Providing users with skill-based decisions is a priority for Taunt Battleworld. Runes are tactical choices that Contenders make for their warriors prior to fighting in Brawls.
Runes, if activated, can provide buffs to a player's warrior or nerfs to the opposing warrior. The activation of runes is dependent on the choices of both players.
During Alpha, a simpler version of our envisioned Rune system will be implemented. In Alpha, players select a Rune choice for their warrior during the tournament registration process, and that selection will persist in every Brawl throughout that tournament.
There are a total of 5 rune choices:
  • Mind
  • Spirit
  • Energy
  • Body
  • Death
Runes interact in a rock/paper/scissors-like dynamic according to this diagram:
If both warriors select runes that are not connected (e.g. they do not share an edge), then both runes are activated and take their associated effect. However, if the rune choices are connected, then both runes do not have any effect. Any given rune is connected with 2 other runes and, conversely, not connected with 2 other runes.
Example of runes that are connected:
  • Death and Spirit
  • Body and Mind
This diagram below is a example of the runes that are connected to Death: Spirit and Energy
Example of runes that are not connected:
  • Death and Mind
  • Energy and Spirit
This diagram below is a example of the runes that are not connected to Death: Mind and Body
Every rune choice has its own activation effect, and that effect can apply either a buff to the warrior or a nerf to the opposing warrior. For example, an activated Mind rune will increase the warrior’s Kicking attribute, whereas an activated Spirit rune will decrease the opposing warrior's Punch attribute.
Activation Effect
Increases player's kicking strength
Decreases opponent's punching strength
Increases player's punching strength
Increases player's movement speed
Decreases opponent's kicking strength
Please note that during Alpha, rune activation effects may change significantly (including both the factor that changes and its weight)

Future Preview of Runes

We want this choice for users to be engaging and involve a bit of game theory. Post-Alpha, Runes will evolve from a tournament-level choice to a round-level choice where users will be able to select a Rune prior to every round in their fight, along with data on their opponent’s historical rune selections for that warrior.
Furthermore, there will also be an increased number of selectable Runes, and we are considering different options for increasing the complexity of the rock/paper/scissors dynamic (whilst keeping the system approachable).
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