o

I'm in awe, truly, at how much dedication and content there is on display here. Did those 20 hours that you spent happen all at once, or over a couple of days?

I see that you translated the heroes and enemies from not just Origins but a good chunk of the series into board game-form. :hero: It's a little funny that you went through the trouble of renaming all of these characters when the game is based off of Kingdom Rush, so it's not like there would be any copyright issues that could be prevented just by not keeping the same names. :lol: Still, I appreciate the dedication to originality in some sense. ;)

All that is here, ultimately, is the characters, but not the rules. I don't play board games (though I would like to get into Dungeons and Dragons to experience it someday) and have no idea what's going on here. :lol: The Vez'nan clone has a demon form that lasts for 1 turn, yet he has so much HP just for 1 turn that it makes me wonder how much happens in a single turn. Also, if it has a cooldown of 4 turns, does mean it can't be used again for 4 turns, any skills can't be used for 4 turns, or that he just can't perform any actions at all for that long?

Post the rules first before showing all of this other content; I want to understand these seemingly-awesome ideas and know whether or not they're balanced. This is all really impressive and leaves me wanting more. :mrgreen:
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Re: Kingdom Rush Board Game

by TheGrovyleGamer » Mon Jun 19, 2017 5:21 pm

it took me some time, and many days. If you would play D&D (Dungeons and Dragons), I recommend playing pathfinder instead. It has a much bigger range of possible adventures, and in my opinion, it is easier to understand. For Vez'nan's demon form, he turns into a demon, so he can't use other abilities, and some enemies, like Bandit PIllagers, can deal massive damage in 1 turn. Cooldown means he can't use that ability until he waits 4 more turns. There have been some changes to the game, and many test runs, and now I'm taking it to a school, to get feedback. I want to make another game based off kingdom rush, which i did, but it failed HARD. I couldn't use the original heroes since they only had 2 abilities. Please give me ideas on making another game using the original heroes, and I may spend another 10 hours writing the rules :). I would like to get your email Bid Bad Bug, to get your opionion and question on this game. Just remeber, i am a kid. Your average 13 year-old teenager.
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