Okay, I've finished writing the ruleset. I don't know if it's fun, or just useless and stupid, so I'm not making a new thread until someone tells me it's actually any good. Here it is.Paperwinia: The Rules
Xocrates has a very valid point. Also, have you even playtested these?
Despite that, some constructive criticism:
-You are very vague in a lot of areas. Even slightly vague rules get argued to death by players. If you'd like to leave room for expansion to the rules, do it explicitly, after defining the core rules and gameplay.
-What are spaces like? Squares, hexes?
-A piece of string to mark circles won't work very well practically, and what happens when the circle only falls partly on a space?
-Why do statues start on random locations? That's not like Multiwinia, unless you mean that there are X possible starting locations, and it's random which one it is.
-Paperport Escort is something that should be on "Extra rules", since it isn't on MW.
-You talk about alliances, but never say what they are. If there is any rule to alliances, define it. If not, let the players decide how to help or hinder each other outside of the rules.
-How are starting units positioned? How many do you get?
-Spawn Phase: This one doesn't work like MW. In MW, you have to have a minimum of four MWs manning the spawnpoint for it to produce more, and the amount produced is always the same. I'm not sure about the numbers here, so correct me if I'm wrong.
-Move Phase: You put Formations at the same speed as Statues, but I think Statues go slower, because they keep pausing.
-Move Phase: You mention slowing down while climbing slopes. Shouldn't they then accelerate while going down as well? Also, what are slopes in the game? I mean, how do you limit where a slope begins and ends, and when a unit is moving up or down?
-Move Phase, Officer: is there no time/move cost to promoting an officer? Also, you mentioned formations before, how do you make a formation, and does it cost anything to make one?
-Move Phase: "Once the first team take all their Move Phase actions, the second team in the order take theirs.Reverse this order on the next round."
Like I told Xocrates, I prefer D&D Minis style move phases: First player moves (at most) X units, then second player moves (at most) X units, until every player has done so. Then it continues until everyone has moved everything, or doesn't want to move anything else. Of course, this requires controlling what moved and what hasn't.
-Fight Phase, grenades: "so a grenade thrown into the Officer Formation will cause one additional death"
I think this is super simplified, it causes much more deaths than that in MW, since MWs not in a formation run from grenades.
-Fight Phase, Grenades:"Re-roll the die to determine the number of deaths in that Space"
What if the grenade misses?
-Fight Phase,Deaths: This is also super simplified. One hit from a grenade shouldn't destroy an armour.
-Battle Cannons: Turrets. It's their name, I think.
-Event Phase, die rolls: there are two rolls, right? you should mention that.
-Event Phase, Receiver Overdrive: Oh, you mean Spawn Mania?
-Event Phase, Old Beta: Where does this come from?
-Event Phase, Global Reset Button: same as above, and also think this is too confusing and annoying.
-Event Phase, Powerup crate:"These crates are placed near a random team."
Near the random team, where? As in, which space? Who chooses?
-Event Phase, Powerup crate, contents: Why only good crates?
-Event Phase, Powerup crate, deployment: "any Space containing your existing units, or on a Space adjacent to one of your Spawn Points".
This is not how it's done in MW, for a good reason.
-Event Phase, Powerup crate, Battle Cannon: Shouldn't they be able to attack further away than one space?
-Event Phase, Powerup crate,Reinforcements: what Xocrates said: Is this Reinforcements, or Spawn Mania?
Don't know if I'm repeating criticism of Xocrates' rule set, will have to read it again.