Tabletop Simulator

Tabletop Simulator

Glyph - A Dota2 Board Game
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Update: Apr 11, 2021 @ 5:55am

Update: Mar 22, 2021 @ 12:52pm

Update: Mar 22, 2021 @ 12:01pm

Version 2.0

Introduction
Introducing Glyph 2.0; an update that we have been working on for more than 6 months!
We decreased the game time, dropped half the rule book, extremely simplified the components and gameplay, and gave the game a structure. Unlike the previous updates, we can't list the changes in detail because we changed a great deal of stuff. We recommend that you give the rules a new clean read (the rule book is now 8 pages only). Hopefully, we will also create a rules video sometime soon.

Major Changes
  • The game is now broken down into groups of rounds called stages. A stage ends if 12 rounds pass, or if a tower falls before then. One side of the board allows up to 5 rounds. The other allows up to 3.
  • Items can't be bought during the game anymore; instead, they can only be bought between stages.
  • The concept of experience was removed. Heroes gain stat bonuses and unlock talents between stages only. New spells can be gained by capturing outposts or by killing enemy heroes. Items are now bought using coins collected by killing creeps.
  • Creeps now gain speed in addition to damage, and all towers were made more exposed. Creeps are now the primary source of tower damage in most games.
  • We added A LOT of iconography to all kinds of components. most cards have less than half the text they previously had.
  • We removed cooldowns and replaced them with a simpler system. We also removed regeneration cards; players now use their regeneration values to heal between stages.

A few minor fixing updates are expected to follow this one over the next couple of weeks. Please report any bugs or problems you encounter in the meanwhile.

Update: Aug 24, 2020 @ 7:27am

Version 1.99

New content
Items
  • Faerie Fire
  • Power Treads

Rule Changes
  • A player may not communicate with his teammates during his turn anymore
  • The costs of all items were increased by ~20%
  • Items now deliver in 2 rounds instead of 3
  • Changed armor dice to d12s
  • Reduced the armor gains of all heroes by ~20%
  • Changed black king bar interaction with a few items - page 12
  • Changed a few invisibility rules. You can now make 1 action (instead of only moving previously) when spending your invisibility. You can also become invisible anywhere outside the line of sight of enemies instead of only inside trees previously - page 10
  • Updated the 2v2 map
  • Removed the root condition and added silence and rust - page 10
  • Removed the concept of priority. Effects re now played one at a time - page 9
  • You can now give your old natural items to teammates when you buy new ones - page 11

Mod Updates
  • Changed the way all spells and items are worded to reduce text clutter and make them easier to understand

This update's aim is to streamline the gameplay flow more than anything else, but it also includes various balance changes and syncs the game with the latest Dota2 update (7.27c)

Update: May 21, 2020 @ 7:51am

Version 1.96

New content
Heroes
  • Earthshaker
Items
  • Armlet
  • Helm of the Dominator
  • Maelstorm
  • Medallion of Courage
  • Radiance
  • Mask of Madness
  • Meteor Hammer

Rule Changes
  • Removed creep-specific conditions. Creeps can now receive any type of condition. For the purpose of stuns, the entire creep activation (both of movement and attacking) are considered a single action
  • Changed how negative armor works. Previously, a unit with negative armor took the full damage of an attack +1 for each "X" it scored on its defense roll. Now, a unit with negative armor still takes the full damage of the attack, but it then takes +1 for each result equal to or lower than its negative armor value (a unit with an armor of -2 takes +1 damage per result equal to or lower than 2) - page 6
  • Changed the rules of distance when resolving effects. The range of an effect is now calculated at the announcement time, which means that if a lower-priority effect resolved first and moved your target out of your range, your effect will still reach it - page 9
  • Changed how slow works. Slow now forces you to spend an extra movement for each step that you wish to move - page 11
  • The item hand-limit is increased back to 5
  • Neutral items can now be traded among teammates - page 11
  • Each hero now has copies of a few shop items that only he can buy - page 11
  • Added an optional rule to play with an open shop - page 12

Mod update
  • Fixed the problem with saves and loads breaking the mode
  • Added the rulebook to the game
  • Various code improvements and bug fixes

Update: May 21, 2020 @ 6:52am

Update: May 10, 2020 @ 12:42pm

Version 1.90
  • Added defense dice rollers for towers
  • Reduced the cost of every neutral item
  • Added boots of travel and the Monkey King Bar
  • Various bug fixed and a couple of balance updates

    Please note that reloading the mode currently breaks all buttons. I am going to solve this problem very soon

Update: May 5, 2020 @ 8:36am

Version 1.85

The mode is now fully scripted
  • The mode now includes buttons for picking heroes and setting up the shop
  • A button for leveling up - takes extra experience from Outposts into account and reminds to choose a new spell/talent
  • A button to reduce cooldowns - automatically calculates regeneration from cards and places them back on the track
  • Buttons for attack and defense rolls - both of them take into account all of the cards in your play area/hand. This includes counting souls for SF based on how many cubes are on the latest level of Necromastery. It leaves out cards that are in your spell deck and cards that are facedown
  • Added buttons on hero sheets to increase and decrease stats dice

Major rule changes
  • Removed pushing power. Creeps now always activate starting with the team that has the best hero initiative. Items/spells that previously changed pushing power now simply boost your team's lane creep damage - Page 5
  • Completely changed how outposts work. There now are two outposts on the board. When you level up, you gain 1 experience per outposts belonging to your team. An Outpost icon is added in each level block as a reminder - Page 9
  • Removed all types of decoy but invisibility and extremely refined its rules. Many items were updated accordingly - Page 10
  • Removed creep drops system and added a new type of items instead. Players now collect jungle creeps after they kill them so that they can spend them buying neutral items - Page 11

There are many other minor balance changes that are too much to list here

Update: May 5, 2020 @ 5:09am

Update: May 4, 2020 @ 6:05am