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Author Topic: Magitech Mechs  (Read 8873 times)

Mephansteras

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Magitech Mechs
« on: July 01, 2014, 07:55:17 pm »

This is a test game for another card game I'm working on. As I've found the forum games rather helpful in the past during my game development, I've decided to give this one a whirl.

Theme-wise, think giant Magic fueled Mecha crossed with the Three Musketeers. A bit similar to Escaflowne, if you've seen that.

This is a co-operative game for 2-4 players and will be going through a Story Deck which will show the various challenges that the group will face during the Story. There are specific Plot cards that will need to be played in order to advance the story, and each Plot card has a Light side and a Dark side which reflects how well the story is going for our heroes. You will accumulate White and Black tokens during the course of the game which will determine which side of the Plot cards you encounter.

As this is an early test of the system, we may or may not get through the entire story the first time. It may be necessary to restart the game at some point depending on how broken some rules end up being, but we'll see how it goes. At the very least we'll get through Act I.

We have 4 players now, so anyone else that is interested can go into a replacement queue in case someone needs to bow out at some point.

Players
  • EagleV
  • notquitethere
  • Varee
  • Furtuka

Replacement Queue
  • darkpaladin109
  • flabort
  • Rolepgeek
  • Salsacookies




Story
The Invasion
Act 1
White Tokens: 1
Black Tokens: 0
Tokens needed for next Plot: 1


Characters
Furtuka
Huntsmaster
  Discard 1 = 1 Work
Hunter
  Discard 1 = 1 Ranged Defense
Emerald Star
  Discard 1 = 1 Ranged Attack
Longstrider Upgrade 
Hunters Hawk

Spoiler: Hand (click to show/hide)
Spoiler: Discard (click to show/hide)


notquitethere
Doctor
  Medic
Hammer
  Engineer
Foe Cleaver
  Discard 1 = 1 Melee Attack
Medical Kit
Impact Armour

Spoiler: Hand (click to show/hide)
Spoiler: Discard (click to show/hide)

EagleV
Onyx knight
  Discard 1 = 1 Wealth
Guardian
  Discard 2 = Defend
Hand of Destruction
  Discard 1 = 1 Magic Attack
Defensive Field
Magic Capacitors

Spoiler: Hand (click to show/hide)
Spoiler: Discard (click to show/hide)

Varee
Topaz knight
  Discard 1 = 1 Work
Centurion
  Discard 1 = Discard 1, Draw 1 ANY
Ancestral sword
  Discard 1 = 1 Melee Attack
Engineering kit
Etheric beacon

Spoiler: Hand (click to show/hide)
Spoiler: Discard (click to show/hide)
« Last Edit: July 30, 2014, 11:03:41 am by Mephansteras »
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Mephansteras

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Re: Magitech Mechs
« Reply #1 on: July 01, 2014, 07:55:37 pm »

I'll be adjusting these rules and filling stuff out over the next few days as I get things polished up and answer questions. Ask questions if you don't understand something, please!

Basic Rules:

Players create their Decks:
   1 Character Deck
   1 Frame Deck
   1 Weapon Deck
   2 Augment Decks (Must be of different types)
   
There is a limit of one of each Deck per game, so we can't have two people both using the Brawler frame or the Heavy Armor augment.

Hand Size is 5 Cards

Game Play Order:
  Draw next Story/Plot Card
    If End Of Act Card is Drawn
     All Players Shuffle their Hands, Discard, and Decks back together.
     Follow any additional Instructions on Card
    Draw any additional Cards needed (Usually NPCs, but could be additional Plot or Story cards)
    If Non-Combat
     Discard - Players may discard any remaining cards in their hand (Except Wounds)
     Draw - Players draw back up to their hand limit (Usually 5 Cards)
      Armor Cards may be played during this phase to Discard Damage cards & Draw new ones. They are then returned to the player's hand.
      Repair & Heal cards may also be played at this time
      If a Player has ONLY Damage and/or Wound cards they are Defeated and cannot participate in the encounter
     Play Cards to meet the Challenge (Players are not required to play cards if they cannot succeed)
     Gain White/Black Token for Success/Failure
     If ALL players are Defeated, game is over
   If Combat
     Determine Party Order
     Combat Rounds until Victory/Retreat/Defeat
        Discard - Players may discard any remaining cards in their hand (Except Wounds)
        Draw - Players draw back up to their hand limit (Usually 5 Cards)
         Armor Cards may be played during this phase to Discard Damage cards & Draw new ones. They are then returned to the player's hand.
         Repair & Heal cards may also be played at this time
         If a Player has ONLY Damage and/or Wound cards they are Defeated and cannot participate in the encounter
        Enemy Units Attack
         Players play Defensive/General cards (General cards are Draws, Discards, etc), and may use Defensive Abilities
         Players take Damage and Wound cards as needed for any damage that gets through
        Players Play Offensive/General cards and Abilities OR Players Retreat
         Remove Health from damaged enemies
         Remove enemies with 0 health counters
     If All enemies are defeated, Gain White Token
     If Retreated, Gain Black Token
     If ALL players are Defeated, game is over
  Rest & Recover
   Players may either remove 1 Damage card from their Hand or Discard pile OR discard 1 Wound from their Hand

