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Kamon
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Joined: 08/04/2009

Title: Overlords (for now)
Number of Players: 2-4
Genre: Deck Building, Tactics

Card Types:
Overlord (possibly a different term)
Minion
Tactic
Relic
Location (possibly a different term)

Subtypes:
Constant (this term can be on any number of the above Card Types. It means that instead of the card going straight to the discard pile at the end of my turn, it instead remains face up in play until it is discarded through a card effect, either my own or an opponent’s)

"Legions":
I actually forgot to include this in the description of the game and I just recently realized Heroes of Graxia uses this term, so I'm not sure if I should use it. Originally, I had planned for Minions to come from one of three Legions (I don't have names for these at the moment, but we can call them Red, White, and Blue for now).

The general idea of the game is that players will act as an Overlord (or some other kind of term), trying to conquer the realm of *insert name here*. In order to do so, you will have to influence Minions to join your cause (forming your "army"), utilize powerful Tactics, and control magical Relics. The game ends once the Location deck is empty (signifying all of *insert name here* has been conquered). To determine the winner, players will total point values from each card he or she has obtained throughout the game (each card type provides victory points). The player with the highest number wins.

There are three currencies players will use during the game; Power, Intellect, and Influence.

Minions - purchased with Influence
Tactics - purchased with Intellect
Locations - conquered using Power
Relics – purchased with one or more of the above

Location Deck: This deck is (obviously) filled with Locations for players to Conquer. Once a Location is conquered, that player takes it from the top of the Location deck and reveals another Location for players to claim. Players keep their Conquered Locations on their side of the play area. Locations will provide an effect when they're revealed from the deck, Conquered, and controlled by a player (not all at one time on a card). Locations have a Power cost players have to get to in order to Conquer one. The “health” of a Location cannot be whittled down over time. Instead, if a Location costs 8 Power to Conquer, in order for anyone to take it, they must have a total of 8 Power in their hand. If a player has 7 Power, for example, they cannot reduce the cost of the Location from 8 to 1 for the next player; it’s an “all or nothing” approach.

Main Deck: This is filled with Minions, Tactics, and Relics. I’m guessing around 8 cards will be flipped face up (to form a Main Row) from this deck for players to buy from. When a card is purchased from this deck, it goes straight to players discard pile (unless otherwise stated by a card effect) and a new card is flipped immediately to take its place in the Main Row.

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Starting the Game:
Each player is given 10 identical starting cards. Each starting card provides 1 Intellect, 1 Influence, and 0 Power (this is subject to change). Instead of requiring players to buy cards to remove these starting cards from their deck, each starting card has an ability that allows you to permanently eliminate one of them from your hand once per turn. This allows players to purely focus on purchasing the best cards instead of having to buy cards to remove the starting pieces from their deck.

Note: Most Minions you purchase will provide Power along with additional currencies. The starting Minions weren’t assigned a Power value.

Players are then assigned (randomly, drafted, or some additional way) an Overlord character card they will use the remainder of the game. Each Overlord has a useful ability players are able to activate at some point in the game (once or more frequently). However, the ability of the Overlord should not specifically funnel players into a certain card type.

Everyone shuffles his or her own deck and draws five cards to begin the game.

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Taking a Turn:
During your turn you may play all card types as many times as you want (a hand of five Minions, five Tactics, a combination of each type, etc.) To play a Minion, if that Minion provides one of three currencies (Power, Intellect, and Influence), you will need to specify which currency that Minion provides this turn. For example: I begin the game with my five starting cards in hand. Each card has 0 Power, so that currency is not an option. Instead, I only have Intellect and Influence to choose from. I may decide to use all of my cards for 5 of one currency or decide to do some kind of split.

At the end of your turn, every card you played, along with what is remaining in your hand, is put into the discard pile (unless you have a card in play that says Constant). Then a new hand of 5 cards is drawn from your deck (unless a card effect modifies this amount). Play then passes to the next player.

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Ending the Game:
After all of the Locations have been Conquered, players total up the number of Victory Points (this term will definitely change) in their deck (this includes Locations). The player with the most points wins the game.

Kamon
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Joined: 08/04/2009
I've started this topic using

I've started this topic using my iPhone. There are a few spelling mistakes above.

baberahamlincoln
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Joined: 08/28/2012
Thoughts

I like the idea of multiple currencies, but have no idea what kind of complexity this might introduce to actual game play.

Different starting characters is an interesting idea. I'm assuming that each of these starting characters would lend itself to different play styles (more minions, more direct effects, more power, more intelligence, etc). I often think of the deck itself in a deck builder of being representative of the play style, but having an additional layer to guide that is an interesting idea. Balancing all of your deck building cards against 10 different starting characters might be a challenge (depending on the starting characters powers), and might also have the effect of shoehorning players into specific styles of play, which may not be effective for certain scenarios / card options.

Would having the starting characters be purchasable units work, but only allowing players to have one at a time (sort of like a disposable figurehead for your kingdom)? This might allow players to adapt based on the current game situation, or to account for weaknesses that have appeared in their deck.

