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darkSpyro - Spyro and Skylanders Forum > Fandom > The Skylanders Figure-Game Series!!
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The Skylanders Figure-Game Series!! [CLOSED]
zookinator Platinum Sparx Gems: 5726
#1 Posted: 17:26:55 25/01/2015 | Topic Creator
I have noticed a lack of board/card games in the forums recently. It is nice making ideas for a new video game, but why not make something else for our precious figurines? I have posted these ideas two times before, but I would rather make it so they are now combined in a topic, not a closed one mind you, and available for all to enjoy! But I do need assistance. These are still in the stage of play-testing, so I need avid users capable of meeting the requirements to paly these games, and helping me make it a fun experience for one and all!

The Skylanders Card Game/Skylanders Dice It Out!
Greetings! Welcome to Skylands; An endless realm of floating islands. I am Eon, and I will teach you how to play the Skylanders Card Game.

To play, you must have cards from Skylanders Figurines. It can have up to two players. Each player selects 4 Skylanders of different Elements to start. You can only have one Giant. You also may only have one Swap-Force figure, Swapped or not. You are limited to 1 Lightcore. Lastly, no more than 1 Trap Team member can be on your team. You must have 1 Core Character. You will need 10 dice to play this game.

All stats use dice for the rolling, and the number determines how many dice you roll. The number of dice and the numbers required for the number are shown. The number of dice are also determined by the game which they came from.

Key: Game Initials (Skylanders: Spyro’s Adventure, SSA): Stat Total (minimum-maximum) / dice rolled
[SSA: 5-40 / 2, 45-60 / 3, 65-80 / 4, 85-100 / 5] [SG: 5-60 / 2, 65-90 / 3, 95-120 / 4, 125-150 / 5] [SSF: 5-80 / 2, 85-120 / 3, 125-160 / 4, 165-200 / 5] [STT: 5-100 / 2, 5-150 / 3, 155-200 / 4, 205-250 / 5]

The stats do the following:
● Attack (fist): This stat determines how many dice you roll to attempt to eliminate a Skylander.
● Defense (shield): This stat determines how many dice you roll to block an attack from another Skylander.
● Speed (running figure): This stat determines who attacks first. Before determing who goes first, any SSA characters have their speed doubled, while SG characters have 50 added to their speed. SSF and STT have no change.
● Luck (clover): This final stat determines how many dice you may reroll after a defense or attack roll. For example, if you have luck of 65, and it is a SSA character, you may reroll 4 dice.

To battle, each player selects one Skylander from their “army” and sends it above the other cards. Then you do the dice rolls which were explained earlier. Whoever still has Skylanders left is the winner.

SPECIAL RULE: Sudden Death: When a battle goes on for 3 consecutive rounds, or an attack and defense are the same, a sudden death round is activated. For example, if you have a defense roll of six and you opponent has an attack roll of six, the round is activated. Another example is if you and your opponent have done three times each for attacking and defending, the Sudden Death is then activated. A Sudden Death round is played with 2 dice, one for each player. You then roll without any bonuses or rerolls. Whoever has the higher roll then wins the battle.

^ THIS SPECIAL RULE IS USED TO MAKE THE GAME GO FASTER. THIS IS ALSO USED IN TOURNAMENTS ^

Swap-Force Rule: To Swap, take the Attack and Defense of one figure (IE: Wash Buckler) and take the Speed and Luck of another figure (Blast Zone), and put them together. For example, Wash Buckler might have an Attack stat of 100 and a Defense stat of 75, while Blast Zone might have a speed stat of 120, and a luck stat of 85. By swapping, you can create Wash Zone, combining the Attack and Defense of Wash Buckler, with the Speed and Luck of Blast Zone. The top half is the attack and defense, while the Speed and Luck is the bottom half. Remember to use this rule to make 256 ‘Swappabilities’.

Trap Team Rule: When a Trap Team member defeats a Skylander, take the defeated Skylander’s card, and when you wish, use it as your own for 1 turn. Afterwards, give the card back to the other player, and it remains defeated. This can only be done once per game.

Elemental Advantages: Skylanders of certain Elements will be weaker or stronger against each other. Whatever Element is stronger against another gets a +10 bonus on Attack, Speed, Defense, and Luck. Here is a list on what Elements are effective to each other: Magic > Undead > Life > Water > Fire > Air > Earth > Tech > Magic

Lightcore Rule: Lightcores are special characters that are indicated by the Lightcore symbol in the bottom right corner. Lightcores are able to once (and only once!) able to decide what your opponent must use to play against you. If both players have a Lightcore in play, the effect is negated (But it is still used!).

Magic Item Rules: Magic Items, Location Pieces, and Battle Items will have special abilities in the game. The Location Pieces are set aside in a separate deck, called the Location Deck. Depending on what Location you draw, that will give the Skylanders of those Elements the abilities of Magic Items and Battle Items. New Locations are drawn every turn. When the deck runs out, you shuffle the Location Pieces and remake the deck. Magic Items and Battle Items are also set aside in a separate deck, called the Magic deck.

(In next post, do not post until I say)
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
zookinator Platinum Sparx Gems: 5726
#2 Posted: 17:28:03 25/01/2015 | Topic Creator
The Skylanders Card Game/Skylanders Dice It Out Continued...

Depending on what you draw, the abilities will be used with the Skylanders of the Elemental groups in play. The Magic Deck follows the same rules as the Location Deck in terms of drawing a new Magic Item every turn, and reshuffling when the deck is empty. Here are the different abilities (M= Magic Item, L=Location Piece, B=Battle Item):

● L: Empire of Ice: Magic Items affect Skylanders of the Water Element.
● L: Pirate Seas: Magic Items affect Skylanders of the Earth Element.
● L: Darklight Crypt: Magic Items affect Skylanders of the Undead Element.
● L: Dragon’s Peak: Magic Items affect Skylanders of the Fire Element.
● L: Tower of Time: Magic Items affect Skylanders of the Air Element.
● L: Sheep Wreck Island: Magic Items affect Skylanders of the Life Element.
L: Nightmare Express: Magic Items affect Skylanders of the Tech Element.
● L: Mirror of Mystery: Magic Items affect Skylanders of the Magic Element.
● L: Sunscraper Spire: Magic Items affect Skylanders of the Light Element.
● L: Midnight Museum: Magic Items affect Skylanders of the Dark Element.
● M: Sky- Iron Shield: Gives Skylanders of the current Element protection from one attack. User of Skylander decides which attack.
● M: Anvil Rain: Gives the Skylanders of the current Element the ability to take away 10 points of Defense towards SSA characters, 15 to SG, 20 to SSF, 25 to STT. User decides which attack.
● M: Hidden Treasure: Gives Skylanders of the current Element a boost to their Luck.
● M: Ghost Swords: Gives Skylanders of the current Element a boost to their Attack.
● M: Healing Elixir: Gives Skylanders of the current Element a boost to their Defense.
● M: Time Twister: Gives Skylanders of the current Element a boost to their Speed.
● M: Winged Boots: Gives Skylanders of the current Element a boost to their Speed.
● M: Sparx the Dragonfly: Gives Skylanders of the current Element a boost to their Attack.
● M: Battle Hammer: Gives Skylanders of the current Element a boost to their Attack.
● M: Sky Diamond: Gives Skylanders of the current Element a boost to their Luck.
● M: Groove Machine: Gives Skylanders of the current Element the ability to reroll all dice for free. May only be used once.
● M: Platinum Sheep: Gives Skylanders of the current Element the ability to stop an opponent’s attack. Must be done before attack has started. May only be used once.
● M: Hand of Fate: Gives Skylanders of the current Element a boost to their Attack.
● M: Piggy Bank: Gives Skylanders of the current elements a boost to their Luck.
● M: Rocket Ram: Gives Skylanders of the current Elements a boost to their Attack.
● M: Tiki Speaky: For one turn only, all Skylanders of the current Element can select another Skylander to attack along with their initial target. The secondary target still defends, and you roll 2 dice against it.
● B: (Golden) Dragonfire Cannon: Gives Skylanders of the current Elements a boost to their Attack.
● B: Scorpion Striker (Catapult): Gives Skylanders of the current Elements a boost to their Attack.
● B: Fiery Forge: Gives Skylanders of the current Element a boost to their Attack.
● B: Arkeyan Crossbow: Gives Skylanders of the current Element +20 to their Attack.

