Tabletop Simulator

Tabletop Simulator

Power Rangers Heroes of the Grid - Scripted
 This topic has been pinned, so it's probably important
Bulthax  [developer] Sep 6, 2020 @ 5:12pm
Instructions
Ranger Set Up:

https://youtu.be/QvWfKFak3k8

Select your ranger by clicking the Lightning Bolt symbol (1 located at each player's seat).

Select your team and then your ranger. Use Lightning Bolt to go back to team selection. If the selected Ranger has multiple Character Cards or Zords, select which one you wish to use.

You can Right-Click any Ranger, Zord, or Megazord button to have info printed into the chat. (This cannot be seen by other seated players.)

The generic Power Ranger logo will randomize your selection. If you've already selected a team it will limit the randomized Rangers to the current team.

You can vote for what Megazord will be used, or skip using the Power Ranger logo. If the vote is a tie the two highest options will be randomly selected between. If no one votes a random Megazord will be selected.

If you're playing with less then a 5 Ranger team or if Alpha is being played you can vote for what Auxiliary Zords will be drawn to fill the Zord Deck.

Random Enemy Selection:

https://youtu.be/Xausb06xOqQ

Click the top left Corner of the table to open the Set Up menu. Click Randomized Setup.

Click the red boxes to select where the game pulls Foot Soldiers/Locations, Monsters, and Bosses.

Select the amount of Ranger's playing.

Select any optional rules (Assault Mode, B Side, Boss Mode).

Click Apply and Setup and the game will automatically pull the pieces, cards, and decks needed.

Manual Enemy Selection:

https://youtu.be/_CBz9H8sXfk

Click the top left Corner of the table to open the Set Up menu. Click Manual Setup.

Click the red boxes to select what Foot Soldiers/Locations to add into the game. If you add in more then 4 selections the game will randomly select from them.

If you want to use B Side click the B Side button. Once you've made your selection click the Apply button to move onto Monster Set Up.

Click the red boxes to select what Monsters to add into the game. If you add in more then 2 selections the game will randomly select from them.

Click Boss Mode and Apply to skip over Monster Selection.

While selecting Bosses you can turn on Assault Mode.

Finish set up by selecting HQ's and your Number of Rangers.


Deploy Phase:

https://youtu.be/kD2AYOHo-9o

Click Deploy Deploy Deck to end the round and enter Deploy Phase.

This will automatically restore all Exhausted Zords and Action Tokens. Any 'Start of the Action Phase' features such as Brachiozord drawing a card or Zord Graveyard Hard Mode adding a card will be completed.

Deploy cards will be laid out on the table and flipped face up, corresponding tokens will be moved into place. If a location is Panicked or a Monster/Boss is draw a Panic Token will be added to the location. The Monster/Boss deck will also be placed in a deck zone.

Ranger Controls:

https://youtu.be/g1njqmD-tvw

Rangers have lots of ways to easy interact with their Deck, move around the board, and initiate Battle.

Left of the Ranger's Lightning Bolt Character Symbol are two buttons.

Left Button - Move Action
Clicking this button will open the movement menu, click the area you wish to go to to expend an Action Token and use the Move action. If you are on the Time Force HQ and no Enemies are there an Action Token will not be spent.

Right Button - Battle Action
Click to enter Battle at your location and become the Lead Ranger.

On each Ranger's deck are 4 buttons:
Draw - Draw a card to that Ranger's hand.
Discard - Click to Discard from the top of the deck. Right-Click to discard from the bottom of the deck.
Defend - Click to draw a card for defending damage. Once card is drawn either click again to discard or right click to place at the bottom of the deck.
Shuffle - Click to shuffle deck.

Place a card to the left of the deck to add it to the bottom of the deck.

One each Ranger's discard area are 2 buttons:
Add to Hand - Add the top card to the Ranger's hand.
Recover/Powerup - Click to use the Recover Action. An Action Token will be flipped face down and a prompt will tell you how many shields you can Recover. If Delta Command Megazord is in the Location you can Right-Click to Power Up.

