Hi all,
I am having difficulties with possible *Effects* for my latest game. I am trying to get an exhaustive list of what would be the possible effects. Okay, so let me describe what is in the game and then maybe some of you can help me in determining the possible effects...
-So we have 5 d6s of different colors (Green, Blue, Red, White and Black). These dice are Mana dice. So I would guess that there could be +/- a color (Ex: +2 Green Mana this turn [Instant], +2 Green Mana for X turns [Relic]) with a maximum value of 6.
-Next we have 5 d12s of different colors (Same). These dice are Battle dice. Again, I would guess that there could be +/- a color (Ex: +3 Blue Battle this turn [Instant], +3 Blue Battle for X turns [Relic]) with a maximum value of 12.
-There are 5 *Stacks*. Basically like 5 lines, you can only attack the topmost card in a stack. The card on the bottom can be in one of the Victory slots (again 5 of those). Only 1 players can be in the Victory slot of a stack. A player wins by controlling all 5 Victory slots with each 1 of the colors (Green, Blue, Red, White and Black).
Rules to stacks are simple: cards can move 1 position up or down a stack. If moving 1 position left or right (outside a stack), a card goes on to the top of a stack. Moving 1 position costs 2 Mana points (as per the card).
2 effects could be move to any position in a stack (including a Victory slot) and swap positions with another card (excluding a Victory slot) [Enchantments].
-Drawing a card from your Draw pile costs 3 Mana points (any 3 colors). I guess another effect could be lowering the cost to 2 colors instead of 3.
-Conjuring a follower (unit card) costs 3 Mana points (specific). Another effect could be lowering the cost to 2 colors instead of 3.
-Each follower (unit card) has a Power (1-5). When the Power = 0, the follower dies. Another effect could be +/- 1 Power.
-Each Player has 20 Life Points. +/- X Life Points could be another effect.
-Each Player has a Deck, Hand and Graveyard. More effects could be discard or draw cards from these (Ex: topmost graveyard card goes into your deck).
I think this covers all the aspects of the game. I know this is *difficult* to HELP ME because you need to have a good handle on the game and what is in it... I have tried to describe *most* of the elements of the game and the *effects* I can think up.
Thanks for any input/help you can give!
Why is Life important? If your victory condition is to control all 5 Victory slots, what purpose does life fulfill? (or can either running your opponent out of life or controlling all 5 lead to victory?)
Like you said, there are 2 paths to victory: either you control all 5 Victory slots (with different colors) or you kill your opponent. I am thinking about having an EASY game which is simply control 5 Victory slots and a ADVANCED game which is control all 5 Victory slots with ALL 5 colors. I feel controlling with all 5 colors is a difficult task (but possible)...
So with a maximum value of *30* (6x5) is the best roll. It is rather unlikely but possible. What happens is that you can spend your *Mana Points (MPs)* the way you like:
-Draw a card from your deck (3 MPs of different colors: Blue-Red-Black as an example). So you would probably be able to draw 2 or 3 cards. You can have a maximum of 8 cards in your hand at the end of your turn. You discard cards to the middle of your deck.
-Move a card (any 2 out of 3 MPs). So you could move a few cards also on such a roll. Maybe position 2 or 3 cards also...
-Battling cost 1 specific MP and your can choose your attack (So let us say your unit is Green, and it is a level 3 unit, you can probably spend 2 or 3 Green MPs to attack).
-Conjuring a unit (Follower) costs 3 MPs (exact).
-Playing an Enchantment (like a Trap card in Yu-Gi-Oh!) costs 2 out of 3 MPs.
It stands to reason, if you battle with POWERFUL (like level 4 or 5) units, you will limit how much you can do on your turn with your mana. BUT you will probably be more likely to win the battle since you get more dice to attack with.
Don't forget symmetry/asymmetry also.
You can affect the cost for drawing - cheapen it for you, make it more expensive for your opponent, do both (at a greater cost), make it cheaper for both players (at a cheaper cost than the first two).
This could be good for Relics.
I an still unsure about how *Life Points (LPs)* will go... For example, if you attack and roll 3 dice and you win all 3 rolls. You opponent only wins 1 roll. This would mean that you have 2 rolls better than him. My idea is the first one is used for the battle and the 2nd one reduces the opponents LPs by 1. In addition there are effect cards that can lower your LPs by 3 points (for example).
M:tG has "First Strike" which means that creatures with First Strike attack first, and if fatal damage is dealt, that attacker wouldn't even take reciprocal damage from the defender.
It also has "Defender" which means that the creature simply can't attack (cheaper)
There are also evasion modifiers, such as Flying. (Creatures with Flying can fly over other creatures and not be defended)
FLYING would complicate the game... because cards are in a stack. TOPMOST cards can do battle... Making it possible to attack another unit in the stack is not very practical (need to move cards and counters, etc.)
DEFENDER could be an Enchantment card which can give a unit +1 POWER (Think life). So a level 1 unit with 1 Power could gain an extra +1 POWER (2 Power) and can live a little longer.
FIRST STRIKE: not sure I can implement this. Combat is based on the ATTACK of a unit (which requires Mana Points). Combat is resolved by COMPARING which player wins the MOST rolls. So if "Player 1" wins 3 rolls and "Player 2" wins only 2 rolls, "Player 1" wins by 1 roll and there is no LP deduction.
Yes, I have thought of one card which is an Enchantment: Wall of Fire. Requires a Red unit to attack. Sort of untargetable... But I understand what you mean... sort of like a Protection from effect cards...
Did not think of being able to TRADE mana for another type of mana... Would need to experiment with this during playtesting. I think this could be good - especially if you roll a big number for a mana you are not going to use on your turn... This might be a GREAT Relic: one that allows you to CONVERT MPs (maybe as your 2nd suggestion which is Trade 2 of any type for 1 green)...
Not sure I understand this. How does this work???