Boost Rule: For any type of boost involving Magic Items, or Battle Items, the stat is boosted according to the character and their game, according to this chart.
M: SSA: +10, SG: +15, SSF: +20, STT: +25
B: SSA: +15, SG: +25, SSF: +30, STT: +35

Next is the Skylanders Board Game. Do not post!
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Edited 1 time - Last edited at 13:19:56 09/02/2015 by zookinator
zookinator Platinum Sparx Gems: 5726
#3 Posted: 17:29:44 25/01/2015 | Topic Creator
The Skylanders Board Game/Skylanders Real-World Arena!

Greetings! I am Eon, and I will guide you through a great journey. The Skylanders are having a contest to see who the best fighter is. Only you can control them as a Portal Master against another.

Each Skylander have different abilities, along with a main attack, secondary attack, and special attack. The goal of this game is to defeat the other Skylander. When that is done, the winning Portal Master is called Champion. This may take a while to do so.

Choose one character from any game, regardless if it is a Giant versus a Trap Master.

There is a set amount of dice that every player rolls, regardless if it is Speed, Attack, or Defense. The chart below explains what amount is rolled for each character, and the needs have been met to where every Skylander can go against each other.

Key: Game Initials (Skylanders: Spyro’s Adventure, SSA): Stat Total (Minimum-Maximum)/ Dice Rolled

SSA: 5-40 / 2, 45-60 / 3, 65-80 / 4, 85-100 / 5
SG: 5-60 / 2, 65-90 / 3, 95-120 / 4, 125-150 / 5
SSF: 5-80 / 2, 85-120 / 3, 125-160 / 4, 165-200 / 5
STT: 5-100 / 2, 105-150 / 3, 155-200 / 4, 205-250 / 5

Attack: This stat determines the power of an attack. The Attack Stat determines how many dice are rolled for an attack. Here is the chart. Note: When rolling for a Special or Secondary attack, roll one less die then you would regularly. This is a balancing rule.

Defense: Defense is the same as the attack in terms of rolling dice and their stats. When an attack is done, subtract the final results of the defense from the attack. If the defense beats the attack, the attack failed. If the attack is higher than the defense, the defending Skylander takes the damage listed on the sheet.

This stat also determines how much health a Skylander has. Basically, all Skylanders have at least 5 health. Add however many dice the Skylander may roll for Defense, and that is their health. IE: Crusher has 140 Defense, letting him roll 5 dice. Add the total number of dice, 5, to the minimum amount of health, 5, giving him 10 health.

Speed: Determines who goes first, what order you move the Skylanders, and how many inches you can move them. Depending on the game, you multiply or add to the movement listed on the card, and the original movement is determined by dividing by 10 .
SSA: Multiply by 2
SG: Add 50
SSF & STT: No change
If a character still has less than 8 inches of movement, they move 8 inches.

Luck: Used to determine critical attacks. For example, if the attack of Spyro’s Fire Breath was successful, roll for the number of dice determined by the luck. Then the defending character rolls the same. Subtract the attacking Skylander’s luck by the defending Skylanders. If it is positive, the attack deals double damage. If not, then the damage is the same amount.

SWAP Force Powers: Each Swap Force Skylander has a special power. Depending on the power, they have special abilities in how they move and attack. You may only use a Swap Power once per round for each Skylander. (All are only used in Arena Games)

Spin: When a Swap Force Skylander has the Spin Ability (A Swirl on the base), you may Spin the Skylander in a direction of your choice. If the Skylander finishes spinning on its side, put it upright on the spot it stopped. Any Skylanders hit are dealt 2 damage. You may not move after the Spin Ability has been used.

Sneak: When a Skylander has the Sneak Ability (A Mask on the base), you may remove a Skylander, a place a Sneak marker in its place. Sneak Markers can be anything, so long as you can tell that it is yours. When a Skylander is Sneaking, it will last indefinitely until the marker is attacked. While Sneaking, you have 2 times more Speed. When the marker itself is attacked, the Sneaking is over.

Bounce: When a Skylander has the Bounce Ability (A Spring on the base), you can move the Skylander up and down 3 times, all about 6 inches apart. You can jump over other Skylanders. At the end of the Bouncing, the Skylander stays, and cannot move the rest of the turn.

Dig: When a Skylander has the Dig Ability (A Shovel on the base), you can remove the Skylander, and replace it with a Dig Marker. Dig markers can be anything, so long as you can tell it is yours. When digging, you may move a marker up to 18 inches away. It can even be moved under a Skylander, as long as it doesn’t stop under the other Skylander. You may not be attacked, but you cannot attack either. At the beginning of the Skylanders next turn, they resurface, and the Marker is replaced with the original Skylander.

Rocket: When a Skylander has the Rocket Ability (A Rocket on the base), you may slide the Skylander by shoving it. Wherever it stops moving, any Skylanders hit mid slide is dealt 2 damage.

Climb: When a Skylander has the Climb Ability (A Ladder on the base), you may lift the Skylander, and drop it (about 6 inches from the table) about 18 inches from the start point of the Skylander. Wherever the half drops, that is where the bottom half is put back on, and that is where the Skylander stays. If you land on top of an obstacle, then you may use ranged attacks, but not melee. Same goes for any Skylanders that wish to target you. You must use the Climb ability again to move off. You may not move after using this ability.

Teleport: When a Skylander has the Teleport Ability (‘A Loop with an Arrow through it’, on the base), you may move the Skylander anywhere that is 18 inches away. It doesn’t matter if they go through another Skylander, as long as they don’t land on the other Skylander.

Speed: When a Skylander has the Speed Ability (‘An Arrow with lines behind it’ on the base), you may shove the Skylander across the table. You will not do damage to any Skylanders hit, unlike the Rocket Ability. You may not move after using this ability.

Swapping: To Swap with another Swap Force Skylander, you must first be at least 1 inch away from the Skylander you want to Swap with. You also must be 1 inch from the Swap Force portal. When you swap, switch the top halves of each of the figures, and whichever bottom half hasn’t finished moving is what finishes their turn. The Attack and Defense of the original Swap is switched with the Speed and Luck of the other Skylander. The Bottom abilities are switched with the swap. (Only used in Arena Games)

Giants: Giants have the special power of moving obstacles on the table. Once per turn, if they are within 3 inches of the obstacle, they can move it 5 inches from the point it began. This is very powerful to change strategies.

Trap Team: When an enemy Skylander is defeated by a Trap Master, and you have a Trap of the same element as the Skylander, you may use the Trap to capture it, or Trap it. When you do this, take the card and figure from your opponent’s possession. For an action, you may switch your Skylander for this one, and this Skylander will behave as if you chose it from the beginning. After three turns, however, the Skylander returns to the Trap, and your Skylander is switched back with the Trapped one. Afterwards, wait three turns before you can use this ability again. Also, whenever a Trapped Skylander takes damage, their turn counter is reduced by one, and they can take a maximum of two damage per turn. (Only used in Arena Games)

Actions: Actions can be used for multiple reasons. But, each Skylander has only two of them each turn. They could be used to attack, or other things: Special abilities, Ranged Attacks, Melee Attacks, Swap Force Abilities, Swapping, Giant Abilities, Trapping, or even Upgrading.

Tokens: Tokens can be anything. As long as you can tell them apart from other tokens, you will be fine with this game. Many characters have special abilities or moves that summon these tokens. Make sure to use these tokens wisely.

