Ok, so, I have had this idea for a game kicking around in my head for a while. It is not really a board game persay, you do use a board to play but its more just to keep things organized and nice, its more of a card game (not like a TCG or like poker. More like something akin to munchkin I would thing.) I know this may not be the right place for it, but I could find nowhere better in my search.
So, maybe you guys can help me. After fleshing this out in my head I started to 'attempt' to write down some rules, this is what I have so far.
My Little Pony: Friendship is Magic
The Frontier Ponies
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Objectives
The first player to complete his town and connect it to the Royal Canterlot Railway wins
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Card Types
-Pony Cards - Pony cards are charachter cards that populate your town. Each card has a different skill or ability as to what they can and can not do, not all pony cards are unique.
--There are three types of pony cards
---Earth Ponies
---Unicorns
---Pegasi
-Building Cards - Building cards represent the structures in your town. They must be constructed over time by your pony cards. Each building gives a seperate bonus and you can not have doubles of a specific building type.
--A food producing building is the only building card required to win the game
-Event Cards - Event cards represent good and bad events that happen in your town. Some are benefit the player's town, some can harm other player's towns. There are a few different types of events.
--Weather events - (hurricanes, snow storm)
--Everfree Forest Creatures - (parasprites, ursas, Manticores, Etc)
--Creatures - (Buffalo, Dragons, Griffons)
--Happenings - (A Trixie Performance, Derpy, Flim and Flam, Wonderbolts show)
-Tradition Cards - Tradition cards are a one time card that is drawn at the start of the game. The tradition card gives benefits and detriments to the player as the game goes on.
-Leader Cards - Leader cards are a special type of card. They are Famous Ponies from the land, they can come from any time or place. These cards are only drawn if you are able to construct a government center building (royal castle, town hall, etc). These cards act like a second tradition, giving another level of benefits overtop.
-Location Cards - Location cards are drawn at the start of the game along with a tradition. Location cards have benefits and detriments like tradition cards and represent where your town is being founded.
-Time Card - The time card is simply a double sided card, one side showing day, the other side showing night, it is used to keep track of the in game time.
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How to Play
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Decide civily which player is going to go first and then turns go clockwise from that person.
The first player is in charge of dealing the first cards, and keeping time.
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The starting player deals a single tradition, a single location, and six regular cards to each of the players.
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Loation, Tradition, and Leader cards are always in effect regardless of turn or day/night cycle.
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Day/Night Cycle
Each turn consists of a Day cycle and a Night cycle.
-Day
--Each player Draws a single card from the deck
--Each player Plays a card from their hand if they choose (Pony, Event, or Building)
--Each player then manages the ponies in their town for the day.
---Any pony (unless noted) that is used during the day must sleep at night
--Place or Remove counters from structures caused by ponies or event cards.
-Night
--Each player Plays a card from their hand if they choose (Pony, Event, or Building)
--Each player then manages the ponies in their town for the night.
---Any pony (unless noted) that is used during the night must sleep at night
--Place or Remove counters from structures caused by ponies or event cards.
Ok, now this hit the awkward part, let me find an easy way to explain.
http://www.youtube.com/watch?v=Est3UNs-LIk