By Clicking on the Ranger's Character Card you can flip the card face down to show it's effect has been used (only if an effect that can be used such as Leadership).

By Clicking on the Ranger's Zord Card you can flip the card face down to show it's effect has been used.

When an Auxiliary Zord is in play you can click it's corresponding button to Exhaust it.

Ranger UI:
Once a game has started each Ranger will receive a UI. The UI will allow control of the following functions:
Draw - Draw a card to that Ranger's hand.
Discard - Click to Discard from the top of the deck. Right-Click to discard from the bottom of the deck.
Shuffle - Click to shuffle deck.
To Hand - Add the top card of the Discard to the Ranger's hand.
Move - Clicking this button will open the movement menu, click the area you wish to go to to expend an Action Token and use the Move action. If you are on the Time Force HQ and no Enemies are there an Action Token will not be spent as long as all Rangers use Transwarp before other actions are used.
Start Battle - Click to enter Battle at your location and become the Lead Ranger.
Recover - Click to use the Recover Action. An Action Token will be flipped face down and a prompt will tell you how many shields you can Recover. If Delta Command Megazord is in the Location you can Right-Click to Power Up.
Ranger Abilities - Activate Ranger ability if applicable, print Ranger Ability description.

The Following UI buttons will only appear as needed for each Ranger:
Lead Ranger - Will activate when you are the lead Ranger.
Energy Pool/Add Energy To Pool - Will show the current count of the Energy Pool, if you have Energy in your Energy Storage it will allow you to add that Energy to the Pool.
Action Add Energy To Pool - Will show if you have unspent Action Tokens and will allow you to add Energy to the Pool.
Recover Tokens ( Only in 4 Ranger Mode) - Click to use the Recover Token. An Recover Token will be flipped face down and a prompt will tell you how many shields you can Recover. If Delta Command Megazord is in the Location you can Right-Click to Power Up. (See Solo Play below for more information.)
Zords (Will Activate Once Zord is Drawn)- Exhaust Ranger Zord if applicable, print Zord description. This currently does not open Brachiozord or Gravezord menus, continue to use on board buttons for this.
Auxiliary Zords (Will Activate Once Auxiliary Zord is Drawn) - Exhaust Auxiliary Ranger Zord if applicable, print Auxiliary Zord description. This currently does not open Brachiozord or Gravezord menus, continue to use on board buttons for this.
Megazord (Will Activate Once Megazord is Unlocked) - Open Megazord Menu if applicable or activate Mega Voyager effect.
Power Up Buttons - Will activate either when HQ is cleared of Enemies in Assault mode or when entering a Location that allows a ranger to Power Up.
Energy Store Button - Will activate when Battle ends and there is energy in the Energy Pool and the corresponding Ranger can Store more Energy.
Lead Ranger Confirm - Will activate when the Lead Ranger is defeated if you are in the Battle Location. Clicking it will make you the new Lead Ranger.
Reaction Button - Will activate when the Ranger can play Showboating or Unlock Potential.
Enemy Target Buttons - Will activate when an Enemy card effect requires a target, clicking this will target the corresponding Ranger with the Effect.
Ranger Swap (Only when Rangers outnumber Players) - Click a Ranger Swap Button to change seats to that Ranger. (See Solo Play below for more information)

The following Character Cards are Scripted:

MMPR White - Rallying Light
When in Battle and Energy Pool is empty click the Ability Button to gain an energy.

Zeo Green - Vanguard
When in Battle click the Vanguard Ability Button to gain Hit Tokens. When using cards that consume hit tokens click the Ability Button to spend Hit Tokens. For cards like Power Hatchets click the Ability Button to count down the Hit Tokens you want to spend and Right-Click to confirm.

Time Force Pink - Contingency
When activating Contingency Swap buttons will appear in the center of all Enemy Cards. Click the two cards you wish to swap. Only 1 Contingency may be activated at a time.