Attack the closest enemy means attack an enemy within 4 inches of the landing spot.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
zookinator Platinum Sparx Gems: 5726
#4 Posted: 17:30:43 25/01/2015 | Topic Creator
The Skylanders Board Game/Skylanders Real-World Arena!Continued...

Extra Rules
Upgrading: Is only possible if you have a Series 1 Skylander (No Symbol) and a Series 2 or 3 Skylander (Series 2 or 3). For an action, you can upgrade the character to a stronger figure and stats. Portals must be placed on the table as Obstacles.

Portals: Portals are special items that are used to summon Skylanders. When you use these, you must start your Skylanders on these areas. After you move your Skylander 3 times, you may move them back to upgrade, if able. If you so choose to, you may use these to Port, which means teleport right next to the other portal this is linked to, which is determined at the beginning of the game. You may not use this effect for two turns afterward. Don’t forget, a Giant is able to move these as well.

Line of Sight: Ranged moves use Line of Sight. If you can use a ruler to make a line from the user and the Target, then the line of sight is good. Some moves do not matter, and do not require line of sight.

Traptanium Portal: When a Skylander is within 3 inches of this Portal, you can use an action to go inside the Portal. The Skylander is protected from all attacks. But, on the next turn, roll a die, and assign each side to the other portals in play. Roll it, and the Skylander must go to that Portal, and continue its turn.

Arena Game: This is a special game in which you have more than two people. When this is done, place as many Portals as there are players, or until you run out, and assign what Portal they are each linked to. See the ‘Portals’ rule for more details.Anyway, this game is in every way the same as the regular Skylanders Board Game, except the last Skylander in play, or the Skylander that defeated three Skylanders, wins.

Team Arena: If you want to have a cooperative game against another few people, use the Team Arena rule. When this rule is in effect, assign people to a different team, each having up to three people, and please make it as even as possible. It is in every way the same as an Arena game, but you may not attack your teammates, and the first team to meet the requirements of winning wins.

Location Pieces, Magic Items, and Battle Items: Location Pieces, Magic Items, and Battle Items can change up the game drastically. Location Pieces give a boost depending on the element Skylander is. The boost is a +15 bonus to all stats. The location piece stays for the entire game, so make sure to choose after you have made your Skylander Team. Location List:

Empire of Ice: Water
Pirate Seas: Earth
Darklight Crypt: Undead
Dragon’s Peak: Fire
Tower of Time: Air
Sheep Wreck Island: Life
Nightmare Express: Tech
Mirror of Mystery: Magic
Sunscaper Spire: Light
Midnight Museum: Dark

Magic Items are special items that give a temporary boost to a Skylander. You may have up to 2 Magic Items with your Skylander, and once they are used, you must wait two turns after it is used. Only one Magic Item can be used per turn, and the effects last one turn. Magic Item List and effects:

Sky-Iron Shield: Shields Skylander from all attacks.
Anvil Rain: All characters within 5 inches of this Skylander are attacked with 3 dice. Damage: 1
Hidden Treasure: This Skylander rolls an extra die this turn for all attacks.
Ghost Pirate Swords: Any characters within 3 inches of this Skylander are attacked with 2 dice. Damage: 1
Healing Elixir: Heals the Skylander by 3 damage.
Time Twister: Any characters within 4 inches of this Skylander have their Speed halved until next turn.
Winged Boots: This Skylander has their speed doubled until next turn.
Sparx the Dragonfly: All characters within 5 inches of this Skylander are attack with 2 dice. Damage: 2
Sky Diamond: This Skylander’s defense is boosted by 15 until next turn.
Battle Hammer: Whenever this Skylander attacks, all characters within 3 inches are damaged as well.
Groove Machine: All Skylanders within 4 inches of this one cannot move or attack until next turn.
Platinum Sheep: This turn, this Skylander cannot attack, or be attacked. Heal 3 damage.
Hand of Fate: See “Battle Hammer”
Piggy Bank: See “Sky Diamond”
Rocket Ram: Any characters within 5 inches of this one is attacked with 2 dice Damage: 1
Tiki Speaky: Select an area anywhere from 1-12 inches away. All Skylanders within 4 inches of that spot are attacked with 3 dice Damage: 2

Battle Items are placed directly on the table on the first turn. Place them near your Skylander. They will move with it. When the Skylander is within 3 inches of another, the Battle Item can move with the other one. When the requirements are met, it will attack an opposing Skylander. You may only have one Battle Item. Battle Item list:

(Golden) Dragonfire Cannon: Attacks a Skylander within 7 inches of the host Skylander. Roll 4 dice.
Catapult (Scorpion Striker): Attacks a Skylander between 5-12 inches away. Roll 3 dice.
Fiery Forge: Attacks a Skylander within 4 inches. Roll 4 dice.
Arkeyan Crossbow: Attacks a Skylander between 7-15 inches away.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Edited 1 time - Last edited at 13:18:15 09/02/2015 by zookinator
zookinator Platinum Sparx Gems: 5726
#5 Posted: 17:32:35 25/01/2015 | Topic Creator
Skylanders Abilities for Board Game (Here comes the long posts...)

Swap-Force

Air:

Free Ranger: (Top) Main: Tornado Blades (0-4 inches) Secondary: Lightning Bolt (6-12 inches)(Bottom)Special: Tornado Spin: For an action, you can for two turns bring in enemies in a 9 inch radius bring them in by 3 inches.

Boom Jet: (Top) Main: Football Bomb (0-10 inches) Secondary: Air Strike (12-20 inches) (Bottom) Special: Jet Turrets: You can attack enemies from up to 12 inches away.

Life:

Stink Bomb: (Top) Main: Shuriken Throw (7-11 inches) Secondary: Stink Punch (0-6 inches) (Bottom) Stink Cloud: When the Sneak ability is activated; leave a Cloud Marker at the spot where it was activated. This will attack enemies from up to 4 inches away.

Grilla Drilla: (Top) Main: Drill Punch (0-4 inches) Secondary: Summoned Monkeys (8-14)(Bottom) Special: Turret Time: For an action, you can summon either a turret, or a mine. You can keep up to two turrets which attack with 2 dice. Or, you can use a mine, which will explode after 2 turns, and will attack any nearby enemies with 4 dice. These both have a range of 6. (T:0-8/M:0-3)

Undead:

Rattle Shake: (Top) Main: Venom Launcher (4-8 inches) Secondary: Deputy Snake: Use a Snake Counter. It is stationary, and attacks enemy Skylanders up to 5 inches away with 3 dice. (Bottom) Special: Tail Swipe: When this is attack is used, any enemies within a 4 inch radius are hit.

Night Shift: Melee: (Top) Main: Ghostly Punch (0-8) Secondary: Vampire Bite: Using this move, you take away a Skylander’s health, and add it to yours. Hits up to 4 inches away. (Bottom) Special: Freeze Stop: At the destination of your Teleport ability, any enemies around a 3 inch radius have their speed halved for their next turn.

Earth:

Rubble Rouser: (Top) Main: Hammer Smash (0-4) Secondary: Hammer Putt (6-11) (Bottom) Special: Miner Buddy: At the destination of your dig ability, a Miner token is summoned. This will go towards the nearest enemy moving 4 inches per turn. When within 4 inches of an enemy, it will attack with 3 dice. After attacking, the token is removed.

Doom Stone: (Top) Main: Column Smash (0-4) Secondary: Medusa Shield: When any enemies attack Doom Stone until his next turn, they will not be able to move next turn. (Bottom) Special: Spin of Jade: Range is at first 4 inches, then 6, then 8, then finally 12. If you use another move during a Spin streak, the range resets. After the fourth spin, the spin also resets.

Fire:

Blast Zone: (Top) Main: Bomb Throw (6-9) Secondary: Fire Wall (0-3) (Bottom) Special: Fire Charge: Dash quickly 6 inches. The closest enemy is attacked.

