[center][shadow=black,left][size=36pt][b][font=verdana]IRON[/font][/b][/size]
[font=times new roman]G L A D I A T O R[/font][/shadow]
[u][i]βeta[/i][/u][/center]
Objective:
-Destroy the enemy mech's cockpit before they do this to you.
-You also win if they surrender, which is recommended if disabled.
Instructions:
-Your deck begins with 20 cards.
-You draw 1 card per turn, unless you didn't play a card last turn, in which case you draw 2 cards.
-The GM will announce the start of each phase.
-Decision Phase: PM your turn to GM.
-Reveal Phase: Declare your plays for the turn.
-The higher priority play resolves first. Which is determined by the total initiative bonus of the mech's engine and the card played.
-If parts are destroyed, you discard that many cards at random before drawing.
-If your card damages or affects parts of the opponent, you may announce which part. Otherwise the torso will be targeted.
-You can play 1 card per turn. Or pass your turn.
-You may also discard any number of cards from your hand.
-You may also drop, pickup, or reposition equipment.
-Cards you play or discard go to a discard pile, which are reshuffled back into your deck when empty.
-Your maximum handsize is equal to your number of remaining parts and you must choose which extra cards to discard before you play another card.
-Most rules can be bent or broken by your cards.
DO NOT POST YET
[center][b][i][size=12pt]~~~Instructions~~~[/size][/i][/b][/center]
[center][glow=orange,2,300][size=36pt][b][font=verdana][color=#7D7D7D]I[/color][color=#A3A3A3]R[/color][color=#C9C9C9]O[/color][color=#A3A3A3]N[/color][/font][/b][/size]
[font=times new roman][color=#7D7D7D]G [/color][color=#909090]L [/color][color=#A3A3A3]A [/color][color=#B6B6B6]D [/color][color=#C9C9C9]I [/color][color=#B6B6B6]A [/color][color=#A3A3A3]T [/color][color=#909090]O [/color][color=#7D7D7D]R S[/color][/font][/glow][/center]
[center][table][tr][td][quote][b]IRON GLADIATORS™ is a 2 player mech card battle game from roseheart. Contact on Bay 12 Forums for permissions.
Contains 2 10-sided dice, 8 copies of over 10 unique standard cards, and 40 blank cards.[/b]
[center]WARNING: CHOKING HAZARD. May contain salt. For mature players only.[/center][/quote][/td][/tr][/table][/center]
[i][b]SET UP[/b][/i]
[list][li][b]STEP 1: Consider Mech Layout[/b]
Your mech is made of several [b]Parts[/b] which can be destroyed separately. These house all your weapons and systems, called [b]Modules[/b]. If all parts with modules that can use a specific one of your cards are destroyed, you will be unable to play that card. So have redundant extra modules if you want to be less vulnerable to that. You must have a [u]cockpit[/u] module, and have a [u]torso(central)[/u] part. You also need atleast [u]2 legs on opposite sides[/u], such as a left and a right. The other parts are optional, such as a head or arms. The Game Master or both players can choose to permit other locomotive parts, such as tank treads or wheels, and other custom parts. Your number of remaining parts in battle is how many cards you can hold(handsize).
[/li][li][b]STEP 2: Design Custom Cards (Optional)[/b]
Have another person to play referee? The [b]Game Master[/b] can help expand the game by judging 'Custom Cards' and deciding how many copies of each each player gets. They can also help with playing in an online forum type setting. [b]Custom Cards[/b] are cards you build yourself to give your mech unique attacks and other actions. If you are playing with them see the Custom Card section. If not, proceed to the next step.
[/li][li][b]STEP 3: Select Modules[/b]
The size of a part is equal to the number [b]Slots[/b] it has, and modules can be placed in the slots. As you design your mech, the slots of your all your parts in total should be 20. You don't need to fill every slot with modules. Some modules are larger than others, modules have a rating equal to their size. They allow cards of their type(listed in the same area of the part shop for convenience) up to their rating. For example a Laser II allows use of Beam I and II cards, but not Beam III. Modules without a rating take up 1 slot.
[/li][li][b]STEP 4: Design Deck[/b]
Compose a 20 card deck. Standard Cards are listed in the Part Shop section. A card labeled "I" is worth 1 point, "II" is 2, "III" is 3, "IV" is 4 and so on. These cards should add up to 40 points or less. If you are playing with custom cards, consider their point value too. You don't need to use all copies of each of your custom cards.