Phantom Ranger - Cloaking Device
Click this card to use a Move Action to move to your Character Card. When in battle Click it to enter that Battle.

Super Samurai Red - True Focus
Will automatically add an Energy to Super Samurai Red's Energy Storage at the end of Battle.

HyperForce Red - Determination
When in battle click the Ability Button to activate. Then either click the Ability to spend an Energy and Draw card or discard a card to automatically gain an Energy.

HyperFroce Black - Cry Havoc
Will automatically reduce Energy Cost of Combat cards when the Ranger is in a Location with 4 or more Enemy Tokens.

Any Ranger Ability that Gains or Spends Energy will automatically add Energy into the Energy Pool or spend Energy to activate that Ability.

The follow Zords have scripted effects:

Brachiozord - Will automatically draw a card to itself and automatically discard on use, click the zord card you wish to use to exhaust Brachiozord. Works with Gravezord (Currently cannot be used to target another Brachiozord.

Gravezord - Will automatically keep a menu of active Zords, click to exhaust Gravezord. Will mimic effects of scripted Zords.

Mastodon - Can be used during Deploy Phase to stop cards from flipping. Buttons will be placed on all Footsoldiers in play, click one to send it to the experience tracker.

Serpent Hyperzord - Use the defeat button on up to 2 Footsoldier Cards without the token being taken off the map. To end effect early click the Zord button again or the Brachiozord/Gravezord button.

Delta Base - Will change the prompt for the next ranger who uses the Recover Action.

Torozord - Will reduce Energy Cost for the next Combat Card Played. Do not use as a Reaction as indicated by the card, activate before the Combat Card is placed on the table.

All Zords that Gain Energy will automatically add Energy into the Energy Pool.

The Megazord will have a button when drawn. If applicable a Movement Menu will be open when clicking it.

Programmed Megazords:

Zoe Megazord
Will decrease Energy Cost for any Battle in it's Location.

Delta Command Megazord
Will allow for Power Up while in and when entering it's location.

Battle Controls:

https://youtu.be/iNepfsCh-Ng

Once battle is initiated select your Enemy Combat Cards by clicking Footsolder/Monster/Boss on the corresponding deck. Buttons will only open up for Enemy's who are at the combat location.

Cards will automatically move to the front of the Battle Area when a FAST card is drawn.

Each card will have a top button for adding Damage/Energy Tokens and a bottom button for Resolving/Defeating the card. When a card is defeated Damage Tokens are removed and any Energy Tokens are added to the Energy Pool.

Once all cards are defeated or when the 'Click To End Battle' button is clicked all cards will be cleared from the Battle Area. Any defeated Monster Cards will be added into the discard (the game tracks how many cards have been defeated), and all undefeated cards will be placed back into their deck and the deck will be shuffled.

Any defeated Footsoldier card will pull the token from the board and add to the Experience Tracker. If the Experience Track fills it will automatically be emptied and the rangers will Level Up and a Zord card will be drawn and placed into a Ranger's Zord Zone or turned into an Auxiliary Button for all Rangers to use. If a Monster/Boss is defeated Rangers will Automatically Level Up and draw a Zord.

By clicking on the Energy Pool you can add an Energy Token into it (such as from card effects), by right-clicking you will remove one Energy Token from the pool. Once Battle is over, if a Ranger that was in the Battle can store energy and the Energy Pool has remaining Energy Tokens a button will come up over the Energy Storage Area, click it to pull Energy from the Pool to your Storage.

While Battle is Initiated any Ranger at the Battle Location will be able to click their stored Energy Token and add it to the Energy Pool. Clicking an unused Action Token will add 2-3 (depending on Ranger count) Energy Tokens to the Energy Pool.

When Battle is initiated certain Ranger Combat Cards can be placed on the playing field to be used. Currently These Include:

Alpha 5 - Teleport
A pop up menu of Ranger's not in combat will come up from the card. Select a Ranger to Teleport to the current Battle.

Ninjor - Showboating
Play this card as a reaction to an enemy card being resolved.