Fire Kraken: (Top) Main: Firework Staff (0-3) Secondary: Dragon Parade: For 1 turn, any enemy next to Fire Kraken is attacked (3-6 inches) (Bottom) Special: Firework Swipe: Any enemy within 5 inches of Fire Kraken is attacked.

Water:

Wash Buckler: (Top) Main: Cutlass Slash (0-3) Secondary: Bubble Gun: Will stop the Skylander hit from moving next turn (4-9) (Bottom) Special: Ink Spray: Enemies hit by ink will have their speed halved next turn (6-12)

Freeze Blade: (Top) Main: Chakram Slash (0-4) Secondary: Ice Vision: Enemies hit cannot move next turn. They can attack still, however.(5-10) (Bottom) Special: Blade Dash: Quickly dash 5 inches forward. Attack the closest enemy.

Magic:

Hoot Loop: (Top) Main: Magic Sphere (4-10) Secondary: Hypnotism: Any enemies within 2-6 inches have their speed halved next turn. (Bottom) Special: Surprise!: Any enemies within 3 inches of the destination of the Teleport ability are attacked.

Trap Shadow: (Top) Main: Claw Swipe (0-4) Ranged: None (0-0) Secondary: Claw Trap Throw: When used, you may place a trap token anywhere from 2-10 inches. This token will move 3 inches per turn to the nearest enemy Skylander. When it is within melee range (0-2), the claw will attack with 3 dice. Lasts 2 turns when it is within melee range. (Bottom) Special: Shadow Kick (2-5)

Tech:

Magna Charge: (Top) Main: Magna-Cannon (3-5) Secondary: Magnet Suspension (0-6) The target that is within range is removed from the table. While it is removed, the opponent cannot move or attack with it. On Magna Charge’s next turn, it is dropped 6 inches away, and then attacked. (Bottom) Special: Magnet Charge: Any enemies 4 inches away from Magna Charge are dragged with Magna Charge during the use of the Speed Ability. At the destination, the enemies are placed 4 inches away, and attacked.

Spy Rise: (Top) Main: Spyder Shooter (3-7) Secondary: Spyder Sniper: This move can shoot from up to 16 inches away. This will take two turns, but it will do an immediate 2 damage. (Bottom) Special: Spyder Mines: When the Climb Ability is used, put a Spyder counter on the start point. These will move towards the closest enemy, and moves 4 inches per turn, and when it is within 5 inches of an enemy, it attacks with 3 dice.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Edited 1 time - Last edited at 17:54:22 25/01/2015 by zookinator
zookinator Platinum Sparx Gems: 5726
#6 Posted: 17:35:39 25/01/2015 | Topic Creator
Air

Giant: Swarm: Main: Stinger Slash/Stinger Shot: When Flying, instead of a melee attack, you will instead use a Ranged attack (0-5)/(7-11) Secondary: Flight: Speed is doubled for 2 turns. While flying, instead of Stinger Slash, use Stinger Shot, and instead of Swarm Form, use Sting Missile. Special: Swarm Form/ Sting Missile: Any enemies within 4 inches of Swarm are attacked and pushed back 3 inches. While flying, a stinger is shot backwards (2-6)

Trap Master: Gusto: Main: Boomerang Throw (7-12) Secondary: Boomerang Swipe (0-4) Special: Suck In/ Breathe Out: When first used, place a Suck counter, and remove any enemies within 6 inches. When used again, replace any characters sucked in 5 inches away, and damage anyone within 5 inches.

Trap Master: Thunderbolt: Main: Traptanium Thunderdword (0-4) Secondary: Storm Cloud Summon: Place a Cloud Counter within 3 inches of Thunderbolt. This will move 9 inches per turn to the closest enemy, and attack them with 3 dice when within 4 inches. Special: Twister Summon: Place a Twister Counter. This will move 12 inches per turn to the closes enemy, and when within 5 inches of a Skylander, will move them 6 inches away.

Whirlwind: Main: Rainbow Launch (4-9) Secondary: Storm Cloud Summon: Place a Storm Counter up to 8 inches away. It will stay, but any enemies within 4 inches of the Counter are attacked with 2 dice. You can place up to 3. Special: Flight: While flying, Whirlwind’s speed is doubled. This will last for 2 turns.

Sonic Boom: Main: Sonic Boom (0-6) Secondary: Baby Boom: Place a Boom Counter up to 4 inches away. You may place up to three. They will attack with 2 dice. They will disappear after three turns. They will move 7 inches every turn towards the closest enemy. Special: Flight: While flying, Sonic Boom’s speed is doubled. It will last for two turns.

Warnado: Main: Shell Slide: Move 6 inches. The closest enemy is attacked. Secondary: Tornado Summon: Place a Tornado Token up to 8 inches away. It will attract enemies in a 6 inch radius 3 inches toward it for 2 turns. Afterwards, it is removed. Special: Flight: While flying, Warnado moves twice as fast. Also, when using Shell Slide, it is instead a Ranged attack (7-10). Lasts 2 turns.

Lightning Rod: Main: Bolt Toss (6-10) Secondary: Zapper Field: Attacks all enemies within 4 inches of Lightning Rod. Ranged: Special: Grand Lightning: Place a Thunder Counter. You may move it in any direction for 10 inches. Attacks any enemies it touches with 2 dice.

Jet-Vac: Main: Air Blast(4-8) Secondary: Vacuum: Attracts enemies up to 12 inches away in front of Jet-Vac 3 inches closer. Any enemies within 6 inches of this move are attacked. Special: Flight: While flying, Jet-Vac’s speed is doubled. This will last for 2 turns.

Pop Thorn: Main: Puff/ Thorn Missile: Puffs. Remove Puff Counter, if any. While Puffed, (8-12) Secondary: Unpuff/Breath Out: Unpuffs. Mark with Puff Counter. While UnPuffed, (0-8) Special: Belly Flop/ Thorn Mine: While Puffed, move 6 inches forward, and attack the closest enemy. While UnPuffed, place a Thorn Counter. Any enemy that gets within 4 inches of it is attacked with 2 dice. You may place up to 2. Once it attacks, it is removed.

Scratch: Main: Scratch (0-4) Secondary: Laser Lock: Locks onto an enemy up to 6 inches away. At the beginning of the next turn, the target will be attacked with 6 dice. Special: Vortex: Enemies are attracted 3 inches within a 9 inch radius. Any enemies within 3 inches at the end of the movement are attacked.

Blades: Main: Wing Slice (0-4) Secondary: Blade Shard Shot: Place a Shard Counter within 4 inches of Blades. When attacked, remove the counter, and attack a Skylander within 12 inches of Blades. Special: Cyclone Summon: Place a Cyclone counter within 4 inches of Blades. Move this counter 8 inches every turn, and it will attack all enemies with 4 inches of it after moving.

Fling Kong: Main: Power Disc Launch (5-10) Secondary: Magic Carpet Dash: Move Fling Kong 7 inches in a line, and attack the closest enemy. Special: Power Disc Crash: Attacks all enemies within 5 inches of Fling Kong.

Life:

Giant: Tree Rex: Main: Rex Smash (0-5) Secondary: Photosynthesis Cannon (7-10) Special: Sequoia Charge: Move 8 inches in any direction. Attack the closest Skylander after movement is finished.

Trap Master: Bushwhack: Main: Axe Swing (0-5) Secondary: Acorn Launch: Will halve speed if successful (5-8) Special: Headbash: Will deal 2 damage if successful.

Trap Master: Tuff Luck: Main: Warblade Slash (0-6) Secondary: Pounce Mode: Replace your figure with a Pounce token. Next turn, replace your figure within 14 inches of the token, and attack an enemy within 5 inches. Special: Warblade Stab: Will deal two damage if successful (0-7)

Camo: Main: Sun Blast (5-8) Secondary: Firecracker Vines (10-12) Special: Watermelon Ring: Any enemies within a 7 inch radius of Camo are attacked.