[/li][li]
[b]STEP 5: Finalize Mech Design[/b]
Construct your mech and compile your deck. Then it is time to fight.
[/li][/list]
[i][b]BASIC PLAY
[list][li][b]OBJECTIVE[/b]: You must have a cockpit, torso, and atleast two opposite legs intact. And the means and will to remove one of these from your opponent. You win if your opponent no longer meets these requirements. If you are required to draw a card but have no cards left in your deck, you lose.
[/li][li][b]CHOOSING ACTIONS[/b]: Your deck begins with 20 cards. You draw 1 card each turn. If you didn't play a card last turn, you draw 2 cards. You can play 1 card each turn. You can discard cards, including to pay for [b]Discard Actions[/b]. Discard actions are listed in that section. Some require you to build your mech to allow them. Some work in any mech. At the cost of one card each(and you don't need to tell your opponent what card you discarded) you can perform any discard actions simultaneously.
[/li][li][b]ATTACKING[/b]: Your attacks from cards and discard actions have a [b]HIT(accuracy)[/b] stat. Each point is worth a 10% increase. Declare what part on the opponent mech you will attack. The part size is added to the HIT of your action. The smaller the part, the harder to hit. Each turn, which ever action has greater [b]ZIP(priority)[/b], will resolve first. Ties go to the person who has gone the longest without an action resolving. If an attack is successful, the [b]POW(damage)[/b] stat will be subtracted from the hit points of the aimed for part. If one of your parts are destroyed, all weapons and systems inside are lost. If you no longer have the suitable components anywhere on your mech to use a card, it can't be used. If an attack 'overkills', the attack will attempt to continue to the largest connected part. This includes actions you have already played, that haven't resolved yet. They may be stopped.
[/li][li][b]TOKENS[/b]: [b]Tokens[/b] are counters used to pay for actions or generated by them. Resource tokens allow you to pay for some discard actions and cards. They can be bestowed by modules you can select when building your mech. Actions may generate, inflict, or remove other types of tokens. For example, some weapons generate dangerous heat when fired. At the end of the turn remove 1 [b]Heat[/b] token from your mech. If you still have 5 or more heat tokens, your torso takes 1 damage and cards you would draw next turn are discarded.
[/li][/list]
[i][b]DISCARD ACTIONS[/b][/i]
[list][li][b]EVADE[/b]: You can [b]Evade[/b] to decrease enemy HIT by 1 point for each card you discard. If you take leg damage while evading, cards you would draw next turn are instead discared.
[/li][li][b]GUARD[/b]: You can [b]Guard[/b] with an arm or held item. If it is larger than the attacker's target then damage received will transfer there instead. However, if smaller a miss to the first may still hit the second(a hit check goes to the bigger first, and if failed both are missed). An 'External Module' can be targeted like a different part, but is covered by Guard to the base part.
[/li][li][b](USE HANDS)[/b]: You can either [b]Drop[/b], [b]Pickup[/b], [b]Reposition[/b], or [b]Throw[/b] equipment with your hands(if you have any). Thrown equipment has 2 ZIP, 2 HIT, and 1 POW.
[/li][li][b](BASIC ATTACKS)[/b]: If you made no other attack, you can either [b]Punch(arm)[/b], [b]Kick(leg)[/b], or [b]Ram(torso, other)[/b]. Choose the POW up to the part's size. ZIP is 1. HIT is 1, or 3 if your enemy also attempted one. If your attack hits you take a random amount of damage to your own part, up to the strength you chose. You can't ram if you've been immobilized, or kick with your last leg. Or do anything I decide, doesn't make sense.
[/li][li][b]JUMP[/b]: You can [b]Jump[/b] if you have jump jets. Their HIT will decrease by double the fuel you spent. If activated jump jets are not distributed evenly on your mech, your own HIT will suffer, by double the difference. Adds 2 HIT to your kick attacks.
[/li][li][b]DUMP[/b]: You can [b]Dump[/b] coolant tokens, to reduce your accumulated heat. 1 token reduces 2 heat. Choose where on your mech to consume coolant tokens. Dump as much coolant as desired.