Ninjor - Unlocked Potential
Play this card as a reaction to a Zord being Exhausted.

Phantom Ranger - Phantom Cloak
Once played click the card to move your ranger to your Character Card. This card will only target the ranger you are seated at (will be adjusted for solo play in the future).

When Playing a Combat Card placing it on the play area will activate Energy Spend and any corresponding Energy or Hit Token effects for that card. The program will automatically take into account any Additions (Witch's Curse etc) or Subtractions (Dragon Flute Solo etc) to Energy Cost and lock out cards as needed (Ravenous Hunger etc).

Energy Cost X - When playing a card with X as the energy cost the Energy Pool Button will become the Spend X Button. Click the button to count down the amount of Energy to spend. Right-Click to confirm and spend that amount. If 0 Energy is in the Energy Pool the Combat Card will register as a 0 Energy Cost. If you want to spend 0 Energy on the card Right-Click the Spend X Button.

May Spend Effects - Cards with the May Spend effect will broadcast that more energy may be spent. The Energy Pool Button will become the Energy Spend Button if you may only spend a set amount of Energy (such as 'you may spend 1 Energy'). Clicking this button will spend that specific amount of Energy. If you can spend any amount of energy the Energy Pool Button will become the Spend X Button.

Most Combat Cards that Gain Energy will now automatically do so. This excludes the follow cards or situations:
Turbo Red - Turbo Strike
Shadow Ranger - Shadow Slash
Space Red - Let's Rocket
Space Black - Meteor Smash
Space Pink - Comet Kick
Zoe Gold - Inspiring Presence's 王 Ability
Zeo Ranger 5 - Activating Defense Abilities from Shining Star's or Zeo Power Sword's effects
For these effects continue to use the Energy Pool Button.

Brachio Staff - Will not allow cards to be played without paying Energy. Either do not place the cards played from the Discard on the play area or use the Energy Pool Button to return the energy spent.

When Resolving an Enemy Effect or after using a Zord the program will check Ranger's Hands and Zord Bay for Reaction Cards that can be activated. Any found cards will be Highlighted with the Ranger's Color and all other cards in the hand will be flipped Face Down.

This currently will only activated when Showboating or Unlocked Potential are in a Ranger's Hand. The Rangers will have 30 seconds to play the necessary card before Unlocked Potential's Zord target is cleared or the Enemy Effect is Resolved. To end the timer early click the Reaction Button (left of the Deck). Once the timer is ended the Glow effect will be removed from cards and all Hand Cards will be flipped face up.

When Resolving an enemy card the following cards are scripted:

Super Putty Patroller - Regrow
Will automatically deploy a Supper Putty Patroller.

Tenga Warrior - Fly Away
Will automatically move a Tenga Warrior to the next clockwise location. When resolved in the HQ you will be able to select where the Tenga Warrior moves by clicking that location.

Rito Revolto - Stumbling Fool
Will draw up to 2 more cards into the Deploy Card areas and turn those areas into Battle Zones for the remainder of the Battle.

Bones - Regeneration
Will flip all defeated Bones cards face up and mark that as undefeated.

Finster - Freshly Made
Will pull out Putty Patroller Token Bag and Combat Deck if they are not already in play and will deploy 2 Putty Patrollers.

Lord Drakkon's - Stolen Power
Will turn Spent or Drained Energy Tokens into Stolen Power tokens and add them to the Card.

Evil Robot Tommy - Single Combat
Will lock out Combat Cards from anyone but the Lead Ranger.

Pumpkin Rapper - Rapper's Trap
When targeting Rapper's Trap an extra Energy must be available in the Energy Pool. If an additional Energy is not available Rapper's Trap will alert the Rangers and return previously spent Energy to the Energy Pool.

Pudgy Pig - Ravenous Hunger
Will prevent cards with an Energy Cost of 1 or more from being Played and alert the Rangers to this condition when attempted. This will take into account Energy Cost Reductions and Additions.