Zook: Main: Bazooka Shell(5-12) Secondary: Mortar: Line of Sight does not apply (13-16) Special: Cacti Wall(0-4): Summons a Cacti Token. When any Skylander is within 3 inches of it, they are immediately dealt 1 damage. Has 2 HP, and disappears after 3 turns.

Stealth Elf: Main: Blade Swipe (0-3) Secondary: Sneak Attack: Move up to 12 inches away, with the starting point having a Scarecrow Token. It will attack any Skylander within 3 inches of it with 2 dice for 3 turns. Special: Ninja Jump: Same ability as Bounce Swap Force Ability.

Stump Smash: Main: Stump Smash (0-4) Secondary: Acorn Launch (7-9): When successful, slows down target’s speed by half. Special: Meganut: Meganut Token is placed up to 4 inches away. It will move 4 inches every turn until it hits an enemy. When it hits the nearest enemy, it will do an immediate 1 damage, and will be removed.

Shroomboom: Main: Shroom Launch (6-9) Secondary: Mushroom Ring: Hits enemies in a 4 inch radius. Special: Parashrooms: Line of Sight does not apply (11-14).

Zoo Lou: Main: Bird Call (0-12) Secondary: Wolf Friend: Place a Wolf token up to 4 inches away. Has an HP of 2, Attack and Defense of 3 dice, and a Speed of 10 inches. This will disappear after 3 turns. Special: Bucking Boar: While riding, speed will be halved, but any enemies within four inches of Zoo Lou will be attacked. This disappears after 3 turns.

Bumble Blast: Main: Beezooka: Summon a Bee Token. It will move 6 inches per turn to the nearest enemy. Once it reaches a target, it will attack with 3 dice. This lasts 3 turns after it reaches a target. Secondary: Honey Shot: Any bees attacking the target will have their dice doubled. Mark target with Honey Token. Lasts 3 turns (0-4) Special: Bee Mine: Place a Hive Token up to 5 inches away. It will explode after 2 turns. Any enemies within 2 inches of it when it explodes are honeyed.

Food Fight: Main: Tomato Shot (7-10) Secondary: Artichoke Trap: Place an Artichoke Token within 4 inches of Food Fight. This token will attack an enemy within 2 inches of it, and then be removed. Special: Zucchini Blast: Any enemies with 3 inches of Food Fight are pushed back 4 inches.

High Five: Main: Poison Pellets (6-10) Secondary: Buzz Dash: Move in a straight line 9 inches. Attack the closest enemy. Special: Buzz Slam: All enemies within 7 inches of High Five are attacked.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Edited 3 times - Last edited at 17:52:28 25/01/2015 by zookinator
zookinator Platinum Sparx Gems: 5726
#7 Posted: 17:37:05 25/01/2015 | Topic Creator
Undead:

Giant: Eye-Brawl: Main: Eye-Punch (0-5) Secondary: Eye-Fly: Place an Eye Token in front of Eye-Brawl. This will last 4 turns. While it is active, the figure will move towards it by 5 inches. It will not attack, but it will defend itself from enemy attacks. The Eye token will move 10 inches every turn, and can attack enemies with a range of 5 inches. You may choose to go back to the figure at any time during the turn limit. While Eye-Fly is active, the attack from it is considered a Main attack. Special: Eye-Buddies: Summon a Mini-Eye token up to 6 inches away. It will last 2 turns, and will move 4 inches every turn to the nearest enemy. It attacks with 3 dice, and has a range of 4.

Trap Master: Krypt King: Main: Traptanium Slash (0-4) Secondary: Spirit Sword: Place a Sword Token. It will last for 2 turns. While active, it can move 8 inches every turn, and attacks all enemies within 4 inches of it. Krypt King cannot move while controlling it.Special: Crypt Wasps(6-9)

Trap Master: Short Cut: Main: Snip Snip(0-6) Secondary: Puppet Power: Place a Puppet Token within 4 inches of Short Cut. This will move 8 inches every turn, and attack any enemies within 4 inches of it. This will disappear after 3 turns. Special: Needle and Thread: Move an enemy within 11 inches of Short Cut closer by 5 inches.

Cynder: Main: Lightning Breath (4-10) Secondary: Shadowdash: Go forward 8 inches. You are able to go under figures. The closest Skylander is attacked. Special: Flight: While flying, Cynder’s speed is doubled. Lasts two turns.

Hex: Main: Hex Magic (4-9) Secondary: Skull Storm: Wait for two turns. Once passed, this move will attack all enemy Skylanders. Special: Wall of Bones (0-4): Place a Bone Token. Any enemy who comes within 4 inches takes 1 damage. Has 2 health. Lasts 3 turns.

Chop Chop: Main: Sword Slash (0-4) Secondary: Shield Bash (5-7) If used, all attacks targeting Chop Chop during this next turn are absorbed. The next turn this is used, this attack will deal 1 damage per attack blocked. Special: Bone Brambler (7-10)

Ghost Roaster: Main: Chain Swipe (0-4) Secondary: Skull Charge: Charge forward 8 inches. Attack the closest enemy. Special: Ectoplasm Mode: While in this mode, you cannot be attacked. You may also move through other Skylanders. But, you cannot attack, and you will take 1 damage per turn it is used.

Fright Rider: Main: Spear Stab(0-5)Secondary: Fright Dash: Dash forward 8 inches. Attack the closest enemy. Special: Burrow Bomber: Choose a spot up to 12 inches away. Teleport to that spot.

Roller Brawl: Main: Claw Slash (0-4) Secondary: Roller Charge: Dash forward 6 inches. Attack the closest enemy. Special: Roller Blades (6-9)

Grim Creeper: Main: Scythe Attack (0-5) Secondary: Circle Scythe (8-10) Special: Ghost Form: Place a Ghost Token. While active(for 3 turns) you may move that around(9 inches every turn), but not the figure. The figure cannot attack, but it can defend. Once the ghost counter is 1 inch away from an enemy, the figure moves to the counter, the counter is removed, and the enemy is attacked as if it was a Main Attack.

Funny Bone: Main: Bone Saw: Dash forward 5 inches. Attack the closest enemy. Secondary: Bone Disc (7-10) Special: Bone Paws: Place a Paw token within four inches of Funny Bone. This will move 7 inches every turn, and will attack enemies within 5 inches of it. This will disappear after 3 turns.

Bat Spin: Main: Bat Buddies (4-8) Secondary: Bat Storm: All enemies within an 8 inch radius of Bat Spin are attacked. Special: Bat Form: Switch Bat Spin for a Bat Token. This will stay for 3 turns. While active, your main attack will be Bat Bite (0-5), with your Secondary attack being Bat Screech (6-10).

Earth:

Giant: Crusher: Main: Hammer Time(0-6) Secondary: Medusa Gaze: Target cannot move next turn(0-8) Special: Boulder Dash: Replace Crusher with a Boulder token. This will last 2 turns. Crusher will be able to move twice as fast, but will not be able to attack until the effects go away.

Trap Master: Wallop: Main: Hammer Swing (0-5) Secondary: Hammer Toss (7-10) Special: Hammer Spin: Attack all enemies within 6 inches of Wallop.

Trap Master: Head Rush: Main: Horn Attack: Use 1 action to attack within 0-5 inches. Use 2 actions to charge forward 8 inches, and attack within 0-5 inches. Secondary: Stomp (0-3): Does 2 damage if successful. Special: Yodel: Attacks all enemies within 8 inches of Head Rush.

Bash: Main: Baseball Tail: Hits all enemies in a 4 inch radius. Secondary: Rock Charge: Dash forward 9 inches. Attack the closest enemy. Special: Stone Projection: Place a Pillar Token. This will do nothing until hit with a Baseball Tail attack. When hit, this will hit an enemy up to 12 inches away.

Terrafin: Main: Boxing Punch (0-4) Secondary: Little Sharks (6-10) Special: Land Burrow: Replace the figure with a Burrow Token. This will stay for 2 turns. While this is active, you will be able to move twice as fast, but will not be able to attack, and no one can attack you.

