Tuesday, March 6, 2012

Taking Damage

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TAKING DAMAGE

Currently there are two different concepts I'm working on for damage.  I kind of like the first more, and it is slightly borrowed from Middle Earth Quest.

1.  Life Deck / Rest Deck / Damage Deck =  The player's typical draw deck is reffered to as the Life Deck.  The Rest deck is the typical discard pile.  Whenever the player rests they will then reshuffle the rest deck into the life deck.  The player is forceed to Rest whenever they run out of cards in their life deck, but it takes up an entire turn to do so.  The Damage deck is the what is created as the player takes damage.  When a wound is infliced the player takes the top cards from the Life deck (face down), and then places it in the Damage deck space.  If the player takes 4 damage they take those top 4 cards over there.  The only way to get these cards back is to actually Heal, and even then they just go into your Rest Deck.

2.  Wound Cards = These cards will be given to players as they suffer wounds in combat.  A player will take a wound card and add it to their discard pile.  Wound cards do a number of things. 

1.       These cards will take up valuable room in your drawn hand

2.       Major Wound cards are options that you can take if you take alot of damage in combat (these could be worth 3-4 dmg).  This way you are adding less cards to your deck, however each will have some sort of penalty power to them.  They may have a minus to movement, attack, or even an Archtype (not allowing you to use that type that turn).  These wounds can seriously slow your progress

3.       If you ever exceed 7 wounds (a combination of wounds in your hand and wounds you suffer in an encounter/combat) your character will die/be defeated and suffer the appropriate penalty. 

Purchasing

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Purchasing

After the Encounter phase the player will now have X amount of Cards still in their hand.  Each card is worth 1 Purchasing value (unless otherwise stated).  The player needs only to discard them into their discard pile in order to purchase a card.  Each card shows a value for it, each tier of Archtype card will cost a little more than the last.  Items can be purchased but they are very expensive.  The player if they wish to purchase an Archtype Action/Combo card from another player must pay an additional Card fee that is placed in their opponents Discard pile (this could be good and/or bad for the opponent).  The player then gets to retain all extra cards they have for the next turn. 

Special Terrain

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Special Terrain/Tactic Areas
                        Special terrains on a Map tile are very tricky situations.  When you move to the “Start of Special Terrain” space on a map your turn immediately stops, and you proceed to the Purchase Phase.  This makes it so you cannot Move through one of these spaces, and if you are moved to one you cannot move off of it.  You are now locked into the Special Terrain for your next turn.  On your next turn you must roll a die and check the Special Terrain Chart.  You will then have to complete 1 of the 6 scenarios (depending on your roll).  By winning you will be whisked away to another location, or you will receive some sort of great reward.  If you lose then look to see Losing Condition for the specific terrain.  Cards can be used to change your roll either by yourself or from other players 

 (Currently working on different concepts for these.  I want these actually to be specific and not randomized so that people can see the area and take a chance at defeating these in order to get a head or catch up.  I've also thought of these having different degrees of difficulty depending on what place in the race you are (1-4).  There was an original Trap idea as well for how these might actually play out, and not just a typical combat style but more of a matching style.....will further flush this out.)

Encounters


                        Now the player will have moved and will deal with combat.  They first roll the d6 to see what monster they are dealing with.  There is a chart on the Encounter/Monster/Special Tile specifically for each Monster Archtype.  The number they roll will then represent a specific monster/encounter .  The color of the Tile or Space they are on determines which column to look at.  Depending on how far along they are on the Entire map will determine the strength level of that monster.  Each monster has 3 tiers of itself.  The following are the tiers determined by your distance

                                               

       Tier 1                      =                             Starting Tile , Map Tile Column 1

                                                Tier 2                     =                             Map Tile Column 2 + 3

                                                Tier 3                     =                             Map Tile Column 4 + Final Tile



The player at this point has already moved, and has discarded a certain amount of cards during that movement phase.  They will now draw cards for their combat/encounter hand.  This is determined by the Archtype of the creature they are fighting, and also what the player's actual skill level is in that Archtype.  Check your character sheet and see what your current Archtype skill level is and draw that many cards.  So if a player is Tier 2 in Martial and Tier 4 in Magical...if they fight a monster who is susceptible to Magic then they can draw 4 cards at this point, and if they fight a Martial monster they only draw 2. 



Now the player after drawing and looking at their cards can then decide how many minions they may want to face.  Keep in mind that monsters on the map tiles become more challenging depending on how far along you are on your path.  So you may add less minions the farther along you are.  Adding minions is as simple as stating that you want to add a minion!  You first state how many you want to add, then the cards are flipped (other players may end up adding or subtracting minions in your fight depending on cards they have played.) . 

