The poster for a board game I made called Bonfire. The idea behind it was to inspire creative thinking through combinations, experimentation, and blending. A competition of creative and decisive actions. It is sport-like in nature and favors tactics and choices over damage per turn.
Bonfire

Bonfire Rules



Players: 2-5(1-4 characters per player)
landblocks
Pieces: 20 characters, 104 skill cards, 45 water tiles, 45 magma tiles, 118 land blocks, 48 walls, 40 counters, a 20-sided die, 1 game board

Setup: Players begin by using tiles and land blocks to create the terrain of the playing field. If there are any arguments, then either roll a die to solve the arguements, or work it out respectfully between each other. Each player then picks from 1 to 3 characters that they will command on the playing field. Players then pick the 1 to 3 skill sets that they will use for the duration of the game based on the number of characters chosen.
If 3 characters are picked, then get 1 skill set.
If 2 characters are picked, then get 2 skill sets.
If 1 character is picked, then get 3 skill sets.
Decide amongst each other how you will take turns.

Gameplay: Each player moves their character(s) up to 6 spaces(split between any number of their characters)and then commands 1 of their characters to use 1 skill card(technique). If a player uses a technique on an opponent's character(s), then the targeted character(s) may use a technique to defend itself with. Skill cards(techniques) are resuable. If two different techniques affect the same target, then the technique with greater power wins. If the competing powers are equal, then those techniques don't take effect. For example: If two 20 power techniques and an 8 power technique all affect the same space(s), then the 20 power techniques would cancel each other out and the 8 power technique would take effect.

Struggle: If one character lands on another character's space while moving, then a struggle will ensue. Each participating player rolls a 20-sided die. The highest roll wins the struggle. The winner gets to move the loser's character one space away, and then have the winning character use one skill card(techniques) to finish the struggle.
physical techniquemagical technique
Skill card legend:
Single = effects one target
Area = effects an area(number equals the radius in spaces of the area that the technique will effect)
Line = effects the indicated number of spaces in the player's chosen direction)
Column = effects the indicated number of vertical spaces at a single space
Trace = similar to Line, but the player controls the path that the technique takes. The path doesn't have to be linear.
Range is the number of spaces away from the character that the technique can be used.
Power refers to priority of the technique you are using. A larger the number overpowers a smaller number.
Physical techniques have a black and white background, while the Magical techniques have a multi-colored background.

Objective: First player to earn 20 points wins the game. Alternatively, the player with the most points at the end of 20 turns wins the game. Points are obtained by completing Acts.

Acts: Using a technique to create a certain situation is called an Act. Different Acts can give the player a different amount of points.
Gain 1 point if this Act occurs:
KO of an opponent's character by you.
Steal something from an opponent's character.
Gain 2 points if these Acts occur:
catching a thrown item.
capturing a character(a character can only be captured if it has a dark or light conversion on it).
Lose 2 points if these Acts occur:
KO of one of your characters.
Steal from one of your own characters.
immobilizing one of you own characters.
capturing one of your own characters.

Point-based techniques: There are also some universal techniques that cost point(s). You cannot gain points using these techniques, even if they qualify for one. Multiple points can be spent to multiply the effects of the technique. For example: A player can spend 2 points on a 1 point technique to double the effects of the technique.
Techniques that cost 1 point are:
Negate 1 state on any 1 character.
Move 1 character 1 space away from the water, magma, or hole that they are currently placed in.
tiles
Terrain: Special pieces that are placed on the game board that enable unique effects to characters and techniques.
Water: If a character lands on water and cannot fly, swim, or is in a bubble or float state, then that character becomes unusable while they are in the water. If the water becomes frozen, then characters can stand on the frozen water like normal terrian. If a character is in the water when it is becomes frozen though, then that character will also become frozen. Water tiles are blue, and light blue when frozen.
Magma: If a character lands on magma and cannot fly, is in a float state, or is wearing magma shoes, then that character is KO'd. If the magma hardens, then it acts like normal terrain. If a character is in magma when it hardens, then that character becomes petrified. Magma tiles are red, and then brown when hardened.
Holes: If a character lands on a hole and cannot fly, dig, or has a float state, then that character becomes immobile. If a hole is filled, then it becomes normal terrain again.

Items and Objects: Items are created in 1 turn and become useable during or after the next turn. Items that can be worn. Worn items stay with the character wearing them. Objects on the other hand, can't be worn. Objects must stay on the spaces that they were created on. Objects can be moved with certain techniques.

States: States are effects that can be caused by techniques. When a character becomes affected by a state, then a card representing that state is placed underneath the character. Unless stated otherwise, all states last until they are removed.
KO: The character is knocked out, and can't do anything. The character becomes unusable untill the KO effect is removed.
Paralysis: Target is unable to move.
Frozen: Target becomes unusable until it is no longer frozen.
Petrify: Target becomes unusable until it is no longer petrified.
Bubble: Target character can move and act while in water, but cannot move on land.
Float: Target is unaffected by water, magma, and holes.
Blind: Target character can't use techniques that are of 10 - 20 power.
Poison: Target character is hit with a 4 power magical technique at the beginning of each turn after the turn that they got poisoned. The player must roll a 5 or greater on a 20-sided die to resist the poison. If the character fails to survive the 4 power magical technique then they can't act that turn. The poison state will persist until it is resisted or removed.
Protected: Prevent techniques of the stated type from affecting the protected character. Ex. Protected from necromancy means that any necromancy technique will automatically fail to affect the protected character.
Defenseless: Opposite of Protected. Any technique of the stated type will always succeed in affecting the Defenseless character.
Light conversion: Target character becomes capable of being captured, and also becomes Protected against Divinity.
Dark Conversion: Target character becomes capable of being captured, and also becomes Protected against Necromancy.
Double move, action, power, speed, or range work just like they sound. These states double the capability of the character in the mentioned attribute. i.e. double move means the character can move twice that turn, or double action means that character can do 2 Acts that turn, etc.
Underground: The target character hides underground which protects it from all physical techniques except Berserker Crush. If the character tries to move while underground, then they lose the underground state. You need to use the technique Tunnel to remain underground while moving. While tunneling, the character is also unaffected by land blocks or walls.
Underwater: The character hides underwater which protects itself from all magical techniques that aren't from Elecrtancy, Hydrancy, or Weatherer. Similar to underground, the character will lose the underwater state if the move with in the underwater state. The character will need to use the technique Swim to stay underwater while moving.