I have a very long segment from the rules to my future "Massive Multiplayer Online Strategy Board Trading Card Game." I'm hoping some of you will read over the segment and let me know if you think you might be able to pick up a deck and play the game. All I can offer you in turn is your name, or screen name in the credits under "Advisors". You would have to tell me what you would like to show up as.
Only the first 750 words are necessary to read, everything under "types of cards" is partly to give you an idea of what the rest of the rules will look like, and an idea of what the games flavor might be like.
Questions, comments, etc... All super welcome.
Deck rules:
Each deck is 40 - 50 cards, with a 10 card equipment side deck.
Usually you may have up to three of the same card. Some cards are limited, and will say so on the card.
The side deck doesn't count towards the minimum or maximum card count.
Attributes:
There are three attributes and four statistics based on those attributes. The attributes are speed, strength, and endurance.
The statistics are max encumbrance, hit points, base melee damage, and inate resistance.
Each attribute starts with one free point, then you are allotted 11 more to distribute between them before every game.
Base damage is strength / 2.
This adds directly to melee damage.
Hit points are equal to endurance.
You lose when you are reduced to 0 hit points, then take one more hit for any amount of damage.
Inate resistance is half of endurance.
This reduces all damage by this amount.
Max encumbrance is equal to strength + endurance / 2.
This statistic affects how much equipment you can use. Each piece of equipment has it's own rating in encumbrance which you may not exceed. For example, if you have 3 ME, you can equip an item worth 1 encumbrance, and one worth 2 before you run out.
Speed may not look important right now, but it directly affects the chance to hit, or dodge an attack.
If during gameplay your statistics change... They will not affect maximum/current hit points, or encumbrance. Resistance, base damage, and the effects of speed are all that will be altered.
Setup:
Each player takes turns placing down pieces of terrain onto a battle map, then they place their tokens onto the board. Players attributes and equipment is kept secret until the game begins.
The game is meant for 2 - 8 players, either free for all or in even teams ( 2 on 2, 2 on 2 on 2, 3 on 3, 2 on 2 on 2 on 2, 4 on 4.)
Gameplay:
At the start of the game, each player has 10 AP and draws a hand of 5 cards.
The game is divided into rounds and turns. Someones turn is when they get to go on the attack, and a round is when everyone's AP refreshes to 10.
The player with the most speed, or a random choice if there is a tie goes first.
As AP is spent, the turn passes on to the person with the current highest AP. In this way, except for the start of a new round, turns are non-linear.
The turn is passed the moment you are at least 1 AP below the person with the next highest AP count.
Possible actions during your turn:
When it comes to your turn, if you have any free space in your hand, you may draw a card. Alternatively you may discard your hand, shuffle your discard pile, and draw a full five card hand.
Before taking any other action, you may equip or un-equip any weapon or shield you have.
Movement: You may spend up to 3 AP in one burst to move your character, each AP spent allows you to move one square.
Push: You may spend 1 AP to attempt to push someone onto any square adjacent to them, they are able to enter. The chance to succeed is 50% + 5% per point of strength, -5% per point of the oponents strength.
Attacks: Attacking is a little complex to understand at first, and the main reason this is now a computer game. To start with, the AP cost depends on the card used. A melee attack has a 50% chance to hit, +5% per point of speed on the card, +5% per point of speed on your character, +/- miscelaneous modifiers, such as equipment.
Actions possible during someone elses turn:
Usually the only thing you can do during someone elses turn is play a defensive card. Your first defensive card per round is free, all others will take AP to play.
Sometimes you may be able to use an event card, or even activate a trap.
When your hit points are reduced to 0, no matter how much damage the attack was that caused it, you stay at 0 and are at risk of dying. Any attack that causes any amount of damage will finish you off. If you manage to heal before that happens, you once again have that safety buffer.
If you run out of cards, shuffle your discard pile into your deck and continue play from there.
Types of cards:
Equipment has encumberence, but rarely has a drawback.
Armor usually just ads to Armor Resistance.
Shields ad to armor resistance, or put a penalty to the enemies chance to hit, but at a cost of 1 AP. Some defense cards can only be used with shields.
Weapons have many affects and come in melee, ranged, and unarmed (fist wrappings for example.)
Natural equipment has no encumberence, but always has a drawback.
Styles take up an equipment slot and change the base rules for your deck a little bit, usually providing a bonus to equipment or a type of card, such as unarmed attacks.
Sub-styles are weaker version of a style card. They sometimes directly apply to a style, othertimes they are more universal. You may equip one style and one sub-style card, or two sub-styles.
Attack cards: Most attack cards are based on a weapon catagory, such as unarmed, melee, or ranged. Some are meant to be used with a specific weapon.
Items are almost always one use cards that have many different effects.
Events are things that happen which change the flow of gameplay, like a sudden downpour or even divine intervention.
