For years i am busy creating a hex based fantasy board-wargame where players command hex shaped unit-tokens (4.5 cm wide) and their leaders on stands.. Armies consist of about 20-25 units and about 6 characters like a lord, heroes, standard carrier and spellcasters.
Almost all rules are ready now... but i have also 3 sort of cards implemented:
- common and special command cards these are the core of the game so no input needed on this but. These are used for normal movement and shooting. The player pick a special one before each turn.
-spell cards for spellcasters
-eventcards for increased joy
Spellcards
I -currently- prefer a system where players not choose the available spells and use the selected ones through the whole game like in a game like Warhammer.
But in the rules i have now players draw them new ones when they use one, they can hold a number of them based on the total casters level... in this way all spells the game provide will appear in the game.In average the player will have 3 spellcards in his hands.
Players must roll a dice to check if the spell succeeds.Dispelling is not possible unless they play an eventcard that allows dispelling.
QUESTION: What u prefer, to pick your own spells and use them the whole game or every turn facing new available spells?
Eventcards
I use a 24 set of eventcards. All these cards are either small benefits to your own army or small penalties to the enemies army. Think of cards like Out of Ammo where 1 shooting unit can not shoot one turn and Pathfinder where a unit which normally would pay penalties in terrain like woods could pass without penaltycosts or Reroll where the player can reroll a dice or Dispell Magic where the effects of a spell is dispelled.
Right now the player holds max 3 of those eventcards and draw each turn one of them and can play as many as he holds in a turn. This allowing to scheme a devious plan.
QUESTION: Do you know a neat way to obtain eventcard? For example one side of a dice... if a player rolls a 1 on a 1D6 in combat it gets one eventcard.
Extra info
The eventcards are really different from the spellcards. The spellcards are stronger and allow bigger tactical advantages but the player must pay points to enlist the spellcaster(s).
Now the player can have max 3+3 credicards sized cards in his hands and about 6 halfcreditcardsized command cards.
Need help
I am seeking for a way to implement the spell and eventcards in a nicer way. I know a game where the change on an eventcard is based on the size of an army. But for me this is too much time consuming. I want to streamline everything in my game. So no extra calculation on such.
QUESTIOn: Do you have a fluid idea how to combine the spellcards and eventcards?
Ha thats a nice touch... well i had ideas for some sort of a faithladder or gift of the gods where bad things happening in the game for a player are counted up and at a certain point that player gets the benefit from all of his bad luck like being able to summon a deamon to fight for him...
well i dont think not much is going on in my game when it comes to cards and such....
players pick a number of common command cards at start of the turn based on the total command level
and 1 special command card
and 1 random event card, they can hold a max of 3 in their hand
They already have a few spellcards based on the total magic level, lets say 3
a turn consists of command waves based on number of common commandcards of each side. each wave a player picks a common command card which shows a number on it and the highest goes first and can move and or shoot with a single unit or a brigade up to the players choice. the 1 special command card they can play when they want.
meanwhile players can play eventcards when they want (if instant) or always in their ow turn
and meanwhile spellcasters can cast a spell (depending on the spell when they want or only n their own commandwave)
spells have a number on them lets say 5, if a level 2 spellcaster wants to cast the spell he must throw a 3 or more to succeed. if he fails he doesnt lose the spellcard. if he succeeds he loses it and draws an other at the end of the turn so the total number matches his total spellcasters level again...
some eventcards allow a dispell of a spell or a reroll of dice so the outcome of spells are an uncertain factor.
mages are powerfull but cost a lot...and are no winners unless tactical used best...
the combination of a few eventcards and a few spellcards allow to create a nice tactical twist to turn the tide. players can store 2 eventcards and spellcards for the next turn and wait till these cards fits their plans best...