Hey guys,
First post and first attempt at this style of game (please be gentle).
I am currently thinking of making a card based Japanese Samurai themed game set in the period of history when the Tokugawa shogunate was in power. Each player will role as a daimyo and will try to build up their cities and attract famous characters to their clan.
I have some things that I am sure may be an issue (such as the number of card decks) but am not sure as (as I said) this is my first attempt at this style of game.
My plan is as follows.
Aim
To finish the game with the greatest fame/influence.
This is obtained through 2 main ways: earning influence through actions or keeping alive famous samurai/priests/characters from Japanese history.
Each character will be worth a certain amount of influence and can also stand to earn or lose influence through the course of the game.
I am currently thinking that it is best for the game to have a set time limit - perhaps 10 turns or something.
Each daimyo (player) will start with a set amount of influence (perhaps 10). It is possible to spend this influence on actions that can help you in the game - such as delaying an opponents samurai reaching Edo, or hiring a ninja, or bribing an official.
Each daimyo will also have a set amount of gold.
Gold is mainly used for building things in your cities, but can also be used for certain actions - such as bribing officials.
Each daimyo will also start with a hand of cards. Currently I am thinking that this will contain 2 famous characters and 3/4 action/building cards.
I am considering having a honour system - with each daimyo having an honour rating between 1 and 5 that will shift depending on what they do (1 being dishonourable and 5 being very honourable) - but this will need playtesting to see if it works or not. This would obviously affect which characters you can obtain.
Characters will only be eligible if you have the right buildings. By this I mean, if I wanted to have Baiōken Eishun (an artist) then my city would have to have a few beauty/culture buildings - each building will give certain characteristics to your city (most will give more than one type - e.g. temple will give culture and religion, but some, such as a dojo, will only give one type - maybe a dojo will give 2 military?).
I am considering that if you do not have the requirements for a character, you can always build them in an opponents city. This would obviously have drawbacks which I will explain below.
.Travel.
This is an important mechanic in my game. If a character is in a home town, then they will be harder to influence or affect with cards. If they leave the safety of home, however, than they are much more at risk. Each turn a shogun card will be turned over. This card will introduce a novel effect to this round/subsequent rounds.
One may say that there is a martial arts tournament in Edo (Tokyo - the capital), and another will say that there is a card that says a certain number of Samurai must travel to Edo. A player can refuse to send anyone, if he desires, however he will suffer penalties if not. Also, there can be significant benefits if a player does follow the card - such as willing influence/money/equipment in a tournament.
My current idea for a travelling mechanic, is laying the character face down on the destination of interest. Then one turn later they will arrive and can be turned the right way over again.
This will enable players to lay trick cards down instead - as opponents will be able to perform actions against the travelling character. Examples of these are as follows:
- Bandits - strength 4 fight - cost 1 influence and X gold.
- Bad directions - take one more turn for character to reach direction - cost 1 influence
- Tegata refused - character has to go back to place of origin - cost 1 influence and X gold.
- Spies - see face down card - cost 1 influence and X gold
Daimyo will be able to play cards to help themselves though such as:
- Messenger pigeon - cancel one played card on character - cost X gold
- Decoy - lay face down in place of character, if get through then can pick samurai (who has not travelled) and move to another city freely. Place Samurai face down at home until then. Can place decoy face down at home but will do nothing. - cost 1 influence and X gold.
For effects to take place, I am considering a 2 D6 system. Each effect will have a check associated with it, this will be compared to the targets stats.
The system is currently as follows
Difference = D, Highest stat/initiator if a draw = H, Lowest stat/target if a draw= L
D --- 0 1 2 3 4 5+
H ---(8+) (7+) (6+) (5+) (4+) (3+)
L --- (6-) (6-) (5-) (4-) (3-) (2)
If a roll of 7 with a 0 difference, then re-roll (I need this to keep the chances being even in a draw situation).
Scores of 12 or 2 will reward the H or L respectively with the maximum outcome on situations.
Double dice - e.g. 2 2's or 3 3's, will reward with one higher outcome than normal.
An example of this would be a duel between 2 Samurai. One has fighting skill 8, the other 5 (the difference, D, is 3).
The samurai with 8 (samurai H) will win on a roll of 5 or more. The samurai with 5 (samurai L) will win on a roll of 4 or less. Each player rolls one dice, and the two are added together. Samurai H rolls a 3 and samurai L a 6. The score is 9 (6+3) so samurai H wins the combat. Samurai L will then take an injury card, and will look at his armour and samurai H's strength/weapon to see the outcome. Most cards will lead to stat reductions - such as an arm injury leading to a loss in fighting skill, but some will lead to outright death.
Samurai L's card may read as follows:
Arm injury
Difference less than 3 - mild cut - no effect.
Difference 4 to 6 - deep cut - lose 1 to fighting skill, strength/artistic feats 1 rank harder.
Difference 7 to 9 - loss of arm - lose 3 to fighting skill (if lose both arms, 0 fighting skill), trength/artistic feats 2 ranks harder.
Difference 10 or more - Die
If samurai H had 3 strength and a +1 katana (4) and samurai L had armour of 2, then the difference would be 2 and the outcome would be a mild cut.
If samurai H and L had both rolled 4's (total 8, samurai H still winning), then the outcome would have been a deep cut as it would be one outcome higher. Had samurai H and L both rolled 6's (total 12), then samurai L would be dead.
Injuries that do not result in loss of body parts can be healed for money at a doctor in a town.
Another roll may be in relation to a card.
For example an art competition would test players against each other in their artistry stats. Obviously these would not lead to injuries, but instead the winner could draw a card from the prize deck (and gain a fame bonus on their samurai).
I am considering a seppuku mechanic that can be performed on characters who have lost too much influence/fame. This could give the player an instant bonus of half the characters starting fame for the cost of losing the character permanently.
One problem that I currently foresee is the large number of individual decks that I will need in my game.
I currently have:
1 injury deck, 1 samurai deck, 1 other deck (buildings and actions), one prize deck (swords, armour and gold mainly), one shogun deck and one events deck (each turn events are played out on towns - such as a fire that would effect just that player, or a tsunami that may effect everyone).
I do not know of many games that have this many separate decks of cards (6 in this current iteration of my rules).
but am yet to decide if this is a bad thing or not...
Sorry for the wall of text, I thank you if you actually managed to get to the bottom in one piece ;-)
As I said before, I am new to this style of game design, so any help/advice at all will be greatly appreciated!
n0x
Thanks for the advice!
Currently, I am just using cheap blank cards with text on (good old biro!)
It is in the very early stages.
As for art, well that isn't such an issue - I have a load of nice artwork from a previous project of mine, so the old scavenging technique is probably going to come into full force when I get to that step...
Also, due to the nature of the game, excluding characters and possibly certain weapons/events (currently there is only one tsunami and two earthquakes), many cards will be doubles or triples. Buildings and special plays can obviously be repeated as special plays are the meat of the game and you need to be able to try and guess what the opponent is playing against you (or what you can use against him). Too many special cards can make a game a bit unwieldy - and it is also harder to balance really strong cards...
Currently I am just trying to make sure that the concept is sound.
Then I will move onto serious play testing (as you can probably tell from my description above, I have not progressed very far yet and am still throwing ideas at the wall to see what sticks before committing to any 1 idea too strongly) and editing.
Once the rules are nice and shiny, then the cards can receive the same treatment!
Thanks again!
n0x