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Tactical "Comand/Counter" Combat Deck

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questccg
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In my "Tactical" game that I working on, switching to Cards from a Dice System, I have a "Command" deck. This set of cards are *actions* that may be performed by the player.

To determine if a player is successful or not, each players has a "Counter" deck which is comprised of cards that are *counters* to the "Command" deck. So if I have "Jab" in my "Command" deck, I have "Counter Jab" in my "Counter" deck.

Now while combos are not directly "countered", they fundamentally depend on basic modes of attack. Like "Jab", "Punch", "Kick", "Round-House", etc. For each *basic* mode of attack, you add a "counter" card as well.

During a DUEL, what you do is give YOUR "Counter" Deck to your opponent and he gives you HIS. Now during combat, players have a percentage (based on the number of basic attacks) of predicting his opponent's command/attack.

The only problem is that this works ONLY for DUELS. I cannot simulate "brawls" where there could be multiple assailants against one specific player. Or co-operative play where it is two-on-two (for example).

It only works for one-on-one simulations (because of the deck exchange).

Aside from this, the mechanics used work real well. For each basic attack you add a counter and the basic "Command" deck has THREE (3) "Basic" Attacks. So the "Counter" deck has a minimum of three (3) cards to counter.

There are other ways of failure for attacking - but I don't want to examine the game's entire engine. For now, just the "Counter" Deck mechanic.

Maybe somebody has additional comments/feedback/ideas regarding it.

Cheers.

Note: Since you only know the "Counters", there is a learning curve to determine if the opponent has added "FAKE" or dummy "attack" cards to the "Counter" deck. As play unfolds, a player becomes more aware of the moves his opponent may use as "Commands".

So if I have three (3) basic attacks: "Punch", "Jab", "Kick" and I add the "Round-House", my opponent will believe that those are the moves/commands that I may use... But until I actually USE the "Round-House", he is uncertain if this is a *NEW* move/command or just fodder.

And of course a player can see all kinds of moves they may not have in their own deck and be unaware of the consequence of using those commands unless their opponent uses them. It adds a "hidden information" element that is, to me, very interesting...

Note #2: TL;DR The basic idea is that you can add all kinds of "Basic" attacks PLUS include the use of weapons. Since this would be an expandable game, you can have cards your opponent has never even seen before... This collectible aspect, say your opponent used "Numb Chucks" as a "Basic" weapon and he beat the crap out of you... You are going to be like "I need to get me some *Numb Chucks* to beat up my opponents!"

Something seen in Magic games where people get beaten by various decks and want to get a copy of that deck for themselves...

Update: The basic idea stems from the game "Street Fighter" or "Mortal Combat". It's FOCUS is "Combat" not like Magic or other CCGs/TCGs. You are locked into combat with your opponent and trying to predict your opponent's moves while trying to surprise him with your own...

Update 2x: Just to mention other ways of an Command/attack failing are "distance" (or relative positioning). So if someone uses a RANGED attack, like "Hadouken" you might be able to perform the move even when you are not proximate to your opponent.

But if you want to do a "Basic" melee move, this requires you to be in range of your opponent. There are three (3) basic positions: in your opponent's area, neutral ground or your area. Your opponent's position also varies with the three positions. Being in the SAME area, mean you are open to melee attacks.

This is another way "Commands"/attack may fail: you may NOT be in the same area as your opponent... And therefore you may opt to use a ranged attack but your opponent can of course counter it.

questccg
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Bump

Has anyone seen something similar in another game???

Tedthebug
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PC Card game

Wargaming (world of tanks, world of ships) were testing a card game in PC that had a grid layout & you place tank cards that have different stats & attack/defence manouvers. I'm not sure if this is the kind of thing but they had tech trees, different cards that could be played to help or hinder etc.

http://wotgenerals.eu/intro/

questccg
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Meh...!

Tedthebug wrote:
Wargaming (world of tanks, world of ships) were testing a card game in PC that had a grid layout & you place tank cards that have different stats & attack/defense maneuvers.

Thanks for the link. I took a quick look. While this is a "Card Game"... the battlefield is composed of a grid where you could place your "tanks".

In my "simulation", you only have 3 zones: offensive player's zone, neutral zone and defensive player's zone. This is to avoid having a "playmat", which I am not interested in. Just relative positioning.

Then the game boils down to a game of "Street Fighter" or "Mortal Combat". You use moves and your opponent tries to counter them.

IDK what you could call this "Tank Card Game". But it's definitely not "Street Fighter" or "Mortal Combat"! :P

Update: I also wanted to add, has anyone seen anything where there is a DECK EXCHANGE? Where Player #1 trades a deck with Player #2??? This is one of the mechanics used in my Tactical Combat Simulation.

Update #2: Also the turns are SYNCHRONOUS - both players choose and play their cards AT THE SAME TIME. This makes it that there is very little down-time. Cards are played face-down and then simultaneously revealed.

I have not cut dice out of the game completely, there still is a PAIR of standard d6s. Which are the "Target" Dice. Again because both players are locked into combat, you cannot predict where a "kick" will land. It may be intended for the opponent's chest, but land up hitting his left leg (for example). The dice determine where the "Commands"/attacks land.

gilamonster
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I would give each attack and

I would give each attack and counter a "tempo" cost (tempo is the term for the relative speed of a technique in historical fencing). Then let each player have a fixed amount of tempo per round or turn, which they can use to build up a sequence of attacks and counters using as many cards as they can afford the tempo cost of. This will work fine with two players, but it can also be extended to more: you make a separate pile of action cards for each opponent, with as many attacks and counters in each as you like, but the total of all the piles must add up to your total tempo count for the turn. Certain moves when used together as a combo could result in a discount in the total tempo cost (because they are performed simultaneously). This could be stated on the cards.

As a side note, you could also work in an initiative system, where certain techniques give you a certain initiative in the following round - which means that your attacks must be dealt with before anyone else's (this also comes from historical fencing, but as far as I know it the principle is used in nearly all martial arts).

JewellGames
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questccg wrote:Has anyone

questccg wrote:
Has anyone seen something similar in another game???

Check out Super Hero Squad Card Game. It has a similar mechanic but your "life" is the number of cards in your deck and dealing damage removes cards from the deck. However, when you draw a counter to your opponent's attack, it stops removing cards from your deck.

Example: I play a physical attack card that deals 5 damage, meaning I will remove 5 cards from your deck. I start to flip over and remove the cards and the 2nd revealed card is a physical symbol (blocking your physical attack). It blocks the rest of your attack and prevents you from removing the remaining 3 cards.

Players can also discard a card from their hand (that matches your attack) immediately after being attacked to completely negate the attack before it even starts removing cards from your deck.

It's a nifty little system for a simple card game.

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