There are attack adds, and defense adds which are combo cards. Spend the ap and you may add their effect to your current attack or defense.
Traps add a token to the map that cause danger for anyone entering the square.
Only the first 750 words are necessary to read, everything under "types of cards" is partly to give you an idea of what the rest of the rules will look like, and an idea of what the games flavor might be like.
Questions, comments, etc... All super welcome.
Deck rules:
Each deck is 40 - 50 cards, with a 10 card equipment side deck.
Usually you may have up to three of the same card. Some cards are limited, and will say so on the card.
The side deck doesn't count towards the minimum or maximum card count.
Attributes:
There are three attributes and four statistics based on those attributes. The attributes are speed, strength, and endurance.
The statistics are max encumbrance, hit points, base melee damage, and inate resistance.
Each attribute starts with one free point, then you are allotted 11 more to distribute between them before every game.
Base damage is strength / 2.
This adds directly to melee damage.
Hit points are equal to endurance.
You lose when you are reduced to 0 hit points, then take one more hit for any amount of damage.
Inate resistance is half of endurance.
This reduces all damage by this amount.
Max encumbrance is equal to strength + endurance / 2.
This statistic affects how much equipment you can use. Each piece of equipment has it's own rating in encumbrance which you may not exceed. For example, if you have 3 ME, you can equip an item worth 1 encumbrance, and one worth 2 before you run out.
Speed may not look important right now, but it directly affects the chance to hit, or dodge an attack.
If during gameplay your statistics change... They will not affect maximum/current hit points, or encumbrance. Resistance, base damage, and the effects of speed are all that will be altered.
Setup:
Each player takes turns placing down pieces of terrain onto a battle map, then they place their tokens onto the board. Players attributes and equipment is kept secret until the game begins.
The game is meant for 2 - 8 players, either free for all or in even teams ( 2 on 2, 2 on 2 on 2, 3 on 3, 2 on 2 on 2 on 2, 4 on 4.)
Gameplay:
At the start of the game, each player has 10 AP and draws a hand of 5 cards.
The game is divided into rounds and turns. Someones turn is when they get to go on the attack, and a round is when everyone's AP refreshes to 10.
The player with the most speed, or a random choice if there is a tie goes first.
As AP is spent, the turn passes on to the person with the current highest AP. In this way, except for the start of a new round, turns are non-linear.
The turn is passed the moment you are at least 1 AP below the person with the next highest AP count.
Possible actions during your turn:
When it comes to your turn, if you have any free space in your hand, you may draw a card. Alternatively you may discard your hand, shuffle your discard pile, and draw a full five card hand.
Before taking any other action, you may equip or un-equip any weapon or shield you have.
Movement: You may spend up to 3 AP in one burst to move your character, each AP spent allows you to move one square.
Push: You may spend 1 AP to attempt to push someone onto any square adjacent to them, they are able to enter. The chance to succeed is 50% + 5% per point of strength, -5% per point of the oponents strength.
Attacks: Attacking is a little complex to understand at first, and the main reason this is now a computer game. To start with, the AP cost depends on the card used. A melee attack has a 50% chance to hit, +5% per point of speed on the card, +5% per point of speed on your character, +/- miscelaneous modifiers, such as equipment.
Actions possible during someone elses turn:
Usually the only thing you can do during someone elses turn is play a defensive card. Your first defensive card per round is free, all others will take AP to play.
Sometimes you may be able to use an event card, or even activate a trap.
When your hit points are reduced to 0, no matter how much damage the attack was that caused it, you stay at 0 and are at risk of dying. Any attack that causes any amount of damage will finish you off. If you manage to heal before that happens, you once again have that safety buffer.
If you run out of cards, shuffle your discard pile into your deck and continue play from there.
Types of cards:
Equipment has encumberence, but rarely has a drawback.
Armor usually just ads to Armor Resistance.
Shields ad to armor resistance, or put a penalty to the enemies chance to hit, but at a cost of 1 AP. Some defense cards can only be used with shields.
Weapons have many affects and come in melee, ranged, and unarmed (fist wrappings for example.)
Natural equipment has no encumberence, but always has a drawback.
Styles take up an equipment slot and change the base rules for your deck a little bit, usually providing a bonus to equipment or a type of card, such as unarmed attacks.
Sub-styles are weaker version of a style card. They sometimes directly apply to a style, othertimes they are more universal. You may equip one style and one sub-style card, or two sub-styles.
Attack cards: Most attack cards are based on a weapon catagory, such as unarmed, melee, or ranged. Some are meant to be used with a specific weapon.
Items are almost always one use cards that have many different effects.
Events are things that happen which change the flow of gameplay, like a sudden downpour or even divine intervention.
There are attack adds, and defense adds which are combo cards. Spend the ap and you may add their effect to your current attack or defense.
Traps add a token to the map that cause danger for anyone entering the square.
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