Dino-Rang: Main: Boomerang Throw (0-8) Secondary: Boomerang Circle: Hit all enemies in a 5 inch radius. Special: Rock Fist Traps: Place a Rock Fist token up to 3 inches away from Dino-Rang. When an enemy gets within 3 inches of the Token, it will attack the enemy with 3 dice, and then will be removed.

Prism Break: Main: Crystal Beam (5-9) Secondary: Crystal Drop: Place a Crystal Token 5 inches away from Prism Break. When Prism Break’s Crystal Beam goes through the Crystal Token, it rolls up to2 extra dice. Special: Crystal Circle: Hit enemies in a 4 inch radius.

Flashwing: Main: Shining Shot (4-9) Secondary: Shining Spin: Dash forward 8 inches. Hit the closest enemy. Special: Shining Circle: Hit enemies in a 5 inch radius.

Slobbertooth: Main: Head Bash (0-4) Secondary: Tail Slam: Hits enemies in a 5 inch radius. Special: Spit in, Spit Out: Choose an enemy figure within 4 inches of Slobbertooth. That figure is removed until next turn. It cannot be moved or used by your opponent until next turn. Next turn; replace it 4 inches away from you, and then attack.

Scorp: Main: Poison Spheres (5-8) Secondary: Scorp Sting (0-4) Special: Scorpion Dash: Dash forward 5 inches. Attack the closest enemy.

Fist Bump: Main: Faulty Punch (0-4): If a Fault Token is attacked, any enemy within 7 inches of it is attacked. Secondary: Fault Creation: Place a Fault Token. This will do nothing until attacked by a Faulty Punch. Special: Seismic Slide: Move Fist Bump 8 inches in a line, and attack the closest enemy.

Rocky Roll: Main: Spit Ball (4-9) Secondary: Boulder Dash: Move Rocky Roll 12 inches in a line, then attack the closest enemy. Special: Boulder Wall: Place a Boulder Token. This starts out as blocking a 12 inch radius, then as it is gradually attacked, will lower by 2 inches every time it is attacked, until it has zero, which it it then removed. Only one Boulder Token may be in play at once.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Edited 3 times - Last edited at 17:51:56 25/01/2015 by zookinator
zookinator Platinum Sparx Gems: 5726
#8 Posted: 17:40:42 25/01/2015 | Topic Creator
Fire:

Giant: Hot Head: Main: Flame Broiler(0-7 inches) Does double power if the enemy Skylander has an Oil Token on Card. Secondary: Oil Shot: Place an Oil Token on target card (8-12). Special: Sizzle Shower: Enemies within 6 inches of Hot Head are attacked.

Trap Master: Wildfire: Main: Shield Bash (0-3) Ranged: Fiery Chains (7-10): Brings in the target by 3 inches towards Wildfire. Special: Fire Roar: All enemies in a 7 inch line in front of Wildfire are attacked.

Trap Master: Kaboom: Main: Boom Time (5-10) Secondary: Cannon Jump : Teleport Kaboom 12 inches closer to an enemy, then attack. Special: Mortar Strike (12-18): Ignore Line of Sight.

Sunburn: Main: Flamethrower: Use repeatedly throughout turns to add 1 damage to each attack. Most this attack can do is three damage (0-5). Secondary: Phoenix Dash: Dash forward 7 inches. Attack the closest enemy. Special: Teleportation: Move up to 10 inches away. If there is an enemy in your way, ignore it. Attack the closest enemy after moving.

Eruptor: Main: Lava Lob (6-9) Secondary: Eruption: Attack enemies in a 8 inch radius. Special: Magma Balls: Summon a Magma Token. This will move towards the closest enemy every turn with a speed of 4. When it is within 5 inches of an enemy, it will be removed, and the enemy will be attacked with 3 dice.

Ignitor: Main: Blazing Sword (0-4) Secondary: Brimstone Sweep: Hit enemies in a 7 inch line. Special: Flame Mortar: Place a Mortar token up to 7 inches away. You cannot move the figure for 3 turns, but it will not attack, but can be attacked. The token will move triple of Ignitor’s speed. It will attack any enemies that get within 2 inches of it. When 3 turns have passed, the token is removed, and play returns to the figure.

Flameslinger: Main: Flaming Arrow (5-12) Secondary: Flame Volley: Hit an enemy between 12-20 inches away. Line of Sight does not apply. Special: Flame Dash: Dash forward 10 inches. Any enemies behind Flameslinger after the dash are attacked.

Hot Dog: Main: Flaming Bark (8-10) Secondary: Comet Dash: Requires two actions. Go forward 6 inches. Hit the closest enemy Skylander, with a success dealing 2 damage. Special: Fire Wall (0-7)

Smolderdash: Main: Flame Whip (0-4) Secondary: Sun Sphere (6-9) Special: Eclipse Mode: All attacks deal 2 damage for 2 turns. This requires 2 turns to recharge.

Fryno: Main: Anger Punch (0-4) Temper Tantrum: Use for 1 action, Anger Punch deals plus 1 damage for 2 turns. Use 2 actions, Anger Punch deals plus three damage for 2 turns, then one damage for 2 turns. Special: Motorcycle Venting: Dash forward 8 inches. Attack the closest enemy.

Torch: Main: Flame-Bellows (0-5) Secondary: Horseshoe Toss (7-10) Special: Flaming Hair Whip: All Skylanders within 4 inches of Torch are attacked and pushed back four inches

Trail Blazer: Main: Fireball Shot (6-10) Secondary: Roundhouse Kick (0-4) Special: Fire Charge: Move Trail Blazer 8 inches forward, pushing back all enemies in the way and attacking them.

Water:

Giant: Thumpback: Main: Anchor Swing (0-9) Secondary: Belly Flop: Dash forward 7 inches. Attack the closest enemy. Thump Chomp (0-4): Costs 2 actions, but has double damage, and roll 4 dice.

Trap Master: Snap Shot: Main: Traptanium Bow (7-10) Secondary: Crystal Slam(0-5) Special: Whirlpool: Place a Whirlpool Token up to 4 inches away. Any enemies that come within 5 inches of it are attacked with 4 dice. If you don’t do your next turn, you can move the Whirlpool up to 9 inches away.

Trap Master: Lob Star: Main: Star Shot (5-8) Secondary: Star Dash: Dash forward 7 inches, pushing away and attacking all enemies in the way. Special: Boil Up: Does not deal damage, but instead makes Star Dash go 14 inches, and Star Shot deals 2 damage when successful.

Zap: Main: Electro-Breath (0-9) Secondary: Tidal Wave Riding: Dash forward 5 inches. Costs 2 actions, but has double damage. Special: Sea Slime Slide: Dash forward 8 inches. Attack the closest enemy behind you.

Wham-Shell: Main: Crustacean Whack (0-5) Secondary: Poseidon Strike: Requires 2 actions, but has double damage (4-8) Special: Starfish Shot (8-11)

Gill Grunt: Main: Harpoon Snipe (5-13) Secondary: Power Hose: Pushes target back 5 inches (0-5) Special: Water Jet Pack: While Gill Grunt is in this mode, he will have double speed. This lasts 2 turns.

Slam Bam: Main: Yeti Punch (0-4) Secondary: Ice Prison: Target cannot move next turn. It can still attack however. (4-8) Special: Yeti Ice Shoe Slide: Dash forward up to 8 inches away.

Chill: Main: Ice Javelin (0-5) Ice Wall: Place an Ice token. Enemies cannot go through it from 5 inches away (0-3) Special: Shield Bash (0-5): If against an enemy, pushes them back 6 inches away. If used against an Ice Token, acts as a Secondary attack with a range of up to 8 inches away. Token is removed afterwards.

Riptide: Melee: Swordfish Slice/Hammerfish Dice: If Swordfish, (0-5). You can attack twice. If Hammerfish (0-7), you only attack once, but deals two damage if successful. Pocket Whale (0-5): Requires 2 actions, but deals double damage. Ranged: Fish Throw: You start the game with the Swordfish. You can switch from this to a Hammerfish, and vice versa. Each has a range of (3-7).

