That's right. You read right. I just made a figurine card game. The setting will be the Age of Wonders game. For now at least. Please remember that I made the idea, so don't steal please. With the exception of Pox Nora and Bakugan, and a couple others, as they are very close to my game. The game will be here, I will make the figurines and cards. Then I have the ambition of actually selling the product and making money off of it with a totally different fantasy flavor. So please show mercy internet. I know that somebody will take my ideas anyway
.
This isn't my first game actually. Still remember Roman emperors by inaluct? I actually made working rules for that.
I made the rules, but I feel they're kinda messed up in the writing part at least. And you know, if a rule is broken it will need fixing. Please help me in clarification of the rules.
Things you need:
A deck of at least 60 ability cards. Each ability card has a number that shows how much of it can go into a deck.
6 figurines and 6 character cards that represent those figurines.
Any number of modification cards. Optional.
A grid map. It can be anything with any number of squares. recomended 20x20 or 40x40. 5x5 works just as well, but makes for a short game
Before the game:
Shuffling the deck is optional, but recomended. You can just as well choose the order of the cards, but it takes a while, so it's recomended not to do that for casual play.
Put the six character cards withing short space of each other. A line is recomended. Put the corresponing figurines on those cards or right next to them.
Depending on a type of game, choose a figurine, and a card representing that figurine. Put the figurine in an allowed deployment space (usually 6 tiles closest to the player). And the card farther than others. This is the active character. This rule is allowed to change by players demand. just as well 2vs2 or full blown 6vs6, or 3vs3vs3vs3, or whatever comes to players mind is allowed. But for competitive game it's eighter 1vs1 or 2vs2.
Draw 10 cards.
The figurine with the highest speed statistic goes first.
The Game:
At the beginning of the turn the character with the highest speed statistic goes first and becomes the active character (Meaning it's time for the controlling player to make a move).
Then in order of highest to lowest the turn order is determined.
i.e. there are three characters, with speed of 8, 6, and 2. 8 goes first, then 6 then 2.
If the speed changes the order is made anew. Say, the 2 gains 8 speed and becomes 10. the turn will end with the end of that figurines turn, and will begin with that figurines turn, so that figurine makes two moves in a row.
Each figurine moves one tile a turn, each direction is allowed. Diagonal movement is treated 1 move for figurines, but 1,5 for ranged abilities.
The player moves his active character (may choose not to), and then is allowed to play one card.
You can play one card per active character, per turn. So if you have 2 in play, then the first character can use an ability and then the other in it's turn can use an ability. But you can't play 2 abilities with one character, even if you control 2 characters in play.
At the end of the whole turn (not to confuse with the end of an active character move, or call it initiative) you are allowed to discard any number of cards from your hand, and remove them from the game. Or move them to graveyard, or whatever you want to call it.
At the biginning of the whole turn each player draws cards until they have 10.
The game is won, when you are the last player to have a character.
You lose when you don't have any characters anymore, or your deck and your hand are empty. Having at least 1 card in hand prevents this lose of game. But the second you get rid of your last card you lose, unless that cards causes cards to be put into the deck or hand from removed zone.
Cards, ways of playing them and what they do:
Characters:
6 cards and figurines per player.
Each figurine generally represents a group for example "Elvish warrior", or "Ice dragon"
While character cards represent individual. You can't use cards with figurines that that don't represent them. For example "Darius, the Marksman" can have a figurine of "Crossbowman", but can't have a figurine "Ice dragon".
Each character has on their cards 6 statistics: Atack, Defense, Magical atack, Magical resistance, Health and Speed. They also have 4 atributes, that represent their skills, and special powers. For example "Garnax the necromancer" has atribute "death" which allows him to use abilities that require "death". Atributes can also have special properties. For example "Regeneration" heals 1 health per turn. When health of a character drops to 0 then that figurine and card are removed. Then you choose a character card to replace it, and you place a figurine to the deployment zone.
Modification:
Just like characters they don't go into a deck, but are in use from the neginning of the game. Attach them to characters however you want. A character can have as many modifications as possible. They represent items, enchanments and anything that can modify a character. They usually take one statistic in exchange for another. For example "Element of death" which gives atribute "death" but takes away "life". You can't attach cards that in combination would give a statistic or attribute and take it away at the same time. So you can't attach "Element of death" that takes away life, and "Element of life" that gives atribute life. Same goes for something that would give speed in exchange for defense, and something that would give defense in exchange for attack. You also can't take away something that isn't there. You can't attach "Element of death" to someone that doesn't have "life" atribute already. Or you can't attach modifications that would cause a character to have a statistic with value "-1". For example a character has 4 speed. You can add 4 modifications that give 1 defense each and take away one speed each, but you can't attach 5 of them. treat cards with modifications as if their statistics and abilities were after calculating modifications.
Abilities:
The only type of card that makes a deck. They have statistics: Atack, and/or Magical atack, armor penetration and range (range of 0 means you can target only yourself, and range of 1 adjacent tiles). These cards are played after a character moves (or not). One per character move. To the cards atack and magical atack stats are added the statistics of the character using the ability. From the targets defense is subtracted the armor piercing. Then from the overall atack is subtracted the overall defense of the target. What's left is the damage, that lessens the life points of the target (obviously).
HP left = HP - ((Atack (and/or magical) of ability + (and/or magical) atack of character ) - ((and/ or magical) defense of target - armor piercing) )
Atacks that have a value of 0 attack don't do damage even when adding character's statistics. An ability instead of damaging can heal or have an effect if the card says so.
You can play abilities only if the figurine has the same atribute(s).
Abilities have a range. A target can only be within that range. For the purpose of abilities diagonal is treated as 1,5. You can't cross obstacles when forming the line.
For example an ability with range of 4 can target a tile north and two tiles north-west (1 + 2x1,5 = 4)
How to get them?:
I will make starting decks, and boosters.
Boosters will have 10 cards and 1 figurine each.
At the beginning everyone interested will get 80 points, 50 points a starter deck and 10 points a booster.
Winner of a match gets 20 points and loser 10.
How to play?:
We'll need to coordinate our time zones, and play with programs designed to play p&p rpg's.
Please let me know what you think. Cards coming right up.
What I like about this is that this needs no GM. Two players can play this in programs used for tabletop games. Because of that this game will have no forum slugishness. We'll get probably a whole tournament a week.
Sign up before I release the cards, and get 10 points extra.