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Author Topic: *Update* Alpha version ruleset of "Adamantine" the forum ccg  (Read 11967 times)

webadict

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Re: Recruiting all for a new ccg project forum game
« Reply #30 on: February 20, 2012, 11:29:02 am »

It might be a better idea to make it domi-like. Especially if you don't want munchkin-style gameplay.

That said If we are keeping to the tcg premise, I would prefer a single hero multi hp system. Better still make equipments, titles, races and classes pieces of extra hp that would be added or discarded as the game progresses.
Dungeon cards should go in play iff a hero card instructs so, a dungeon card calls for, or there is no active dungeon card in play. That is, the hero deck should be dictating game pace.
For resources I'm undecided. A pokemon style (a leads to b), MTG style (different units need different resources), or Gundam (3 red for red mech). all are possible, but I guess thete won't be much variety.
I think you should be able to play a Dungeon card so long as you are able to pay the required Resources for the card. But, I think Resources should be a Hero deck thing. Say, something like +1 Gold/turn or something. Then, you can purchase your Bronze Sword for 2 Gold or buy a Dungeon card, like a Giant Cave Spider.

The problem with this is the Dungeon might then never be played in favor of defending yourself. And if the Dungeon card is never played, then your opponent never beats the Dungeon. Soooo, there either must be another win condition or another lose condition.
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adwarf

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Re: Recruiting all for a new ccg project forum game
« Reply #31 on: February 20, 2012, 11:33:39 am »

I say have each dungeon deck contain one special item, that if the hero gets to it, and takes it they win.
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Skyrunner

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Re: Recruiting all for a new ccg project forum game
« Reply #32 on: February 20, 2012, 11:51:38 am »

But we don't need a Mage, Warrior and Fighter. Why not have a plethora of classes to build on? And 'advance' your base three heroes?

I say have each dungeon deck contain one special item, that if the hero gets to it, and takes it they win.

The only problem with this is that insta-win might happen >.> Like about once in sixty games ,roughly. <5 turn wins can happen too.

@webadict
Adding even more things to keep track of might not be the best...


About resources... perhaps face-down dungeon cards could be 'sacrificed' for better ones. Face-down only, because leveling an already face-up dungeon card is kinda...>.>

Dungeon cards would be traps, monsters, and cards that had a chance of being a bad thing or a good thing?

I foresee the need of at least a d6 or d4 for randomness.

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Heron TSG

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Re: Recruiting all for a new ccg project forum game
« Reply #33 on: February 20, 2012, 11:58:47 am »

Or we could make, say, 15-20 heroes and then people can choose from them when building their deck. It's not too hard to make stats for card games, and if we keep the art style simple, it wouldn't take much time at all.
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Est Sularus Oth Mithas
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adwarf

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Re: Recruiting all for a new ccg project forum game
« Reply #34 on: February 20, 2012, 11:59:50 am »

I'd be glad to work on stats, descriptions, and other stuff for the cards once we get the rules down (Except for art, I can't do that :P)
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Skyrunner

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Re: Recruiting all for a new ccg project forum game
« Reply #35 on: February 20, 2012, 12:19:06 pm »

Or we could make, say, 15-20 heroes and then people can choose from them when building their deck. It's not too hard to make stats for card games, and if we keep the art style simple, it wouldn't take much time at all.

^^ This! This is kinda what I wanted >.>

I'd be glad to work on stats, descriptions, and other stuff for the cards once we get the rules down (Except for art, I can't do that :P)

I'm sure art can be second hand to the more important stuff >.>
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Kashyyk

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Re: Recruiting all for a new ccg project forum game
« Reply #36 on: February 20, 2012, 12:22:19 pm »

Well, this is most certainly gonna need playtesting.

Also something else I thought of. Each Dungeon obstacle has a 'value', which, when defeated, allows you to play/draw hero cards to represent getting loot or xp. Dunno how easy that'll be to balance though.
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Skyrunner

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Re: Recruiting all for a new ccg project forum game
« Reply #37 on: February 20, 2012, 12:26:16 pm »

Well, this is most certainly gonna need playtesting.

Also something else I thought of. Each Dungeon obstacle has a 'value', which, when defeated, allows you to play/draw hero cards to represent getting loot or xp. Dunno how easy that'll be to balance though.

Actually, that could be quite an idea.

The better(=deadlier) dungeon cards also give the hero a better chance at surviving the next one.
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Gotdamnmiracle

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Re: Recruiting all for a new ccg project forum game
« Reply #38 on: February 20, 2012, 12:28:46 pm »

PTW. I want to see where this goes.
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webadict

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Re: Recruiting all for a new ccg project forum game
« Reply #39 on: February 20, 2012, 01:02:28 pm »

Or we could make, say, 15-20 heroes and then people can choose from them when building their deck. It's not too hard to make stats for card games, and if we keep the art style simple, it wouldn't take much time at all.

