Godsball
Posted: Mon Aug 08, 2016 11:48 pm
So I'm trying to work on my stuff for tomorrow and my mind keeps drifting back to the yet unmade game that we (Mike, Darcs and myself) were discussing at Harold and Izzy's. Since Mechanics are fair game...
I love the idea of the card-mechanic. I think it can fit really well for what we were trying to do. Because:
Each card can have (at least) four pieces of information on it. It would have an action, which you could play on your turn. A reaction, which you could play on someone else's turn. Attack and Defense Numbers. And finally Movement Points.
There would be six 'ranks' of card. The weakest, or sixth rank, would have 6 cards in it. The fifth rank would have five. The fourth rank, four. Etc. Until you reached your single most powerful, epic card. Each card in a rank would have some distribution of attack and defense cards, the stronger cards having the least variability in their numbering, the lowest having more. Maybe like this:
1 - Strongest (6/6)
2 - Stronger (5/4, 4/5)
3 - Strong (5/3, 4/4, 3/5)
4 - Weak (5/2, 4/3, 3/4, 2/5)
5 - Weaker (5/1, 4/2, 3/3, 2/4, 1,5)
6 - Weakest (6/1, 5/2, 4/3, 3/4, 2/5, 1/6)
This is just my mind working on things, I would probably need to crunch some numbers. It means that each player would have a deck of 21 cards that they cycle through.
Each deck would be tailored to that particular character's powers/theme. So maybe some characters have a different distribution of attack and defense, or some have greater movement points. They would all have Actions and Reactions.
A turn would look something like this, I think:
All players start with 3 cards. The character currently holding the <object redacted> is considered the active player.
Phase 1 - Movement
The active player goes first, playing a card and moving that number of spaces. Then, moving clock-wise from the active player, all other players play a card and move that number of spaces.
Phase 2 - Actions
All players then place a card face down. When all are ready, the cards are flipped up. First resolving all reaction cards, and then finally the action card of the active player. (This would need to be tested, but my theory is that by reversing the action phase, you give the non-active players a chance to disrupt the active player before things get out of hand.)
Phase 3 - Attack/Defense
The players then place their third card face up on the table. This card serves as the attack and defense number to resolve any conflicts between the actions.
Phase 4 - Draw
All players draw three more cards.
REPEAT!
What I'm hoping for this particular mechanic is to force players to make choices based on their current hand, but still give them some flexibility. Powerful cards will be powerful in all three "action" phases of the game, which will force a player to decide /how/ they want to use that power. Or maybe you use a weaker maneuver, but have a really strong attack and defensive posture.
Anyway, these ramblings are probably as clear as mud. But I have to get back to other work. I will write more later.
I love the idea of the card-mechanic. I think it can fit really well for what we were trying to do. Because:
Each card can have (at least) four pieces of information on it. It would have an action, which you could play on your turn. A reaction, which you could play on someone else's turn. Attack and Defense Numbers. And finally Movement Points.
There would be six 'ranks' of card. The weakest, or sixth rank, would have 6 cards in it. The fifth rank would have five. The fourth rank, four. Etc. Until you reached your single most powerful, epic card. Each card in a rank would have some distribution of attack and defense cards, the stronger cards having the least variability in their numbering, the lowest having more. Maybe like this:
1 - Strongest (6/6)
2 - Stronger (5/4, 4/5)
3 - Strong (5/3, 4/4, 3/5)
4 - Weak (5/2, 4/3, 3/4, 2/5)
5 - Weaker (5/1, 4/2, 3/3, 2/4, 1,5)
6 - Weakest (6/1, 5/2, 4/3, 3/4, 2/5, 1/6)
This is just my mind working on things, I would probably need to crunch some numbers. It means that each player would have a deck of 21 cards that they cycle through.
Each deck would be tailored to that particular character's powers/theme. So maybe some characters have a different distribution of attack and defense, or some have greater movement points. They would all have Actions and Reactions.
A turn would look something like this, I think:
All players start with 3 cards. The character currently holding the <object redacted> is considered the active player.
Phase 1 - Movement
The active player goes first, playing a card and moving that number of spaces. Then, moving clock-wise from the active player, all other players play a card and move that number of spaces.
Phase 2 - Actions
All players then place a card face down. When all are ready, the cards are flipped up. First resolving all reaction cards, and then finally the action card of the active player. (This would need to be tested, but my theory is that by reversing the action phase, you give the non-active players a chance to disrupt the active player before things get out of hand.)
Phase 3 - Attack/Defense
The players then place their third card face up on the table. This card serves as the attack and defense number to resolve any conflicts between the actions.
Phase 4 - Draw
All players draw three more cards.
REPEAT!
What I'm hoping for this particular mechanic is to force players to make choices based on their current hand, but still give them some flexibility. Powerful cards will be powerful in all three "action" phases of the game, which will force a player to decide /how/ they want to use that power. Or maybe you use a weaker maneuver, but have a really strong attack and defensive posture.
Anyway, these ramblings are probably as clear as mud. But I have to get back to other work. I will write more later.