Punball · systems design
Walk a miniature through an original 73-space fantasy board. Build a traveler, enter the inner region, and hold the Sunshard Beacon until every rival falls.
§ 1
Choose one of twelve travelers. Each has a different stat line and perk. Solo play adds three bots; pass-and-play supports two to four humans. The board has 24 outer spaces, 16 middle spaces, 8 inner spaces, a center, and four six-space corner realms. Snow, woodland, vault, and coast routes have their own guardians.
Rolling opens route view. Choose a lit space or preview a destination from the list, then confirm. Hero view looks over the traveler and follows every step. Drag to turn the view and idle character; scroll, pinch, or use +/− to move between a close view and the whole board. Tap any space to inspect it without moving. Follow hero returns to the active traveler; Atlas fits all 73 places. Rippling water and rocky rifts divide the regions. Marked bridges are the only crossings, and the snowy corner starts with a mountain pass. A suggested route still needs your confirmation.
§ 2
Roll a d6 and travel 1 to your allowance along linked spaces. Boots and Ves each add one outside the inner region. A move cannot repeat a space. Entering the inner region ends the move; starting inside allows one space per turn. Four renown opens the north/south arches. A realm seal and 7 base Might or Lore open the east/west inner gates.
Forty-eight encounter cards use local pools that refill when exhausted. Unbeaten enemies remain at their space. Battle compares d6 plus your chosen stat and bonuses against d6 plus enemy power. The nonfavored approach adds 2 to enemy defense. Ties favor the defender. Spend one resolve for one reroll of both dice, or accept the loss.
Victories and stories earn training and renown. Spend 3 training to raise Might or Lore, up to 12. Markets sell gear for 4 gold, tonics for 3, and seals for 8; the Broker pays one less. One purchase is allowed per visit. Corner guardians also award seals and gold. Duplicate gear becomes gold. All items belong to this match and have no cash value.
§ 3
Complete two different inner trials, then defeat the center guardian. The first claim ends all healing and makes loss of the last heart permanent. Before that claim, a traveler who loses the last heart returns to their starting space with full hearts and loses up to 2 gold.
The beacon takes two keeper turns to attune. After that, keeper rolls of 4–6 remove one heart from every rival. A challenger at the center forces a duel instead. The loser loses two hearts and retreats; the winner holds the beacon. Transfer does not reset attunement. The last surviving traveler wins. There is no arbitrary turn-cap victory.
§ 4
The match saves after each action in local storage. Dice and card results are committed before animation, so reloading does not reroll them. The pure rules module uses seeded randomness. Three.js draws the tabletop, scenery, miniatures, and camera motion. The d6 display is a stylized bounce with a readable result, not a physics simulation.
A human champion can open score entry. Score is renown × 100 + battle wins × 200 + completed trials × 500 + 1,000 for a seal + 15,000 for victory, capped at 50,000. The rebuild uses the new ringward--v2 board. Automated checks run 600 full matches across the roster and cover saves, gates, relic transfers, roster changes, and malformed states.