Head of Cyclopsis
Will prevent Rangers in Battle Location from activating Zords and Auxiliary Zords if undefeated.

Left Leg of Cyclopsis
Will automatically draw a Cyclopsis Combat Card at the start of Battle if undefeated.

Right Leg of Cyclopsis
Will automatically draw a Cyclopsis Combat Card at the end of Battle if undefeated and give Ranger's 30 seconds before cleaning ending Battle to resolve the effect.

Psycho Ranger's Path of Frost
Will automatically Drain Energy from the Pool till only 2 remain and will prevent Energy being Gained and alert the Rangers to this condition when attempted.

Green Psycho Ranger Nemesis Effect
Will automatically discard from the top of the deck for the targeted ranger, the secondary ranger must manually discard.

Pink Psycho Ranger Nemesis Effect
Will automatically activate Energy Drain.

Path Cards, Psycho Burst, Nemesis Drain, and Psycho Strike will broadcast Nemesis effect to specific ranger when resolved with multiple players. When playing solo the game will broadcast what Ranger needs to do what effect.

Passive Effects that effect Energy Cost will automatically be activated at the start of Battle and deactivated at the end of Battle or when the Card is Defeated.

Effects that Drain Energy will automatically drain Energy from the Energy Pool. If no Energy Remains in the Energy Pool the Rangers in Battle will get the Drain Energy Button on their Energy Storage if they have Energy stored or Drain Card Button. When the Drain Energy Button or Drain Card Button is pressed the Energy Storage will Drain or the Ranger will alerted to Discard a Card, respectfully.

Any Effects that Randomly Discard from a Ranger's Hand or Deck will automatically take effect upon Resolve. If the Effect Requires the Ranger's to Select a Target the program will add a button to the Power Up Zone (left Combat Deck) for the ranger's who can be effected, this includes situations where Rangers have equal Number of Cards in their hands for effects like Disarming Slash.

Any Effect that makes a ranger Discard from their Hand will alert that Ranger to do so. If the Effect Requires the Ranger's to Select a Target the program will add a button to the Power Up Zone (left Combat Deck) for the ranger's who can be effected, this includes situations where Rangers have equal Number of Cards in their hands for effects like Disarming Slash.

Component Bosses:
When Multiple Component Bosses are Deployed the Active Component Boss will be put into the Component Deck Zone. By Click this Deck you will Swap the Active Component Boss with the one stored in the Deck Zone.

To Start Battle With a Component Boss a button will be created by the Boss Components (in the same place as their Clean Battle button) when Battle is initiated in a location with a Component Boss.

When Initiating Battle in a location with inactive Component Boss the Bosses will automatically be swapped and battle will be automatically started. This does not happen if the Bosses are in the HQ as multiple bosses may be present.

When Component Battles are initiated Draw Buttons for other Monsters or Bosses will be removed. If Mega Goldar is the Active Component Boss Foot Soldier Draw Buttons will also be cleared.

When ending Battle with Cyclopsis ending effects will be checked for and activated. If an ending effect is found clean up will be halted for 30 seconds to allow the rangers to complete effects. (This Currently only effects the programmed effects of the Left Leg)
If players wish to end the Clean Up Timer early simply click the Clean Battle button a second time.

Psycho Rangers:

Set Up Menu:
When selecting the Psycho Rangers as your Boss in Manual Set Up and playing with 5 or less Rangers a Psycho Vote menu will open once all Rangers have been selected. Use this menu to choose what Psycho Ranger is removed from play. If the Psycho Rangers are selected as a boss randomly the removal will be randomized.

Deployment:
When a Psycho Ranger Nemesis is deployed the Psycho Ranger Deck will automatically set up based on the Psycho Ranger Deployed and the Psycho Rangers remaining in the Deploy Deck. A Nemesis Zone (located on the left of the Board) will be activated with an image of the corresponding Psycho Ranger. Clicking this button will tell you the amount of cards defeated, if any, and the Nemesis Effect.

