Ambodia rulebook

Welcome to the Ambodia rulebook. Ambodia is a spin-off to the Ambush Games that was first created back in December 2012. However it only had a short lifespan because it was played on a unique site. But today we have a forum on which we can easily play games like Ambodia, so it was time to revive this game with modified rules.

The basics Edit

In Ambodia you, as a player, can have one or more characters to play with. To create a character you need to fill in the character creation form (more on this later on) once you have created a character you can participate in quests organized by another person, this person is called the host. You can also host a quest yourself, but it is recommended that you play at least one quest before doing that. In Ambodia your work with a group of teammates to beat challenges the host sets for you to gain a reward that makes your character more powerful. However, if you fail a challenge or die you can fail to complete the quest, so be careful when making decisions and solving challenges.

Character creation Edit

There are several things you need to write down about your character before you can start. The standard form for character creation looks like this:





Picture (optional):

First you’ll need to name your character. A name can’t be offensive or contain numbers and weird symbols but other than that every name is fine.

The second thing you need to do is pick a class. The possible classes will be discussed in the next chapter. When your character reaches level 15 you will also get the option to pick a subclass. This makes your character even more unique because there are a total of 10 different subclasses.

Another thing you need to specify about your character are its race/species. You can pick from already established races or request to add a new race to Ambodia. It is yet to be determined what kind of impact your character’s race will have on the game. You are also required to give a description about your character, this can be as long as you want it to be.

You can also add a picture of what your character looks like, this can be any kind of picture: Lego, drawn or something picked straight from Google Images. However, this is optional.

Send the character creation sheet to one of the game leaders so they can set up your character page. A character page will have lots of information on it. It will have the information from your character sheet but also gameplay information. You are not allowed to edit your character page. You can only request to change your character description or picture, this is meant to prevent cheating.  Your character pages will contain the following information:

Name: Your character’s name

Class: Your character’s class and subclass

Race: Your character’s race

Description: The description you filled in on your character creation sheet

Picture: A picture of your character if you added one

Health: This is a number that determines how much damage your character can take. If this number reaches 0 during a quest you will be unable to continue (however, your team can continue without you).

Physical attack: This is a number that determines the damage your character will do with physical objects (like swords or axes).

Physical defense: This is a number that determines how much damage you will block from physical objects.

Magical attack: This is a number that determines the damage your character will do with magical attacks (like spells).

Magical defense: This is a number that determines how much damage you will block from magical attacks.

Energy: This is the maximum number of energy you can have. Energy is required for certain actions in quests and combat.

Attack distance: This shows from what distance your character can attack. There are three distances: short, medium and long. For now this serves no actual purpose in combat, but it might in the future.

Weapons: This shows which weapons you are currently using.

Gold: This is the number of gold you own. Gold can be earned from quests or from selling items. You can use it to buy items, spells or sometimes information.

Items: This is a list of items you own. You can buy or sell items on the market. You will receive items as reward from quests or you can find them during a quest.

Spells: Spells are usually used by wizards and healers, but other classes can sometimes use them too. Books with spells can be bought or found and will unlock them permanently once consumed. Spells can be used in combat but some are useful in other situations as well. Some classes depend entirely on spells for dealing damage.

Abilities: Abilities are the physical versions of spells. They can be used by all classes, but they are rarer. No class depends solely on abilities to deal damage.

Quests: This is a list of quests you have participated in. It will also show if oyu completed it successfully or not.

The classes Edit

Warrior Edit

Warriors focus on close combat and deal a lot of physical damage. They also have decent physical defence but are weaker to magical attacks.

Basic shit:

Health: 55

Physical attack: 10

Physical defence: 7

Magical attack: 0

Magical defence: 0

Energy: 100

Attack range: Short



A soldier will deal more physical damage but have less physical and magical defence than the knight (other subclass).


A knight will have more physical defence and some magical defence. But he’ll deal less damage than the soldier. He will also get a slight health boost.

Spy Edit

A spy relies mostly on stealth and deception. This makes him suitable for taking enemies by surprise or for slipping pat certain obstacles. He’ll have two interesting starting abilities:

Stealth: The spy conceals himself in the shadows, becoming invisible to everyone. This can be used in combat and in certain other parts of quests.

In combat the spy deals physical damage, but he can only attack when’s really close to his target.

Basic stats:

Health: 45

Physical attack: 14

Physical defence: 2

Magical attack: 0

Magical defence: 2

Energy: 100

Attack range: Short



The assassin specializes in taking out single targets. He can use stealth to get close to them and then he backstab them. The assassin gains bonus physical damage and a more powerful stealth ability in combat situations. He also gets the ability backstab: This ability can only be used after stealth and deals 2 times the assassin’s physical damage.


The thief is an interesting subclass that doesn’t really focus on fighting during combat but on weakening the enemy. The thief has an unique ability called disarm: This ability gives the thief a chance to take an item from his opponent. This could be his weapon, his armour or his equipment. This will make it easier for your allies to take out the enemy. The thief can also steal items during your quest. This makes him useful during non-combat parts of a quest as well.