Minions will have + Dmg, and + Atk of varying degrees and combinations.  When you add minions they will add these scores straight to that of the Monster

The player will now perform appropriate combos, use items, and deal with dungeon cards that might have been played against them in order to do more dmg than the monsters combined HPs (combination of monster + minions).  If they do not then they will fail in combat and be subjected to the penalties for defeat.
                - A monster will have an Attack score and a Health score.  The player's goal is to do more dmg than the monster's Health (this is a victory always), and to have a defense score equal to or greater than the monster's combined Attack.  Whatever the difference is between the Def score and the Monster's Attack score (below the atk score) the player will suffer that in DMG(See Damage section).  However, every point also that the player was not able to meet the Health of the monster with their Attack value will also deal dmg to the player.  If the player beats the monster's health then they will win regardless of if they took dmg or not.  In this case they gain all rewards.  If they dont match the health then they lose and will be subject to any penalties for lose that the monster may give, or that is on the minion cards. 

Movement

Movement

                        Determining number of spaces to move

                                                The player is first going to draw their current hand.  Draw 5 cards, hand limit of 8.  The player will now look at the map tile to figure out the route they wish to take.  In between each space on the tiles (and when crossing from tile to tile) there will be a Number that will be within a certain color circle.  (example: 2 inside a red circle).   The number represents the number of cards you must discard in order to move from your current space across that gap to the next space.  You may use ANY card type in your hand to discard during this phase (dungeon, item, action/combo) (You may utilize Minion cards that are still sitting in front of you from your last encounter towards these numbers).  The Color represents a specific Archtype (red,blue,green,orange).  Instead of discarding the number worth of cards, you may discard 1 Action/Combo card of that Archtype/color instead.  You may move up to as many spaces as you wish on your turn as long as you have the cards to do so. 

                                Special Terrain centers

                                                All tiles have a special Vortex in the middle.  The only way to get onto that vortex is to discard 1 of the specific Archtype/Color cards that matches the border color of that Map Tile 

Card Types

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CARD TYPES-

            Action/Combo Cards = These cards are the way that a player will defend and attack in combat.  The cards have 3 different effects listed on them.  These effects are used depending on where the specific card is in a combo.  For instance you typically place three cards from your hand down to form a combo.  The order you place them in signifies which affect each card is utilizing (i.e., the first card is using its first effect, 2 card is using its second effect.)

                There are cards that represent the 4 Archtypes (fighter/mage/cleric/psionic).  Every player is allowed to purchase cards from any archtype, but it is easier for them to purchase the cards from their own.  There are 3 tiers of cards in each Archtype, the purchasing of cards will increase your overall Archtype score (which determines hand size in combat against certain baddies)


Minion/Dungeon Cards= These cards are addons to combat.  After you know what you are fighting you have the option to add minions to the fight.  These minions will make the fight harder, but these cards also have all sorts of benefits; ie. special ability that can either be used when you are fighting, or to mess with other racers.  The other benefit is that they will persist in front of you for an entire round before they go into your discard pile.  They will therefore help with your ability to move, which is discussed later.    (if these cards tend to be too powerful  the other option is that when used they immediately go into the DMG deck if playing with that rule.  Either that or they are Trashed into the Minion discard pile after use.)
            
                     Item Cards= The item cards are used as a way to get multiple combos off (since typically you only get 1 combo on your turn), but also every item has another affect that it can have on your turn; heals, extra dmg…ect.  The item card will depict on it where it needs to be played WITHIN a combo (1st, 2nd, 3rd) and quite possibly what SPECIFIC archtype cards must be used in that combo with it.  Some items don’t need specific cards to be used with them, others do.  Some cards also only create a 2 card combo (itself and another card), others will create a standard 3 card combo.  (currently only 1 item used a turn, but playtest will determine this.)

Map Tiles

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MAP TILES-    The concept of these tiles as of now represent shards of lands ripped from all sorts of time and space.  The players currently only have monsters of the medieval/fantasy variety, but there will be other type of monsters added .

            The Starting Tile-  This is the place where all players start from.  From here they will have to deal with 1 to 2 encounters before getting into the Mid Race tiles,   (aka the twisting tiles). 

                Mid Race Tiles-   Each tile will have a color around its borders.  These colors represent what type of Archtype tile it is.  Currently there are roughly 9 spaces in a grid located on these tiles. The significant of the Archtype for the tile is that any monster you fight on these spaces will be of that specific Archtype.  So if you are a Martial heavy character going towards an Orange tile this will allow you to mostly fight martial creatures.  On each tile there will be some spaces available that will allow you to fight a monster from another Archtype, these will be represented by being filled in with a specific color of those Archtypes. 
                        All of these Mid Race tiles will have a border that is blacked out (Facing away from any other Map Tile).  During the game these tiles may be twisted by other players (turned any which way they want).  In this type of scenario these blacked out edges cannot be traversed.  (Each tile will also have an Item Token placed on it, at its back row randomly chosen of the three spaces.  This will be insentive to being out in front since most of the time you are being subject to other player’s dungeon cards)

                Final Destination Tiles-  Once you have made it all the way to the Final Tile you will move towards the exit.  This tile has larger numbers for movement, and also is very random in the monsters you will have to fight.  The type of creature is solo-y determined by the color of the Tile you are standing on.