Punk Shock: Main: Electro-Bolt (4-8) Secondary: Water Balloon (4-8): Place a Puddle Token. If you shoot the token with an Electro-Bolt, all enemies within 4 inches of it are damaged. It lasts 2 turns with or without electrocution. Special: Tail Slap: Hits enemies in a 5 inch radius. Also activates the Puddle Token effect.

Flip Wreck: Main: Sea Saw (0-5) Secondary: Wheel Deal: Dash forward 7 inches, attacking and pushing away all enemies in path. Special: Shield Bash: Pushes back target 5 inches (4-7)

Echo: Main: Siren Scream: Attacks enemies in a 5 inch radius. Secondary: Sonic Bubble: Place a Bubble Token. This will move 6 inches every turn towards the closest enemy. Once within 5 inches of one, the token is removed, and the target is attacked with 3 dice. Special: Sonic Clam: Requires 2 action, but rolls 3 dice, and deals 2 damage when successful.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Edited 3 times - Last edited at 17:51:22 25/01/2015 by zookinator
zookinator Platinum Sparx Gems: 5726
#9 Posted: 17:43:37 25/01/2015 | Topic Creator
Magic:

Giant: Ninjini: Main: Mystical Swords/Bottle Rocket: If in Regular Mode, (0-5), Melee. If in Bottle Mode, (5-9), ranged. Secondary: Magical Orbs/Dazzling Enchantment: If in Regular Mode, (4-9), ranged. If in Bottle Mode, any enemies within 7 inches of Ninjini have their speed halved for 1 turn. Special: Bottle Mode/Regular Mode: If in Regular mode, shift to Bottle mode, by replacing the figure with a Bottle Token. This bottle is in every way Ninjini, except it does bottle attacks. This effect lasts for 3 turns. You may shift back at any time.

Trap Master: Blastermind: Main: Brain Waves: Attacks all enemies in a 5 inch radius. Secondary: Levitation Smash: Every enemy in a 5 inch radius is removed from the table, Blastermind then cannot move, and the targets may not activate their turns. Next turn the targets are placed back in their original positions, and then attacked. Special: Energy Ball (6-10): If successful, the target’s speed is halved.

Trap Master: Enigma: Main: Staff Swipe (0-5) Secondary: Invisibility: Remove Enigma’s figure, and place an Invisibility token there. Next turn, replace Enigma 12 inches away from the Invisibility token, and remove the token. Special: Paradox Pound: Attacks all enemies in an 8 inch radius.

Spyro: Main: Fire Breath (0-7) Secondary: Horn Ram: Dash forward 15 inches. Attack the closest enemy. Special: Flight: While this is active, Spyro has twice as much speed. This lasts for 2 turns. This will automatically reset when the Horn Ram is used.

Voodood: Main: Axe Slash (0-4) Secondary: Zipline Axe: Select an enemy up to 10 inches away. Move Voodood adjacent to the target, and attack. Special: Magic Tripwire: Place a Tripwire Token. When an enemy is within 3 inches of that token, remove the token, and attack the enemy with 2 dice.

Double Trouble: Main: Eldritch Beam (4-9) Secondary: Double Summoning: Place a Double Token up to 2 inches away. This token will move 6 inches per turn. This can be destroyed with a defense of 2 dice, and a health of 1. When it gets within 2 inches of an enemy, it will be removed, and attack with 3 dice. Special: Magic Bomb: Range of up to 4 inches. Pushes enemies back up to 5 inches away.

Wrecking Ball: Main: Whipping Tongue (0-8) Secondary: Wrecking Charge: Move forward 10 inches. Attack the closest enemy. Special: Burp (0-4): Requires 2 actions, but has double damage.

Pop Fizz: Main: Bottle Toss(4-7) /Power Slam (0-5) Power Slam only comes into effect when Pop Fizz is in Beast Form. Secondary: Potion Drink: Shift from Regular Form to Beast Form, and vice versa. Mark with a Beast Token. Special: Bottle Shift: Start the game with Orange Potion active. Orange potion does regular damage. Shift from Orange Potion to Green Potion. While that is active, Bottle Toss will instead place an Acid Token within the range. Any enemies that come within 3 inches of that token are damaged. Shift from Green Potion to Purple Potion. While Purple Potion is active, Bottle Toss will place a Potion Token within the range. The Potion Token will be removed in 3 turns. While active, it will move 5 inches every turn towards the nearest enemy. When it is within 7 inches of an enemy, it will attack with 3 dice. Shift from Purple Potion to Orange Potion.

Star Strike: Main: Star Shot: (5-9) if you use Fan Strike after this move, the Fan Strike move will deal 2 damage with a range of (5-9). This effect can be used over multiple turns. Each time you use Fan Strike in a row, it will continue to stack +1 damage until this deals 4 damage. If any other move is used in this streak, the bonus is reset, and Star Shot must be reused to start the streak again. Secondary: Fan Strike (0-4) Special: Star Fall: Place a Star Token within 5 inches of Star Strike. This will stay for 4 turns. While active, this will attack any enemies within 4 inches of it with 2 dice.

Dune Bug: Main: Dune Magic (4-7) Secondary Dune Ball: Go forward 10 inches in a line. Any enemies in your way are moved with you. After Dune Bug is done moving, any enemies caught are further pushed back 6 inches. They are then attacked. Special: Dune Flight: For two turns, Dune Bug has double speed.

Déjà vu: Main: Time Shot (0-6) Secondary: Past Self (3-6): Place a Dupe Token. This token will move 8 inches every turn to the closest enemy. If you use Past Self again, you will switch places with the token. Special: Time Rift: Place a Rift token. This token will damage all enemies who are within 3 inches of it. This will last 3 turns. If you attack the Rift Token, the Token is removed, and all enemies within 8 inches of it are attacked.

Cobra Cadabra: Main: Magic Flute (4-8) Secondary: Basket Toss: Place a Basket token. You may place up to 4 Basket Tokens. These will attack all enemies within 5 inches of them. Special: Basket Charge: Move Cobra Cadabra 8 inches in a line, attacking and pushing away all enemies in the way.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Edited 3 times - Last edited at 17:50:25 25/01/2015 by zookinator
zookinator Platinum Sparx Gems: 5726
#10 Posted: 17:45:20 25/01/2015 | Topic Creator
Tech:

Giant: Bouncer: Main: Finger Pistols (7-10) Secondary: Shoulder Rockets: Hits any enemies within 14 inches of Bouncer. Requires 2 turns. If Bouncer is attacked while charging, the move must be redone if the attack was successful. Special: I-Beam (0-5)

Trap Master: Gearshift: Main: Gear Spin/Gear Daggers/ Gear Launch: If in Hoop mode, attack in a 5 inch radius, and if in Dagger mode, (0-5). If in Launcher Mode (6-10) Secondary: Gear Grind: Move forward 6 inches, pushing away and attacking all enemies in path. Special: Gear Mode Switch: When you use this, you can switch from one mode, to another mode. List: Hoop mode, Dagger Mode, and Launcher Mode.

Trap Master: Jawbreaker: Main: Traptanium Fist (0-4)Secondary: Floor Slam (5-8): Hit all enemies within range. Special: Robo-Rage: Last two turns. All attacks deal 2 damage, and speed is doubled.

Drobot: Main: Laser Beam (7-14) Secondary: Spinning Bladegears (0-5) Special: Flight: Drobot has double speed for 2 turns.