Challenges: 
  Non-Combat - Non Combat challenges are resolved by meeting or exceeding the requirements for the challenge. Most of these challenges are group challenges, but occasionally it will be a single-player challenge wherein the other players are unable to assist.
    Each Challenge will require the players to match a set number for one or more of the Non-Combat categories: Diplomacy, Wealth, or Work. Each separate category represents a Test. The Difficulty of each Test(Small, Average, Large) will give the required value and is based on the number of players. (For instance, an Average Test for Four players requires a total of at least 8 in that test to succeed.) The Difficulties can be different for each Test within a given Challenge.
   Alternative, some Challenges may provide a Keyword that will give an Automatic Success to the Test: Engineer, Flight, Stealth, etc.
   Non-Combat challenges are single-shot affairs, the players either succeed or fail with a given hand of cards. Success usually provides a White Story Token, and Failure a Black Story Token. There may be additional effects after the Success or Failure.
 
  Combat - Combat challenges pit the players against one or more Enemy troops. Combat goes until all enemies are defeated, the players retreat, or all players are defeated.
    Players set their Combat Order at the beginning of the Combat from 1 -> X (x is the number of players). This combat order determines what order the players attack in as well as which player is targeted by a given enemy. Combat Order can be adjusted during the Combat by players discarding a card to move up or down a spot in the order.
   Enemies are handled Mechanically, and will play out their turns in the same fashion each turn until defeated. Each enemy will, during their turn attack a specific Combat Position. This is stated as First (1), Last (X), or an adjustment to one of the two. First + 1 would represent the player in the Second Combat Order position, Last -2 would represent two up from X (so, 2 in a 4 player game). If the adjustment would go up past 1 or down past X, it stops at that point.
     Enemy Attacks: When enemies attack the Players may react to avoid taking damage. This is done by playing Defense cards of a single type to counter the Enemy's attack. There are three categories of Attack and Defense: Melee, Ranged, and Magic. Ideally, players would use the corresponding Defense to an Attack. I.e. Melee Defense vs Melee Attack. However, if needed players can use another Defense type at a penalty. In order to prevent damage, the player will need to provide additional defense cards of that type in accordance with the chart below.
        Melee - Melee 0, Magic +1, Ranged +2
         Magic - Magic 0, Ranged +1, Melee +2
         Ranged - Ranged 0, Melee +1, Magic +2
      For example, someone trying to use Magic Defense to stop a Melee Attack of 3 would need to play 4 Magic Defense to avoid all of the damage. The +1 means that the first point of Magic Defense played is basically ignored. Playing 3 Magic Defense in this scenario would prevent only 2 Damage to the player.
     Players may use Defense Boosts (+1/2/3 cards) to aid another player in Defending against an attack. The must all be of the same type as the Defense the Defending Player is already using.
     Damage and Wounds: When players are unable to prevent all of the enemy's attack, they gain Damage and Wound cards. Generally, a player takes Damage cards equal to the amount of damage that was not prevented and puts them in his discard pile. However, if the player was unable to defend an attack at all they instead get a single Wound card which goes directly into their hand. Note that even a Defense that blocks 0 damage will still result in Damage cards instead of a Wound.
     Player Attacks: Once all Enemy attacks have been resolved, players get to counter attack. In Combat Order, each player may begin an Attack against an Enemy using Attack cards from their hand of a specific type. Other players may also add in Attack Boosts (+1/2/3) of that type to aid the attack. The total attack value is then reduced by the enemy's Defense value for that type of attack, and any unreduced damage is removed from the enemy's health. Once an enemy's health goes to 0 it is removed from the battle.
     Retreat: Instead of attacking, the players may instead opt to retreat from a battle. Doing so involves a retreat Challenge listed on the Story Card, generally a Non-Combat check (such as Average Work). The players must complete that task in order to retreat, and cannot mix Combat actions with that task. Note that players must decide to retreat before playing any General Cards (such as Draw 2). If the players fail to retreat, the combat continues as normal.
   