MikeyNg
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Joined: 07/12/2012
Names

I'd suggest "Prestige" instead of "Influence" - that way you don't have two "I" resources

Seems like a decent enough idea for now - it's really the interaction of the cards and currencies that's going to be where the fun lies. Like - if your Tactics can affect the efficacy of your Minions, or Location can affect Minions, how Relics get involved, etc.

How do you acquire Power? That doesn't seem to be listed.

Kamon
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Joined: 08/04/2009
Power comes from the Minions

Power comes from the Minions you buy during the game. The starters provide 0 Power and each other Minion would generally provide Power.

Kamon
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Joined: 08/04/2009
I feel I should add some

I feel I should add some clarification to the initial post. Now that I'm actually on a laptop, I'll break the game idea down into a post that's easier to understand.

Title: Overlords
Number of Players: 2-4
Genre: Deck Building, Tactics

Card Types:
Overlord
Minion
Tactic
Relic
Location (possibly a different term)

There are two decks; one consisting of Locations to conquer and another consisting of Minions, Tactics, and Relics to purchase.

The general idea of the game is that players will act as an Overlord, trying to conquer the realm of Erros. In order to do so, you will have to influence Minions to join your cause (forming your "army"), utilize powerful Tactics, and control magical Relics. The game ends once the Location deck is empty (signifying all of Erros has been conquered). To determine the winner, players will total point values from each card he or she has obtained throughout the game (each card type provides victory points). The player with the highest number wins.

There are three currencies players will use during the game; Power, Intellect, and Influence.

Minions - purchased with Influence
Tactics - purchased with Intellect
Relics - purchased with one or both of the above
Locations - conquered using Power

Each player is given 10 identical starting cards. Each starting card provides 1 Intellect, 1 Influence, and 0 Power. Instead of requiring players to buy cards to remove these starting cards from their deck, each starting card has an ability that allows you to "banish", "destroy", or "remove" one of them from your hand once per turn. This allows players to purely focus on purchasing the best cards instead of having to buy cards to remove the starting pieces from their deck.

The Minions you purchase throughout the game will provide you with the Power required to conquer Locations. Once a Location is conquered, it will stay in play under your side of the table in your control. Some may provide effects once you Conquer them, provide a continuous effect, or do something when they're flipped from the Location deck.

Each card purchased or conquered is immediately replaced from its corresponding deck.

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.
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I hope this clears up any confusion I've caused.

Kamon
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Joined: 08/04/2009
Anyone else?

Anyone else?

jvallerand
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Joined: 10/12/2013
That quite resembles the game

That quite resembles the game Rune Age (or at least one of its scenarios). At least mechanically. Maybe you should look into that to make sure your game is different enough.

Kamon
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Joined: 08/04/2009
Hi, everyone. I've updated

Hi, everyone. I've updated the original post to clarify the instructions on how to play the game. Please let me know if anyone has suggestions. I realize Rune Age is somewhat similar to this, but at this point I'm unsure how to modify what theme I have without entirely changing the game. I was not aware of Rune Age or Heroes of Graxia at the time of this game's idea creation.

The Dead Gamers
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Joined: 12/22/2013
I've never played Rune Age or

I've never played Rune Age or Heroes of Graxia, so I can't comment on those.

That being said, I really like a lot of the ideas you've presented here. I think the location deck that has abilities when something is flipped and conquered is a nice touch.

I'm confused/concerned about a few things. First, am I reading correctly that every card you purchase provides victory points, but only the cards purchased with Power bring the game closer to an end? Is it possible for the game to end up with players not really advancing towards the end, but still acquiring points? Perhaps an alternate game ending condition for games where no one focuses on conquering territory? (I think this is probably why Dominion has the game end on two conditions).

What's the rationale behind having cards provide more than one type of currency, but then having you choose which one when you play it? Seems like something extra to keep track of unnecessarily that could lead to confusion.

Kamon
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Joined: 08/04/2009
The Dead Gamers wrote:I've

The Dead Gamers wrote:
I've never played Rune Age or Heroes of Graxia, so I can't comment on those.

That being said, I really like a lot of the ideas you've presented here. I think the location deck that has abilities when something is flipped and conquered is a nice touch.

I'm confused/concerned about a few things. First, am I reading correctly that every card you purchase provides victory points, but only the cards purchased with Power bring the game closer to an end? Is it possible for the game to end up with players not really advancing towards the end, but still acquiring points? Perhaps an alternate game ending condition for games where no one focuses on conquering territory? (I think this is probably why Dominion has the game end on two conditions).

What's the rationale behind having cards provide more than one type of currency, but then having you choose which one when you play it? Seems like something extra to keep track of unnecessarily that could lead to confusion.

The reasoning behind using the three currencies is that we felt it made the most logical sense to "recruit" Minions using Influence, obtain Tactics by using Intellect, and conquering Locations by having Power. Having three currencies also provides for more flexibility and ideas while designing cards. It offers a greater variety in strategy as well.

Having said the above, I agree that keeping track of the currencies would slow the game down to some degree.

Kamon
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Joined: 08/04/2009
Was reading through some of

Was reading through some of my old posts (so many bad ideas...). However, this one didn't seem so terrible.

What's the general consensus on this game? Too similar to what already exists?

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