Tuesday, March 6, 2012

Turn Order / Player Turns

Start Here
http://leberusgames.blogspot.com/p/deck-building-board-twister.html

TURN ORDER-

            Decide randomly who will be taking their turn first.

PLAYER TURNS

1.       Players will Draw 5 cards from their Deck up to 8 cards  (from Life Deck), discard down if you have to.

2.       Players will determine if they wish to Move or Rest on this turn

3.       Movement will consist of discarding a certain amount of cards from your hand in order to move a certain amount of spaces.  Cards can be of any type and make sure to look for cards that were left on the deck from previous turn (minion cards defeated, and persistent action cards) / If Resting then Heal any wounds in hand and skip to Step 9 and begin Purchase Phase

4.       Check to see what color the space you land on is (whether it is a normal space on a specific Colored Map Tile, or a specific colored space itself). 

5.       Check the Monster chart and roll a d6 to see what type of Monster you will be dealing with.

6.       Prepare for combat by drawing cards into your Combat hand.  The number is  based on the Archtype Skill level your character has that is used against the specific monster you are facing

7.       Choose how many minions (if any) you would like to add to the monster you are going to be facing.

8.       Complete combat .  See the results in the Encounter/Defeat sections.  If you have succeeded against a monster with minion cards then place them in front of you.  Also receive any Item/or any other rewards for combat.  If you lose then check specific monster lose condition on the Encounter/Monster/Special Terrain board.

9.       Proceed to Purchasing Phase.  There is no more drawing of cards unless a specific Action/Combo or Dungeon card has allowed you to.

10.   Clean- up play area by discarding all cards into your Discard Pile (rest deck).  Make sure to keep any persistant or recently defeated minion cards in front of you, and to also trash any Starter Cards that you wish to either from Movement phase or from Purchasing phase.

(Need to assess whether players need to perform certain actions at the same time, or anything else that will streamline any of this if it is too long.  Also, the Dungeon Cards will specifically state when they will be player on them, that is why they are not listed in these turn phases.)

Initial Setup

Start with this page
http://leberusgames.blogspot.com/p/deck-building-board-twister.html


INITIAL SETUP-

1.       Place the starting tile down in place.

2.       Shuffle the Map Tiles and randomly place them down in 2 rows of 4 that will be inbetween the Starting tile and the Final Tile.  Each has one side that has a black line that represents an impassible wall, make sure these are facing out and away from any other Map Tile.   

3.       Players now choose which character they will play (this can be done at random or players can choose – high roll breaks a decision if two people want the same character)

4.       Each player then places their character sheet in front of them, and places their miniature on the starter board.

5.       Players then collect their starting deck.  This will be 15 Cards.  There will be a set number of Starter Cards (There are 3 kinds of Start Cards, each player will get 4 of each of these cards.  The other 3 cards in the starter deck will be 2 from their classes specific Teir 1 Archtype card, and 1 other Tier 1 archtype card of their choice.)

6.       The board with the lists of Encounters/Monsters/Special Terrain is placed to the left of the Starter Tile

7.        Place the 3 Tiers of each Archtype in front of each Player’s board matching Archtype cards with character types.  This is where players will purchase from.

8.       Shuffle both the Item and Minion/Dungeon and place them on the other side of the Final Tile. 

9.       Decide Turn order and begin play.

Sunday, March 4, 2012

Game overview for Wizard Card Race

This is a pretty simple game that I expect should be played fairly quickly.  Its not going to be a deck building game, but the mechanics for adding to your deck have not been fully flushed out yet.

The basic idea is that each player is playing as a Wizard who is trying to get through 12 locations prior to the other players being able to do so.  Each player will have a deck of cards which they will draw their hand from, and the cards will either be Location/Ability cards, or Power/Monster cards. 

The Location/Ability cards are the actual locations that they will be placing down in a row in front of them.  Each turn they will choose a different location to place down, and then they will have to deal with that location Utilizng their power cards from thei hands.  In order to place a location however, there is a cost, which is to discard X amount of cards from your hand as well.  Locations are ranked from 1-3....during the first 4 locations you visit you can use any type, but the second 4 have to be 2s ad 3s and the final four must be 3s.  There are other variations of adding locations together and what not....but anyways.