Card Abilities:
  Most cards have two sets of abilities, Combat and Non-Combat, although some have a single ability than can be used in either situation (or during a different phase).   
  Non-Combat - These are simply represented as Diplomacy 1/2/3, Wealth 1/2/3, Work 1/2/3, or a combination of the above. If a card has multiple types, only one can be used at a time. For example, if a card has Wealth/Work 1 then you may use it as either Wealth 1 or Work 1, but not both.
  Combat - Combat cards have four types: Attack, Attack Boost (+), Defense, and Defense Boost (+) and may be Melee, Ranged, Magic, or a combination of the above. Attacks may be used to start an attack or add to the value of an attack you have already started. Attack Boosts may only be used to add to an already started attack, but may be played on yourself or another player. Defense and Defense Boost cards work the same way when defending from an attack. Like Non-Combat cards, if a card has multiple options for type only one can be used at a time. Combat cards may only add to Attacks/Defenses of the same type.
    Chains - Chains are a special type of attack. They must begin with an attack that has the Chain Start keyword. Mid-Chain cards can then be played onto that attack to add the Chain Boost to the attack even if the base attack type of the card is different from the attack. If the base type is the same as the attack, it will add to it like a normal Attack Boost in addition to the Chain Boost. Chain End cards work similarly, but only one Chain End may be used in a chain. Other Chain End cards work like normal Attack Boost cards.
    Armor - Armor cards have a special ability which allows them to be played during the Draw phase. When played, they allow you to discard a Damage card and draw a replacement. Each Armor card can only be played once during the Draw Phase. They return to your hand at the end of the Phase and may be played for their Defense value during the Combat Defense phase.
    Defend - Defend cards can be played to take an attack meant for another player yourself. When doing so, you gain 1 Defense from the Defend ability in addition to any defensive stats the card already possesses.
  General - Many Cards, such as a Draw 2, are General use and can be played during a Non-Combat challenge, during a Combat Defense phase, or during a Combat Attack phase. If a card lists a specific phase on it, it may only be used during that phase.
 
  Specific card wording will trump any of the general rules.

Deck Abilities:
  Characters, Frames, and Weapons all have an Ability on them. Some of these are Keywords that can be used in Non-Combat challenges. Otherwise, they are usually a Discard ability that provides a small but specific bonus. Each Deck's ability may be used once per turn.

« Last Edit: July 02, 2014, 02:46:59 pm by Mephansteras »
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notquitethere

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Re: Magitech Mechs
« Reply #2 on: July 01, 2014, 08:00:21 pm »

Confirmed to still be in.
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Mephansteras

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Re: Magitech Mechs
« Reply #3 on: July 01, 2014, 08:06:57 pm »

Character Decks

Captain
Role: Squad Boosts
Ability: Discard 1 = 1 Diplomacy
Sex: Male
Spoiler: Cards (click to show/hide)

Ruby Knight
Role: Melee Attack
Ability: Discard 1 = 1 Diplomacy
Sex: Female
Spoiler: Cards (click to show/hide)

Emerald Knight
Role: Ranged Attack
Ability: Discard 1 = 1 Work
Sex: Male
Spoiler: Cards (click to show/hide)

Sapphire Knight
Role: Magic Attack
Ability: Discard 1 = 1 Wealth
Sex: Female
Spoiler: Cards (click to show/hide)

Silver Knight
Role: Defense
Ability: Discard 1 = 1 Diplomacy
Sex: Female
Spoiler: Cards (click to show/hide)

Onyx Knight
Role: Utility Magic
Ability: Discard 1 = 1 Wealth
Sex: Male
Spoiler: Cards (click to show/hide)

