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