Post by dmshepard on Jan 26, 2013 23:04:25 GMT -5
Another card game I'm working on, this one is a little more developed and complex, though hopefully simple enough to understand. What I have so far:
Card Types:
Characters
Spells
Machinations
Zones
Characters have both a power (used to battle) and an energy number. The energy number determines the amount of spells a character can cast before becoming exhausted.
A character that loses a battle becomes exhausted. An exhausted character that loses a battle is wasted.
Spells have an energy cost attached to them, using a character's energy number to determine if it can be cast or not. Some spells may be cast when a character has no remaining energy (Gambits), but they leave the character exhausted.
Only one character may normally be played each turn.
Machinations can be played only on your turn, and usually require an energy cost or some other cost to activate.
Zones stay in effect until a new zone is played by either player.
In card examples, * represents a character's power and # represents an energy number or amount.
TURN ORDER
Start Phase - ongoing conditions & effects, energy points restored.
Draw Phase - Active player draws a card
Main Phase - Active player may play characters, spells, machinations and zones.
Combat Phase - characters attack other characters or attempt to capture eden
Clean-up Phase - Characters are exhausted, active player may play additional spells, characters, machinations and zones.
End Phase - The turn is passed to the next player.
Combat Phase.
Card Identities
Some cards have an "Identity" that specifies them as coming from a particular area of society.
N = Nobility (violet)
C = Theocracy (blue)
T = Technology (silver)
P = Peasantry (brown)
O = Outlanders (black)
There are cards without identities. These identities may alter the effects of some cards, or may have protection from others. (white)
Capturing Eden
The only way to win the game is to kill your opponent while you have Eden under your control. The player that goes first begins with eden. The main way to capture her is through battle.
First, when you declare attackers, you may use one or more to attempt to capture eden. Your opponent may choose to protect her by using one of their characters that is not currently exhausted. If that character is currently enganged with another character, it disengages, becomes exhausted, and engages with one of the characters attacking eden.
In order for Eden to be captured, you must successfully deal combat damage to the player who currently holds her. This can be by a direct strike, over-the-top damage from a character with "piercing". Control of Eden passes to you. If a character was not exhausted by or before attempting to capture Eden, they are exhausted.
Player's start with 10 life. A player cannot drop below 1 life unless the player who dealt them the damage is the current controller of Eden.
EXAMPLES:
Scarred Hadge Mage (O)
Character *0 #2
Exhaust ~: draw a card.
Quick Salve
Spell, Cost 1
Swift
Target character recovers from exhaustion.
Steam Guard (T)
Character, *3, #0
Sentry
When ~ becomes exhausted, it gains 1 permanent energy.
Royal Patrol (N)
Character , *3, #1
Shrapnel Volt (T)
Spell, Gambit
Sacrifice a machination; waste target character.
Goggogg (T)
Character *2 #2
#2: target grafted character gets +1 power until end of turn.
Faren's Reward
Spell, Cost 2
Target character gains 3 energy.
You may cast ~ as a Gambit. If you do, Waste targeted character at end of turn.
Card Types:
Characters
Spells
Machinations
Zones
Characters have both a power (used to battle) and an energy number. The energy number determines the amount of spells a character can cast before becoming exhausted.
A character that loses a battle becomes exhausted. An exhausted character that loses a battle is wasted.
Spells have an energy cost attached to them, using a character's energy number to determine if it can be cast or not. Some spells may be cast when a character has no remaining energy (Gambits), but they leave the character exhausted.
Only one character may normally be played each turn.
Machinations can be played only on your turn, and usually require an energy cost or some other cost to activate.
Zones stay in effect until a new zone is played by either player.
In card examples, * represents a character's power and # represents an energy number or amount.
TURN ORDER
Start Phase - ongoing conditions & effects, energy points restored.
Draw Phase - Active player draws a card
Main Phase - Active player may play characters, spells, machinations and zones.
Combat Phase - characters attack other characters or attempt to capture eden
Clean-up Phase - Characters are exhausted, active player may play additional spells, characters, machinations and zones.
End Phase - The turn is passed to the next player.
Combat Phase.
Card Identities
Some cards have an "Identity" that specifies them as coming from a particular area of society.
N = Nobility (violet)
C = Theocracy (blue)
T = Technology (silver)
P = Peasantry (brown)
O = Outlanders (black)
There are cards without identities. These identities may alter the effects of some cards, or may have protection from others. (white)
Capturing Eden
The only way to win the game is to kill your opponent while you have Eden under your control. The player that goes first begins with eden. The main way to capture her is through battle.
First, when you declare attackers, you may use one or more to attempt to capture eden. Your opponent may choose to protect her by using one of their characters that is not currently exhausted. If that character is currently enganged with another character, it disengages, becomes exhausted, and engages with one of the characters attacking eden.
In order for Eden to be captured, you must successfully deal combat damage to the player who currently holds her. This can be by a direct strike, over-the-top damage from a character with "piercing". Control of Eden passes to you. If a character was not exhausted by or before attempting to capture Eden, they are exhausted.
Player's start with 10 life. A player cannot drop below 1 life unless the player who dealt them the damage is the current controller of Eden.
EXAMPLES:
Scarred Hadge Mage (O)
Character *0 #2
Exhaust ~: draw a card.
Quick Salve
Spell, Cost 1
Swift
Target character recovers from exhaustion.
Steam Guard (T)
Character, *3, #0
Sentry
When ~ becomes exhausted, it gains 1 permanent energy.
Royal Patrol (N)
Character , *3, #1
Shrapnel Volt (T)
Spell, Gambit
Sacrifice a machination; waste target character.
Goggogg (T)
Character *2 #2
#2: target grafted character gets +1 power until end of turn.
Faren's Reward
Spell, Cost 2
Target character gains 3 energy.
You may cast ~ as a Gambit. If you do, Waste targeted character at end of turn.