Wizard Edit

Wizards use spells to defeat their enemies. Their most important stat is magical damage. Wizards can unlock or buy new spells that they can use during quests and combat. Because of this every wizard has unique powers.

Basic stats:

Health: 50

Physical attack: 0

Physical defence: 0

Magical attack: 10

Magical defence: 5

Energy: 100

Attack range: Short/Medium

Starting spell:

Weak blast: Deals the wizards magical damage.



The sorcerer gains a lot of magical damage and some magic defence. He can also cast spells at a long distance. He also obtains the curse spell: Deals 10 magical damage each round for three rounds of combat.


The necromancer doesn’t rely on his own power as much as the sorcerer. Instead he has the ability to temporarily revive the dead and make them fight for him in combat. He can do this with the reawaken spell: Revives a dead opponent or ally during 3 quest obstacles. The revived creature will have 25% of his normal stats and will count as an entity separate from the necromancer, so both the necromancer and his creatures can attack at the same time.

Both subclasses can become more powerful by unlocking more spells.

Ranger Edit

Rangers are powerful long-distance fighters that deal a significant amount of physical damage. They have a good protection against magical damage but are quite weak against physical damage.

Basic stats:

Health: 50

Physical attack: 10

Physical defence: 0

Magical attack: 0

Magical defence: 8

Energy: 100

Attack range: Medium/Long



The hunter has more magical defence and can also attack from short distances. He also has a special ability tame: This ability will give the hunter a chance to tame an animal during a quest. The animal will then work and fight for the hunter until it is killed. The animal will have 20% of his normal stats. The chances of successfully taming an animal are based on the animals remaining energy, physical defence and health. There is no limit to how long the animal will stay with the hunter, it could even stay with him after the quest. But if it dies it cannot be revived. Tamed animals can be sold and trained.


The archer deals much more physical damage than the hunter. The archer also has a special ability called snipe: Snipe gains one charge for each attack the archer skips. Once snipe is used it consumes all charges and deals damage for basic physical damage x amount of charges x 1,2

Guardian Edit

The guardian is a supportive class. They can do some damage on their own but their primary purpose is to help their allies. The guardian starts with more health and magical and physical defence. But with only a little bit of damage. The guardian starts with an ability called protect: This ability allows you to take all damage that will be dealt to an ally during the next round of combat.

Basic stats:

Health: 60

Physical attack: 5

Physical defence: 10

Magical attack: 5

Magical defence: 10

Energy: 100

Attack distance: Depends on weapon



The healer focuses on healing allies. Their spells and magical attack and defence will determine how much they can heal. The healer starts with the minor heal ability: The healer restores health (Magical attack + 10% of target’s health) to a target.


The commander leads and inspires allies, granting them certain boosts in combat and during quests. The commander is not very dependent on his stats, unlike most other classes. But he is very dependent on his abilities, spells and energy. So he gets a boost to his energy and obtains two starting abilities:

Minor offensive inspiration: The commander inspires other allies to deal 10% more damage during the next round of combat.

Minor protection: The commander protects his allies by increasing their defensive stats by 10% during the next turn

Participating in a quest Edit

After you got your own character page you can join quests. Just find a quest that is open for sign-ups and fill in the sign-up form. If enough people sign-up the quest can begin.

As mentioned before in Ambodia you usually work together with your teammates and solve the challenges the host presents you with. So you’ll have to discuss things with your team before making decisions. If your team consists of people with different classes (it most likely will) you will realize that each character has its specialty and you’ll have to use those to achieve your goals. In some quests, depending on the host, a leader can be elected, this person will make all important decisions based on the opinion of the rest of the group.

Combat Edit

Every player has physical attack/defense and magical attack/defense stats. These determine the damage dealt/received by physical and magical attack. For example if I attack someone with 10 magical damage and he has 7 magical defense he'll only take 3 damage. This adds in extra strategy because you'll need a team with magical and physical attack and you'd need to decide which enemy you are going to attack (since enemies may have different defensive stats). So each turn you can attack with a weapon or spell. This will cost energy, once you run out of energy you have to rest, so you have to be careful. Certain spells and abilities will cost more energy than others, but they will also have different effects. Some also have cooldowns (like you can only use them once every 3 combat rounds). So you'll have to plan carefully. You can also choose to rest a round to restore energy.

The challenges Edit

A host can come up with any kind challenge, as long as it is possible to complete it. Here are some examples (more might be added in the future):

Class challenges Edit

These challenges can only be completed by a character with a certain class or subclass. If no one in the group can complete this challenge the host can present them with other ways of achieving their goals.

Combat challenges Edit

In a combat challenge the players will have to fight against one or more opponents. To pass this challenge they usually have to defeat the opponent. These challenges can be dangerous because players can lose a lot of their health.