Drill Sergeant: Main: Drill Shot (4-9) Secondary: Drill Charge: Dash forward 12 inches. Attack the closest enemy. Special: Mini-Cannon (10-14)

Boomer: Main: Dynamite Toss (6-12) Secondary: Clobber Smash: Pushes any enemies within 5 inches of Boomer is pushed back 6 inches away, then attacked. Special: Troll Bomb: Place a Troll Token up to 3 inches behind Boomer. It will stay in that spot for 2 turns. When 2 turns have passed, remove the token, and any enemies within 6 inches of it will be attacked. Also, when any enemy comes within 4 inches of the bomb, then it explodes, and attacks. After attacking, then it is removed.

Trigger Happy: Main: Golden Guns (8-14) Secondary: Pot o’ Gold (0-6) Special: Golden Machine Gun: Attacks enemies only from 16 to 18 inches away. Attacks with double damage, but requires 2 actions. Also rolls 4 dice.

Sprocket: Main: Wrench Whack (0-5) Secondary: Turret Creation: Place a Tank Token in front of Sprocket. This token remains stationary and attacks enemies within 6 inches of it with 2 dice. For an action, you can place Sprocket on top of it and make it a tank. While in a tank, Sprocket has half speed, but can attack from 6 inches away with 4 dice. Lasts for 3 turns. You may choose to exit the tank at any time during the turn limit. Special: Bouncing Betty Mines: Place a Mine token up to 3 inches away from Sprocket. When an enemy is within 4 inches of it, remove the token, and the enemy is attacked with 2 dice. Instead of waiting however, you can hit the mine with a Wrench Whack and use it as a Ranged attack up to 8 inches away.

Countdown: Main: Bomb Missiles (4-9) Secondary: OFF WITH YOUR HEAD!!(0-6) Special: Bomb Buddy: Place a Buddy Token. This token will move 6 inches per turn towards the nearest enemy. When it is within 2 inches of an enemy, the token is removed, and the Skylander is attacked with 3 dice.

Wind-Up: Main: Spike Spike: First only attacks with 1 die. After Wind Up is used, this will attack with 3 dice. Secondary: Wind Up: Wind Up when first used in the game makes Spike Spike!! Have regular power. When used again and again, each time will up the power of Spike Spike!! By 1 die. Every time Spike Spike!! Is used, it lowers the winding by 1, until it goes down to half. When Wind Up is used 4 times in a row, Overcrank comes into effect, and any enemies within 5 inches of Wind-Up are attacked. Winding is reset afterward. Special: Spring Time: Has a range of 3. Use a Spike Spike!! Right after this to do double damage.

Chopper: Main: Raptor Rockets (5-10) Secondary: Chopper Blades: Move Chopper 8 inches forward in a straight line. All enemies in the way are attacked and pushed back. Special: Roar: All enemies within 5 inches of Chopper are attacked.

Tread Head: Main: Wheelie: Move Tread Head 8 inches forward in a straight line, and any enemies in the way are attacked and pushed away. Secondary: Backfire: All enemies in a 6 inch line are attacked. Special: Spin Around, Spin Around: All enemies within 5 inches of Tread Head are attacked.

Light and Dark:

Coming Soon...

So after reading the rules and such, wanna play?

FYI, feel free to post now...
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Edited 2 times - Last edited at 17:49:58 25/01/2015 by zookinator
JayjeA Blue Sparx Gems: 636
#11 Posted: 20:02:22 27/01/2015
Card Game: This sounds like a great idea! I'd love to play it against other Portal Masters! I was going to ask if, in you element weakness chart, were you going to put in the new Elements like so, Light>Dark>Magic, etc? I assume you're waiting til more Light and Dark 'landers are added? Any way good job. I hope this Idea takes off!

EDIT: In regards to the Rocket Ram and Tiki Speaky. Could they not give a boost to the Current Skylanders Speed and Luck, respectively?
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I'm a recent convert to Skylandering and I LOVE it! I'm doing a SUPERCHARGERS LP! I also do UnBoxing videos!
Edited 1 time - Last edited at 21:17:01 27/01/2015 by JayjeA
zookinator Platinum Sparx Gems: 5726
#12 Posted: 03:50:08 28/01/2015 | Topic Creator
Alright, in response:

I do not have Tiki Speaky and Rocket Ram listed with any abilities as I do not own the two just yet. Once I see how they work, then we'll see.

For Light and Dark, I will make it so they are strong against each other ,but not against other elements. It'll keep the order good, you know?

And yes, I hope that this takes off. There has been a new idea in my mind for the Board Game, and I may just convert back to my old system for the card game. It was more fun like that.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
JayjeA Blue Sparx Gems: 636
#13 Posted: 18:27:39 28/01/2015
I can do some research for you, as I have both of them. I can give you the info you need, if you'd prefer.
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I'm a recent convert to Skylandering and I LOVE it! I'm doing a SUPERCHARGERS LP! I also do UnBoxing videos!
zookinator Platinum Sparx Gems: 5726
#14 Posted: 13:43:32 29/01/2015 | Topic Creator
Go ahead, and tell me.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
JayjeA Blue Sparx Gems: 636
#15 Posted: 03:54:35 09/02/2015
I'm back with the research on the Rocket Ram and Tiki Speaky. They both are defense items and they attack enemies from you. The Rocket Ram does singular damage, while Tiki Speaky does mass damage over a group of enemies. That's it!
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I'm a recent convert to Skylandering and I LOVE it! I'm doing a SUPERCHARGERS LP! I also do UnBoxing videos!
dracoslay Blue Sparx Gems: 555
#16 Posted: 05:32:20 09/02/2015
I have another idea for a card game.
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Magic, Earth, Water, Fire, Tech, Undead, Air, Life
zookinator Platinum Sparx Gems: 5726
#17 Posted: 13:20:52 09/02/2015 | Topic Creator
Alright updated with the Rocket Ram and Tiki Speaky.

Anyway, dracoslay, if you want to share your idea, feel free to pm.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
dracoslay Blue Sparx Gems: 555
#18 Posted: 09:44:06 10/02/2015
I have my own forum about it. I'll link it.
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Magic, Earth, Water, Fire, Tech, Undead, Air, Life
dracoslay Blue Sparx Gems: 555
#19 Posted: 09:47:23 10/02/2015
//forum.darkspyro.net/spyro/viewposts.php?topic=106917
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Magic, Earth, Water, Fire, Tech, Undead, Air, Life
Fryno Forever Yellow Sparx Gems: 1071
#20 Posted: 00:20:41 17/02/2015
What do you use for a board in the figure game, just a table?
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Back and Better Than Ever!
zookinator Platinum Sparx Gems: 5726
#21 Posted: 03:41:09 17/02/2015 | Topic Creator
Yeah, you just use the table. The movement range is tracked with a ruler or tape measure.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Fryno Forever Yellow Sparx Gems: 1071
#22 Posted: 01:34:09 18/02/2015
Are actions used every time you attack?
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Back and Better Than Ever!
zookinator Platinum Sparx Gems: 5726
#23 Posted: 03:55:00 18/02/2015 | Topic Creator
Well, yes.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
Fryno Forever Yellow Sparx Gems: 1071
#24 Posted: 04:11:05 18/02/2015
So is damage the attack roll - the defense roll?
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Back and Better Than Ever!
zookinator Platinum Sparx Gems: 5726
#25 Posted: 13:21:13 18/02/2015 | Topic Creator
No, here is how it works. If the attack roll is higher than the defense roll, the defender takes one damage. If the defender wins, then there is no damage dealt. Afterward, if the attacker won, the amount of dice luck would give is rolled by two players. If the attacker is still successful, then the attack deals 2 damage, or four in certain cases. If the defender wins, then the damage remains its particular amount.
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
dracoslay Blue Sparx Gems: 555
#26 Posted: 00:26:26 21/02/2015
Hang on... If it's up to two players... Does that mean you can't play as three and can play as one?
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Magic, Earth, Water, Fire, Tech, Undead, Air, Life
zookinator Platinum Sparx Gems: 5726
#27 Posted: 14:08:52 21/02/2015 | Topic Creator
Huh? What do you mean by that?
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Skylanders Colosseum Clash
A Fanmade Skylanders Boardgame
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