Mini-Match is a game based on prediction and strategy. Play as one of four champions and test your skills against those same four champions in a battle. 

You have to deiced which quadrant you want to go on the offensive, store up power, play defensively. 

Each champion has the same basic game play, but their spells are what make them unique in their game play. Some spells can be used for attacking the enemy, some for healing lost health, some for buffing yourself, and for inflicting status ailments. 

Give this game a try today, and please make sure to read the included manual.


Controls: 

Left-click to progress through menus. 
Right-click to backtrack through menus. 
F11 to toggle Full Screen (windows only).

Selecting your character: 

  • From the main menu left-click the “start” option on the list of options. 
    (You may right-click to return to the main menu.) 
  • Left-click Select the champion at the top of the screen that you want to play as. 
    You can see what spells that champion has when you select them. 
  • If you wish to change your champion right-click to re-select your champion. 
    After you have selected your champion you must choose your opponent’s champion. 
  • Left-click the champion on the bottom row to select your enemies champion. 
    You can see what spells the enemy champion has when you select them. 
    Right-click to re-select the enemy champion. 
  • (You may right-click to return to selecting your own champion.) 
    When both you and you opponent’s champions are selected, you may left-click the “Start” text that appears when you select the opponent’s champion. 
    (You may right click to return to any of the previous steps.)

How to play:  

  • At the start of each round you will be given a prompt for movement. 
  • Four quadrants will appear to choose from.  
  • Left-clicking one of these quadrants will mark your champions target location. 
  • You will then be prompted with an action menu. 
  • (You may right-click to return to the movement selection screen) 
  • Here you have the option to charge energy, attack, defend, or use magic.

Energy will allow you to use magic. 
Charging increases the amount of energy you have by one. 
You can have a maximum of four charges, denoted by the tally of bars in the charge icon.

Attack will make you fight your opponent if you both move to the same quadrant.  
You will also damage them if you clash with them.  
A clash occurs when both you and the opponent intersect each other while moving to your target locations. 
Damage will be equal to the attacker’s strength, which at the start is one. 
That damage is removed from the opponent’s health points. 
However, if the opponent defends themselves, they will take no damage from the fight or clash.

Defending will allow you to negate all damage and/or from being afflicted with a status. 
Defending will take up a “defense uses”. 
If you have no defense uses, then you will be unable to defend. 

The amount of defense uses you have are denoted by the number of colored quadrants in the defense icon. 

Magic has a variety of uses and will vary from champion to champion. 
Select the magic icon and then you may select the spell you wish to use. 
The energy cost of the magic is denoted by a tally mark overlay on the spells.  
Green/Teal icons are spells that will influence the user. 
Purple/Magenta Icons are spells that influence the opponent, if they make contact. 
If the spell is a purple/magenta icon you will be prompted with a magic target selection. 
You will then select the quadrant you wish the spell to move towards. 
If your spell would target the quadrant you are occupying, after a fight, the spell will instead move towards the intended movement target. 

You can right click to return to the action screen before selecting your quadrant.

If your spell would target the quadrant you are occupying, without fighting, the spell will instead move towards a random quadrant; other than the one you are occupying.  



Level I Magic: 



Power Attack: Your champions strength will increase by one for one turn. 
You will damage the enemy by two instead of the usual one damage if you attack the next turn while fighting or clashing with them. 



Flare: Burns the enemy, on contact. [Status Burned] 
When a champion is burned, they will take double damage, when damage through a fight, clash or damaging spell. 
Burn status lasts from one to three turns. 
You cannot have multiple status ailments at once. 



Level II Magic: 
 

Repair Defense: Adds two “defense uses” to the user. 



Heal: Recovers one of the users hit points.



Level III Magic:  



Bolt: Does three damage to the opponent, on contact. 
 


Blast: Does three damage to the opponent, on contact. 
 


Poison: Poisons the opponent, on contact. [Status Poisoned] 
When a champion is poisoned, at the end of each turn they will take one damage. 
Poison status lasts from one to three turns. 
You cannot have multiple status ailments at once. 
 


Freeze: Freeze the opponent, on contact. [Status Frozen] 
Does one damage to the opponent, on contact. 
When a champion is frozen, they are unable to move from their current location. 
Frozen status lasts from one to three turns. 
You cannot have multiple status ailments at once. 



Wind Razor: Does one damage to the opponent.




Rulings:

  • At the start of each round the game will check to see if one or both champions are at or under zero health; If so, the game will end. 
    If your champions health points are at or under zero, then you have lost the game. 
  • If your opponent’s champions health points are at or under zero, then you have won the game. 
  • If both champions are at or under zero, the game ends in a tie. 
  • You will be prompted with an end of game message saying stating the status of win/lose/draw. 




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Click download now to get access to the following files:

mini_match_1.3.0.exe 2 MB
Basic Battle Manual.pdf 375 kB