^^ This! This is kinda what I wanted >.>
The same problem still arises. I'm saying that each Hero has strength and weaknesses, and by choosing three to start with, you are therefore limiting your options early. The Warrior, Mage, Archer thing was just an example for the underlying problems that you just glossed over by saying that you don't have to choose those three.

You could have any three combinations, but as soon as one of those is eliminated, then the opponent can exploit the weaknesses of the other two. This is the metagaming you somehow wished to avoid being perfectly exploited. One Hero is much more balanced, as the removal of one Hero on either side causes a significant disadvantage for that side with more than one.

It just feels odd to have three Heroes, but only use one at a time. Groups don't fight one at a time if they can avoid it. A lone Hero DOES have to fight with only himself.

But we don't need a Mage, Warrior and Fighter. Why not have a plethora of classes to build on? And 'advance' your base three heroes?

I say have each dungeon deck contain one special item, that if the hero gets to it, and takes it they win.

The only problem with this is that insta-win might happen >.> Like about once in sixty games ,roughly. <5 turn wins can happen too.
The problem arises as to why a player would have an instant win for their opponent in the first place? Especially since they don't have to play it if they don't want to.

@webadict
Adding even more things to keep track of might not be the best...
More things? I don't see really how hard it is to keep track of two individual numbers. Most people these days have access to a piece of paper and writing utensil. Heck, I might even be able to track THREE numbers with one of them.

About resources... perhaps face-down dungeon cards could be 'sacrificed' for better ones. Face-down only, because leveling an already face-up dungeon card is kinda...>.>
Leveling a face-up Dungeon card is not actually that bad. Dungeons are mutable in some roguelikes, though mostly under different circumstances. But, that still is only the way to play Dungeon cards. What about Hero cards? There needs to be some Resource for both of these, other than sacrificing. It works in Yu-Gi-Oh because they have one fight--Monster vs. Monster. This game has two--the Dungeon vs. the Hero and the Hero vs. the Dungeon.

Dungeon cards would be traps, monsters, and cards that had a chance of being a bad thing or a good thing?

I foresee the need of at least a d6 or d4 for randomness.
Again, no player wants to give their opponent something good unless they can turn it against them. Your opponent is your enemy. He is there to make your Hero's life short, painful, and miserable. It is not to let you have a lollipop. It is to give you a poisoned lollipop stabbed into your already bleeding sternum while you attempt in vain to splint your shattered femur.

Also, the first post states there will be a d6, so this is an assumed value.
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Heron TSG

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Re: Recruiting all for a new ccg project forum game
« Reply #40 on: February 20, 2012, 01:06:32 pm »

Well, what about all the heroes adventuring at once? They'd have to be a little weaker individually, of course.
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adwarf

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Re: Recruiting all for a new ccg project forum game
« Reply #41 on: February 20, 2012, 01:07:18 pm »

And there could be class change cards to let the heroes be slightly more versatile.
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Powder Miner

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Re: Recruiting all for a new ccg project forum game
« Reply #42 on: February 20, 2012, 01:08:49 pm »

Wouldn't multiple heroes be less roguelike and more Diablo-ish?
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Skyrunner

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Re: Recruiting all for a new ccg project forum game
« Reply #43 on: February 20, 2012, 01:09:05 pm »

First quote: Why would I let the opponent know which hero I prepared?

Second: Exactly.

Third : Yes, thank you for your clear and kind clarification. O_o

Four : Someone above said the idea of tying strong Dungeon cards with a higher bonus for the hero.

Five  :See above. Also missed the part about d6.


There might be these cards (a la Nethack):

Kobold
Value 100
(some sort of Hp)
(special abilities)

1d6 < 4 chance of dropping 1d6 darts.
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

webadict

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Re: Recruiting all for a new ccg project forum game
« Reply #44 on: February 20, 2012, 04:08:17 pm »

First quote: Why would I let the opponent know which hero I prepared?
That's... the same point as mine. I'm saying you're more likely to pick three different Heroes for versatility, which means if you lose one, you're done. The ability to switch as you go covers that basis, as well.

Four : Someone above said the idea of tying strong Dungeon cards with a higher bonus for the hero.
Right, but you can't simply gain Hero things out of nowhere.

There might be these cards (a la Nethack):

Kobold
Value 100
(some sort of Hp)
(special abilities)

1d6 < 4 chance of dropping 1d6 darts.
That would be a horrible thing to do. Gaining 1d6 darts? That would be complicated to keep track of, unless the currency in the game is darts.
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