Creative challenges Edit

In a creative challenge the host presents the group with a problem and possible tools to solve it. The group than has to come up with a proper solution to the problem. If the host believes that the given solution works the challenge is completed. But if the host doesn’t think the given solution is good enough he could punish the players, make the find another solution or let them fail the quest.

Decision challenges Edit

The host give the players several options to continue their quest. Some may be safer than others. The host could give hints about the best or worst decision, but he could also let the group decide without any information. Either way, this challenge is easy to pass, only some ways of passing it are more dangerous than others. And sometimes the host could decide that one decision proves fatal to the group.

Individual challenges Edit

These weren’t really possible in the original Ambodia game, but now we have a forum with private messages, so this is now an option. The host could decide to contact one player in the group and present him with a challenge. This challenge could decide the fate of the rest of the group and determine what will happen next in the quest.

Puzzle challenges Edit

The host gives the players a riddle or puzzle to complete. If they can find the correct solution they pass the challenge, if not, they fail.

There are many different possible combinations between all these challenges and there are probably a lot of other possibilities that aren’t listed here. So don’t feel like challenges are limited to the ones on this list. These are just some examples to give players an idea of what to expect and to help hosts to get some ideas.

Completing a quest Edit

Upon completing a quest the host will reward the group with gold and items. Before the host can reward items he should contact the game leaders of Ambodia to see if the item he came up with isn’t too powerful. If it is deemed too powerful the game leader could suggest some changes to the item.

Regardless of whether you complete the quest or not, you will also be rewarded with experience depending on how far you made it. Experience can make you level up. How much experience you’ll get is determined by the host and gameleaders. The gameleaders will set a certain amount of experience that can be rewarded per challenge. Although that amount is a guideline, it can be changed if a certain challenge is harder than usual. Upon completing the entire quest there will be some extra experience for the host to give away.

Hosting a quest Edit

To host a quest you need to open a thread on the forum starting with “Quest:” Your thread needs to contain the following information:

·        An estimate of when the quest will start.

·        How many players could participate in the quest.

·        An estimate of how long the quest could last.

·        Any special rules or requirements you want to add for your quest.

Several quests can run at the same time but one character can’t participate in more than one quest at the same time. A player can participate in several quests at once if he has several characters.

The host gets a lot freedom in making his quests, but there are a few limits:

·        Don’t break the existing lore Ambodia lore. If you want to do something that doesn’t really work with the Ambodia lore try to find a way to explain that.

·        For custom item reward you have to contact the gameleaders.

·        For experience rewards that are different from the standard experience reward contact the gameleaders.

Objects Edit

Items, spells abilities and pets are objects you can obtain in Ambodia. They will all be listed on your profile.

Items Edit

Items can do all kind of things. Some can be consumed to temporarily make you more powerful or to heal you. Other can be equipped as weapons or armour. Some items will aid you in challenges during a quest and some are just worth a lot of gold. Items can be bought from shops or other players. They can also be found or rewarded from quests. You can keep most items permanently but some will only stay with your during a certain quest. You can also sell your items to the shop or other players on the market.

Spells Edit

Spells are the primary weapon of certain classes. They can be used for a variety of things, both in combat and non-combat situations. Spells are unlocked through the use of spellbooks. Reading a spellbook will permanently (in most cases) unlock the spell and destroy the book. Spell scrolls are items that temporarily grant someone the use of a spell. Some scrolls have limited uses, other can be used forever but will. When a scroll has reached the maximum amount of uses it allows it will be destroyed. Scrolls can’t be read to unlock spells. Spellbooks and scrolls can be found, rewarded and traded. They will be listed as items. Spells can also be unlocked as rewards from quests or during quests.

Abilities Edit

Abilities are similar to spells, only they are mostly physical. They are learned from training scrolls. Abilities can be passive or active and can be used in and out of combat. Abilities will be unlocked permanently upon reading a training scroll and the training scroll will be destroyed.

Pets Edit

Pets can be obtained like all other items. But they can also be tamed by a hunter or necromancer. Hunters can keep animals they tamed during a quest if they keep them alive the entire quest. Necromancers mostly rely on temporary pets. But some spells allow them to keep their undead creatures as pets after a quest. The pets tamed by hunters or necromancers can be traded with other players. Pets can either fight for their owner or boost their owners stats. Only one pet can be brought to a quest and hunters can only have one tamed animal with them (not counting the one they bring to the quest). Necromancers can have as many temporary pets with them as they’d like. But they can only have one permanently tamed pet with them (not counting the one they brought to the quest).

Awards and trophies Edit

The details of these items are yet to be determined. But they could be awarded from quests, duels or tournaments (in the future) or other content.

Trading Edit

=== Players can trade with each other on the market. They can sell and buy items from each other from gold or trade one items for another. However, some items cannot be traded and a player cannot let two of his character trade with each other (directly or indirectly). ===

Non-questing activities Edit

When you are not questing you can do other things in Ambodia. You could go to a shop or market to buy and sell stuff. Or you could simply roleplay with your characters in a roleplay thread. More non-questing activities could be added later. Like dueling or training.