When the Psycho Rangers Boss is deployed the Psycho Ranger Deck will automatically set up based on the Psycho Ranger active for the Boss. A Nemesis Zone will be activated with an image of the Psycho Rangers. Putting your mouse over this will show a list of active Psycho Rangers and how many cards have been defeated for each, if any. The Deploy Phase will be paused and Psycho Selection will open in the Power Up Zone (Left of the Combat Deck). Each Ranger must select a Psycho Ranger to attach their Nemesis Effect, the Deploy Phase will be considered active until this is done for all Psycho Rangers. If more Psycho Rangers exist then Rangers the Rangers may divide the remaining Psycho Rangers as desired after each Ranger has selected at least 1 Psycho Ranger.

One all Psycho Rangers have been attached to the Rangers in play the Power Up Zone will generate a Nemesis Button for each attached Psycho Ranger. Clicking this button will tell you the amount of cards defeated, if any, and the Nemesis Effect.

Battle:
When starting Battle with a Psycho Ranger Nemesis the Deck will automatically check if the top card belongs to a Psycho Ranger that is not in combat and place that card to the bottom of the deck while drawing the next card. The Lead Ranger's Power Up Zone will generate a Nemesis Button for each Psycho Ranger Nemesis in the Battle Location.

When starting Battle with the Psycho Ranger Boss clicking the Draw button will automatically draw 6 cards and place them on the Combat Board. The Cards will automatically adjust position for fast cards drawn in each row.

When defeating a Psycho Ranger Combat Card if there more than one Psycho Ranger in a location (such as again the Psycho Ranger Boss) any Path or Weapon card will be automatically put into the corresponding Psycho Ranger Nemesis Zone and counted toward that specific Psycho Ranger's defeat. Any other Psycho Ranger cards will generation the Psycho Ranger Selection Menu which will show the remaining Psycho Rangers in the Location. Right Clicking these buttons will print how many Cards are defeated for that Psycho Ranger, clicking Psycho Ranger button will set the card to add to that Psycho Ranger's Defeated Cards and place it in that Nemesis Zone.

When a Psycho Ranger is defeated the Nemesis Zone will be cleared of all non Path or Weapon cards (when a Psycho Ranger is defeated from the Psycho Ranger Boss only cards associated with that Psycho Ranger's defeat will be removed) and added back into the Psycho Ranger Combat Deck. The Psycho Ranger Combat Deck will be searched for any of the defeated Psycho Ranger's Path and Weapon cards and they will be removed and added to the Nemesis Zone. Psycho Ranger Tokens will be placed above the Nemesis Zone instead of above the Combat Deck. When a Psycho Ranger that is part of the Psycho Ranger Boss is defeated the corresponding Nemesis Button will be removed from the attached Ranger.

The Game does Support using Psycho Ranger Nemesis and the Psycho Ranger Boss in one game, this will pull two separate Psycho Ranger Combat Decks and a different Token for any duplicated Psycho Rangers.

Winning/Losing:

Once the 3rd drawn Monster/Boss is defeated the Rangers win, you do not need to defeat all 3 Monsters/Bosses to win.

All lose conditions are programed into the game and will end game play if reached.

When using Deck Buttons to discard cards, when all cards are removed from the Deck the ranger will be defeated, moved to the HQ and will Power Up as per rules.


Solo Play (Playing with less Players than Rangers):
When playing with less Players than Rangers the program will adjust in the following ways:

Ranger Swap Bar - This part of the UI will appear at the top of the screen, clicking a Ranger Swap Button will change your seat and UI to the corresponding Ranger.

Broadcasts that would normally target a single Player will instead broadcast to all seated players. If the Broadcast is indicating a specific event such as a Ranger needing to Discard cards it will indicate which Ranger is being targeted.

All table buttons still function and specifically act as if the Player clicking them is seated at that ranger Seat. This does not effect Recover Tokens as it will still require you to sit in that Ranger's seat to target the wanted Ranger with Recover or more specifically Power Up.
Last edited by Bulthax; May 3, 2021 @ 7:39pm