Locations will also have text on them that will claim which person at the table is going to be throwing monsters at you.  It may say person to your left, right, across and so forth.  That player then may play one of their Power/Monster cards (but ofcourse this means they will be lacking that power for later use).  Some locations may give bonuses to special monsters (a crypt for instance makes undead more powerful).

The final thing on the Location will be the ability aspects.  Locations will give the player benefits after they have defeated them (for instance better at conjuration, or illusions, or a +1 to hand limit).

The overall idea is that players will have to manage their hands wisely in order to place locations that build a specific type of character they want to play, and still be able to defeat locations and cause destruction to their opponents. 

I also have a few ideas about as wizards being able to specialize in schools of magic, being able to assist others in dealing damage, and more to come....

Game Overview for Trilogy Board Game

Alright, so this game is going to be my epic, and will take the longest to really flesh out.  The overall concept is the following.....

I love rpgs.  I used to play alot of pen and paper table top, but the time it takes to play those sorts of game unfortunately does not mesh well with my current schedule.  I then got into board games, of course, and I love them, I truly do.  However, I want a little more from a game.  Games that have scratched the itch for me (the RP itch), have been things like Fantasy Quest, Mageknight, Arkham, and Mansions of Madness, but they just havent given me the same experience, so I started to set out and try and create such a game.

The problem I kept running into is that i always wanted so much in a game that it was getting to big for its own britches.  I know....big for britches is a very terrible cliche, but anyways.  So the games got too large, and then it hit me....why not create three seperate games, with seperate mechanics that could be stand alone games, BUT if you played them with a specific extra deck they then became a triology of games that told an overarching story!

This would be great for those board game nights where you wanna go through 2-3 games with your buddies, and wouldnt mind playing a couple different games (mechanically speaking).

So, to give a sneak peak at the current concept thematically this is the idea in a nutshell

1. Episode 1 will be a co-op defend a city game. It will be the most RP of the games with the players working together to defend a city from impending doom.  They will have to deal with the military aspects of defending the walls, the food/financial aspects of a seiged city from the docks, the political drama from the nobles, and also having to complete their own personal story quests throughout.

2. Episode 2 is picking up the pieces of the nation/kingdom.  The players are going to be playing a game that involves much more euro style with unit placements and resource management in order to grow economical, political, military wealth as they also are building up the city and pushing their own political initiatives.  The characters were shaped by their own personal quests from the first game (and possible have favors they own or vegence they need to enact on specific players).  The game will play in a fasion where temporary alliances are made constantly depending on where you place your pieces on the board from turn to turn.  More info later....

3 Episode 3 is going to be a military conquest game (like a risk), but with a dice/deck building mechanic (like a Quarriors).  The game will play out much differently however than the two, but that is the best way to describe it as of now.  It is the most finished of the three games, and is the final chapter for these characters as they have risen in power and now form their alliances, or go it solo in order to try and finally claim their fame and fortune.

Alright everyone, let me know what you think, and I'll post more when i get a chance

Game Overview for Deck Building Twister Dungeon

The game design is to put 2-4 players against each other in a dangerous race where the winner achieves eternal glory, and the losers are typically lost forever in another dimension never to be heard from again.  The game utilizes a Deck Building mechanic that will allow players to move through the shards of time, successfully navigate traps, defeat monsters, and thwart efforts of their fellow racers.

The main pieces to the game are a start tile, 8 tiles that are placed in two rows of four, and then a final end game tile.  These tiles can be twisted throughout the game to cause all sorts of difficulties for the racers. 

The racers are utilizing decks of cards that they are building from turn to turn.  The decks involve action/combo cards, wound cards, minion/dungeon cards, and item cards.  One of the major mechanics of the game are the action/combo cards.  Each of these has three different effects on it listed in a 1, 2, or 3 slot.  The player is able to play any three cards down on a turn in any order, but the order will determine which effect the cards will have on that players turn.  These can be anything from dmg, to defense, to heals, to major spell affects on other players.  The item cards can be added into these combos stating that (can only be used in a 2 slot, or 3...yada yada).  Dungeon/minion cards are ways to make other player's turns more challenging, and wounds obviously slow down your hand's ability.

I have a long Rules book that I have already worked out, the only challenge so far for the game will be to complete the actual cards, and then begin play testing.  I will begin to post different aspects of the rule book down as I get them cleaned up.