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Cyberpunk City-crawler Card Game?

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Mr Doctor
Mr Doctor's picture
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Joined: 02/11/2013

Hi gamers,
I have been working on a cyberpunk pocket-RPG game with influences from games such as...
...Talisman's simple gameplay and combat.
...Munchkin's use of limited components.
...Dungeon Quest's modular gameboard.
...and a little pinch of Arkham Horror.

The game will have the players taking on missions combined with some PvP-action in a cyberpunk setting. Let me elaborate, my criteria was:
1. Simple gameplay
2. Mission based
3. As few types of components as possible
4. Modular gameboard
5. Expandable

The components are all made up of same sized cards which are divided into two main groups:

GAME CARDS
These are all the in-game objects such as items, weapons, implants etc. In addition there are a number of Character cards and Faction cards. These are placed on the side in separate stacks.

MAP CARDS
Map tiles come with two sides; the map side and the event/encounter side.
This is because I want encounters and events to be location speciffic. The downside is that the "city" will be made up of different sized stacks of locations. But as opposed to Talisman where any kind of enemy-type could show up just about anywhere, this method makes sure that a certain corporations security guard will never show up in any rival corporations turf.

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GAME SETUP
At the start players pick (or draws at random) one Character and one Faction card each. The Factions have different missions and agendas which may conflict with other Factions.
Then, in turn, the players place the different location stacks on the table creating the "city". When the "city" map is finished the game begins.

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PLAYING
On each Faction card there are a number of objectives the players need to complete in order to win. These are hard to reach goals so the players need to walk around the city fighting enemies and/or each other; completing NPC sidequests; buying weapons/items/implants in order to be able to solve their main missions.

The gameplay is simple, at each turn players move their Character one location at a time (vehicles may improve movement). At every location the player may choose to either:
- Perform action printed on the map location
- Draw an encounter/event-card and resolve it
- Resolve any already turned encounter/event-card
- Fight a player also in the same location

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EVENTS
Players may find NPCs that will ask the player to perform missions. These missions are optional but will usually grant players favourable items. Sometimes NPC missions conflicts and players may have to fight each other in order to complete the mission.

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ENCOUNTERS
Almost all encounters are linked to a speciffic Faction and should a player belong to the same Faction as the encountered enemy the player does not have to fight.

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So, what do you all think of this, would it be playable? I appreciate your feedback!

Necrolux
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Joined: 04/25/2013
Similar work

I, too am working on a card-game that also uses dice (d6) for a fortune mechanic. I have been able to playtest the game on 5 occasions, and I can assure you, that such a game will work.

I have divided my game's cards into 5 decks: Creatures, Events, Gear, Powers, and Scenes. Characters consist of a minimalistic set of Attributes and Skills, that can be used on their turn. Combat is quickly resolved via die roll comparison. The basic theme, is that inhabitants of 'The City' have various motivations for entering the city's main dungeon, The Sewers, and defeat monsters, collect gear, survive scenes, and stitch together a logical map of Scenes, all while trying to keep from going insane. Those that survive, have a wealth of resources available to them, in 'the City,' for the right price.

I won't go into detail about it here, but from the feedback I've gotten, players are definitely 'having fun.' The hard part is printing all these damned cards. Fortunately, I have a python script that arranges decks and deals them for me. It is far from pretty, but it is functional.

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