Topaz Knight
Role: Engineer
Ability: Discard 1 = 1 Work
Sex: Female
Spoiler: Cards (click to show/hide)

Doctor
Role: Medic
Ability: Medic
Sex: Male
Spoiler: Cards (click to show/hide)

Huntmaster
Role: Sniper
Ability: Discard 1 = 1 Work
Sex: Male
Spoiler: Cards (click to show/hide)

Lady Fortuna
Role: Balanced
Ability: Discard 1 = 1 Wealth
Sex: Female
Spoiler: Cards (click to show/hide)


Frame Decks[/u]

Centurion
Role: Squad Boosts
Ability: Discard 1 = Discard 1, Draw 1 ANY
Spoiler: Cards (click to show/hide)

Brawler
Role: Melee Combat
Ability: Discard 1 = 1 Melee Defense
Spoiler: Cards (click to show/hide)

Harpoon
Role: Ranged Combat
Ability: Discard 1 = 1 Ranged Defense
Spoiler: Cards (click to show/hide)

Silver Shard
Role: Magic Combat
Ability: Discard 1 = 1 Magic Defense
Spoiler: Cards (click to show/hide)

Guardian
Role: Defense
Ability: Discard 2 = Defend
Spoiler: Cards (click to show/hide)

Dragon
Role: Chains
Ability: Flight
Spoiler: Cards (click to show/hide)

Hammer
Role: Damage Mitigation
Ability: Engineer
Spoiler: Cards (click to show/hide)

Zephyr
Role: Magic Defense
Ability: Discard 1 = 1 Magic Defense
Spoiler: Cards (click to show/hide)


Hunter
Role: Status Effects
Ability: Discard 1 = 1 Ranged Defense
Spoiler: Cards (click to show/hide)


Titan
Role: Status Effects
Ability: Discard 1 = 1 Melee Defense
Spoiler: Cards (click to show/hide)


Weapon Decks

Ancestral Sword
Role: Melee Combat
Ability: Discard 1 = 1 Melee Attack
Spoiler: Cards (click to show/hide)


Foe Cleaver
Role: Melee Attack
Ability: Discard 1 = 1 Melee Attack
Spoiler: Cards (click to show/hide)


Arbalest
Role: Ranged Attack
Ability: Discard 1 = 1 Ranged Attack
Spoiler: Cards (click to show/hide)


Hand of Destruction
Role: Magic Attack
Ability: Discard 1 = 1 Magic Attack
Spoiler: Cards (click to show/hide)


Frostlance
Role: Melee & Magic
Ability: Discard 1 = 1 Melee Attack
Spoiler: Cards (click to show/hide)


Mantle of Fire
Role: Area of Effect Magic
Ability: Discard 1 = 1 Magic Attack
Spoiler: Cards (click to show/hide)


Locust Dagger
Role: Area of Effect Ranged
Ability: Discard 1 = 1 Ranged Attack
Spoiler: Cards (click to show/hide)


Emerald Star
Role: Chains
Ability: Discard 1 = 1 Ranged Attack
Spoiler: Cards (click to show/hide)


Heartseeker
Role: Sniper
Ability: Discard 1 = 1 Ranged Attack
Spoiler: Cards (click to show/hide)


Crystal Blade
Role: Balanced
Ability: Discard 2 = 1 Attack
Spoiler: Cards (click to show/hide)


Augment Decks

Sapphire Reactor Upgrade
Type: Reactor
Spoiler: Cards (click to show/hide)


Ruby Reactor Upgrade
Type: Reactor
Spoiler: Cards (click to show/hide)


Emerald Reactor Upgrade
Type: Reactor
Spoiler: Cards (click to show/hide)


Defensive Field
Type: Field Generator
Spoiler: Cards (click to show/hide)


Stealth Field
Ability: Stealth
Type: Field Generator
Spoiler: Cards (click to show/hide)


Heavy Armor
Type: Armor
Spoiler: Cards (click to show/hide)


Reflective Armor
Type: Armor
Spoiler: Cards (click to show/hide)


Impact Armor
Type: Armor
Spoiler: Cards (click to show/hide)


Shield
Type: Gear
Spoiler: Cards (click to show/hide)


Wings of the Hawk
Ability: Flight
Type: Movement
Spoiler: Cards (click to show/hide)


Longstrider Upgrade
Type: Movement
Spoiler: Cards (click to show/hide)