[/li][li][b]RELOAD[/b]: You can [b]Reload[/b] to reroute resources. Rename tokens to those of the same type that were discarded. Such as 'Fuel Token A' to 'Fuel Token D'. Rename as many of one type as desired. Discard more for additional types.
[/li][li][b]ROAR[/b]: You can [b]Roar[/b], which has no inherent benefit.
[/li][/list]
[i][b]CUSTOM CARDS[/b][/i]
[list][li][b]SUBMISSIONS[/b]
You can design 5 custom cards. The Game Master will give you 1~4 copies depending on how good they are. Below are suggested judging criteria and submission restrictions.
- When you submit new custom cards they are experimental. [b]Experimental Cards[/b] receive a mild penalty to rating.
- If you reuse cards they will need to be rerated. The score may go up or down, but generally [b]Tested Cards[/b] will not carry the 'experimental' penalty into judging.
[/li][li][b]JUDGING CRITERIA[/b]
Most rules can be broken by your custom cards. Here are the recommended Judging Criteria for the Game Master, but they may specify their own.
- Simple. Few variables and calculations.
- Expediant. They do not prolong the match too much.
- Resonable. Stats are generally 5 or less. Atleast 1 copy of the card can be justified. Competitive.
[/li][li][b]STIPULATIONS[/b]
Here are the rules every custom card must follow:
- If randomness is used, 10 sided die rolls only.
- Only whole numbers for stats and modifiers.
[/li][li][b]ILLEGAL CARDS[/b]
"Illegal Cards" are custom cards rated too powerful for use in normal play. You may only use these cards in special exhibition battles, or with opponent permission. The Game Master can also offer penalties to permit them.
- Not allowed until a certain turn.
- Adding penalty cards to your deck that are weak or harmful. Or counteract its' effects to some degree.
[/li][/list]
[b]Getting the hang of it? Why not try these game variants?[/b]
[b][i]GAME VARIANTS[/i][/b]
[list][li]
[b]SEASON[/b]: Have a tournament bracket with 4, 8, or 16 different players. If gameplay may take place over many sessions, have extras on a bench in case players drop out. All players make their mech at the same time before seeing the others' in battle. Those wanting a tougher challenge can reuse their mech from a previous season!
[/li][li]
[b]BATTLE ROYAL[/b]: Try adapting the rules for more than 2 players at a time. Or try a Team Battle Royal.
[/li][li]
[b]BOSS BATTLE[/b]: Allow multiple weaker mechs to take on a strong one. Try adjusting point allowances and other limitations.
[/li][/list]
[hr][center][img]https://i.imgtc.com/VP3o5z0.png[/img][/center]
[center][font=courier][shadow=black,left][size=24pt]BETA SIGN UPS: [color=limegreen]OPEN[/color][/size][/shadow][/font]
[glow=black,2,300][size=36pt][b][font=verdana]IRON[/font][/b][/size]
[font=times new roman]G L A D I A T O R[/font][/glow]
[u][i]βeta[/i][/u]
(Release Status: 2/17/2019)
[table][tr][td][color=green]
– InDev –
100% Objective
100% Basic Play
100% Free Actions
100% Tokens
100% Cards
100% Mech Setup
100% Part Shop - Engines
100% Part Shop - Other
100% Part Shop - Melee
100% Part Shop - Lasers
– Beta –
100% Custom Mechs
100% Custom Cards[/color]
1% Part Shop - Guns
1% Part Shop - Missiles
– Launch 1.0.0 –
[/td][/tr][/table][/center]
This is a new installment/spiritual successor to Mech Card Battle. This beta will test the following new mechanics:
[list]
[li]Part Placement: Placing ammo, coolant, jet fuel, and weapons systems[/li]
[li]Heat Management[/li]
[li]Ammo Management[/li]
[li]Evasions[/li]
[/list]
This beta will not have custom cards like the final version. In its place you will be able to select varying intensity of stock weapons.
Note: I may manipulate the game such as give or remove damage, change the number of cards you can draw or play per turn, and any other number of variables.
If you have played Mech Card Battle before, you know basically what to expect. If not, you may wish to wait until after the Beta.
[b]I only need two volunteers. More are welcome. But might not be used.[/b]
[center][b]"Waitlist"[/b]
(priority for submissions)
KitRougard
TricMagic
TankKit
dgr11897
frostgiant
a1s
[/center]
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