Engineering Kit
Ability: Engineer
Type: Gear
Spoiler: Cards (click to show/hide)


Medical Kit
Ability: Medic
Type: Gear
Spoiler: Cards (click to show/hide)


Magic Capacitors
Type: Gear
Spoiler: Cards (click to show/hide)


Hunter's Hawks
Type: Gear
Spoiler: Cards (click to show/hide)


Etheric Beacon
Ability: Telepathy
Type: Gear
Spoiler: Cards (click to show/hide)
« Last Edit: July 08, 2014, 02:05:57 pm by Mephansteras »
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Mephansteras

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Re: Magitech Mechs
« Reply #4 on: July 01, 2014, 08:10:59 pm »

Exceeded the word count with the decks. Ah, well, at least it's mostly near the top.

Ok, so this week we're just going to be doing game set-up, determining who is using what decks, and getting rules clarified. I'm going to be leaving on a camping trip on Thursday and I won't be back until Monday, so we'll see about getting the game going in earnest next week.
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EagleV

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Re: Magitech Mechs
« Reply #5 on: July 02, 2014, 03:38:35 am »

Confirming in-ness, and making sure I get notified of updates.

Just to be clear: if you play a chain, you can play no non-chain attack cards regardless of type, right? If so, can another player still boost you?
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Varee

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Re: Magitech Mechs
« Reply #6 on: July 02, 2014, 04:31:05 am »

Look very interesting, add me to the list
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Haspen

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Re: Magitech Mechs
« Reply #7 on: July 02, 2014, 04:38:03 am »

PTWing because I've found your forum games always interesting.
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Mephansteras

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Re: Magitech Mechs
« Reply #8 on: July 02, 2014, 10:00:04 am »

Confirming in-ness, and making sure I get notified of updates.

Just to be clear: if you play a chain, you can play no non-chain attack cards regardless of type, right? If so, can another player still boost you?

Hmm, seems I've worded it confusingly. Chains are basically just an awesome boost that the group can do if they get the right cards. They're in addition to any other attacks/boosts used.

For example:

Player A starts a Melee attack with two Melee Attack 1's, a Melee Attack 1 Chain Start, and boosts themself with a Melee Boost +1.
Player B has a Mid-Chain Ranged Boost +1, and while the Ranged is useless he can still throw it in because it's part of a chain, so that adds +2 to the Attack
Player C has two End Chain cards, but can only play of them. It's Melee +1, so that gets added on plus the End Chain's +3.

Total Attack power: 10

Is that a bit clearer?
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darkpaladin109

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Re: Magitech Mechs
« Reply #9 on: July 02, 2014, 10:06:46 am »

Interesting, I suppose.
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Furtuka

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Re: Magitech Mechs
« Reply #10 on: July 02, 2014, 10:08:57 am »

YOU HAVE MY ATTENTION
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EagleV

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Re: Magitech Mechs
« Reply #11 on: July 02, 2014, 11:13:29 am »

Confirming in-ness, and making sure I get notified of updates.

Just to be clear: if you play a chain, you can play no non-chain attack cards regardless of type, right? If so, can another player still boost you?

Hmm, seems I've worded it confusingly. Chains are basically just an awesome boost that the group can do if they get the right cards. They're in addition to any other attacks/boosts used.

For example:

Player A starts a Melee attack with two Melee Attack 1's, a Melee Attack 1 Chain Start, and boosts themself with a Melee Boost +1.
Player B has a Mid-Chain Ranged Boost +1, and while the Ranged is useless he can still throw it in because it's part of a chain, so that adds +2 to the Attack
Player C has two End Chain cards, but can only play of them. It's Melee +1, so that gets added on plus the End Chain's +3.

Total Attack power: 10

Is that a bit clearer?

Much clearer, and interesting.
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There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

Mephansteras

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Re: Magitech Mechs
« Reply #12 on: July 02, 2014, 11:19:19 am »

darkpaladin109, Furtaka, I still have one spot left open. Did one of you want it?
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Varee

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Re: Magitech Mechs
« Reply #13 on: July 02, 2014, 11:21:23 am »

Just to clarify, the engi, flight etc is for non combat purpose only?
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Furtuka

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Re: Magitech Mechs
« Reply #14 on: July 02, 2014, 11:27:43 am »

YES
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