Difference between revisions of "Myth CCG set"
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* '''Spirit:''' The "spiritual" or supernatural strength of the card. This may also be interpreted as "magic". Deities and supernatural creatures will have high Spirit values. | * '''Spirit:''' The "spiritual" or supernatural strength of the card. This may also be interpreted as "magic". Deities and supernatural creatures will have high Spirit values. | ||
* '''Mind:''' The mental strength of the card. Smarts, brains, intelligence, etc. | * '''Mind:''' The mental strength of the card. Smarts, brains, intelligence, etc. are all covered by this value. High tech gadgetry will also have high Mind values. | ||
* '''Heart:''' The emotional strength of the card. A card with a big Heart number may be very intimidating (if an enemy or challenge) or very motivating (if an ally). | * '''Heart:''' The emotional strength of the card. A card with a big Heart number may be very intimidating (if an enemy or challenge) or very motivating (if an ally). | ||
* '''Will:''' The strength of will of the card. Humans will have the highest Will values because of their reliance on their free-will. | * '''Will:''' The strength of will of the card. Humans will have the highest Will values because of their reliance on their free-will. | ||
* '''Skill:''' A general catch-all for any physical skill. Fighting, climbing, etc. | * '''Skill:''' A general catch-all for any physical skill. Fighting, climbing, etc. | ||
* '''Power:''' The pure physical power of the card. This includes strength, stamina, etc. | * '''Power:''' The pure physical power of the card. This includes strength, stamina, etc. An Ogre may have low Skill but high Power for example. | ||
Attribute values will normally be between 0 and 10 for all cards other than Challenge cards. | Attribute values will normally be between 0 and 10 for all cards other than Challenge cards. | ||
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* Beneficial: beneficial to the Hero, card values add to the Hero's values | * Beneficial: beneficial to the Hero, card values add to the Hero's values | ||
* Malicious: against the Hero, card values add to the Challenge's values | * Malicious: against the Hero, card values add to the Challenge's values | ||
* Neutral: no | * Neutral: no effect on values. May have meaningful impact though based on actions, special effects, etc. | ||
These effects may be indicated by using a term on the card that is appropriate for the card type. For example, a Beneficial Being card will be called "Ally" and a Malicious Being card will be called "Enemy". | These effects may be indicated by using a term on the card that is appropriate for the card type. For example, a Beneficial Being card will be called "Ally" and a Malicious Being card will be called "Enemy". | ||
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* Beneficial: Ally | * Beneficial: Ally | ||
* Malicious: Enemy | * Malicious: Enemy | ||
* Neutral: | * Neutral: Messenger, Oracle, etc. | ||
* Hero: Heroes are a special subtype of Being. These cards represent the protagonist of the Mythic adventure and the player. Heroes will generally have (relatively) low attribute values as they represent a hero before he undertakes the Challenges that await. As the game progresses, the other cards will increase his attribute values. There can only be at most one Hero per player in play at once. | * Hero: Heroes are a special subtype of Being. These cards represent the protagonist of the Mythic adventure and the player. Heroes will generally have (relatively) low attribute values as they represent a hero before he undertakes the Challenges that await. As the game progresses, the other cards will increase his attribute values. There can only be at most one Hero per player in play at once. | ||
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Items have the following effect terms: | Items have the following effect terms: | ||
* Beneficial: Help | * Beneficial: Help | ||
* Malicious: | * Malicious: Hinderance | ||
* Neutral: Neutral | * Neutral: Neutral | ||
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Items have the following effect terms: | Items have the following effect terms: | ||
* Beneficial: Help | * Beneficial: Help | ||
* Malicious: | * Malicious: Hinderance | ||
* Neutral: | * Neutral: Special (generally a Special Location will be both a Help & Hinder depending on specific situations) | ||
==== Challenge ==== | ==== Challenge ==== | ||
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* Only one copy of each Being card per player can be in play at once. | * Only one copy of each Being card per player can be in play at once. | ||
* Item cards can only be played onto Hero or Being cards. | * Item cards can only be played onto Hero or Being cards. | ||
* Quality cards can only by played onto cards as indicated. | |||
* Hero, Being:Ally, and Item cards are played into the Home Area directly in front of the player. | * Hero, Being:Ally, and Item cards are played into the Home Area directly in front of the player. | ||
* Challenge cards are played into the Common Area between the two players. | * Challenge cards are played into the Common Area between the two players. | ||
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|text=Your Hero must accept a Challenge if one is in play. If not, search the Discard pile for a Challenge and put it in play. Search the Draw pile if none is found in the Discard pile. | |text=Your Hero must accept a Challenge if one is in play. If not, search the Discard pile for a Challenge and put it in play. Search the Draw pile if none is found in the Discard pile. | ||
|flavortext=Theseus learns the tale of the beast and the terrible sacrifice to appease it... | |flavortext=Theseus learns the tale of the beast and the terrible sacrifice to appease it... | ||
}} | |||
{{card | |||
|title=Tragic Flaw Revealed | |||
|type=Event : Mandatory : Lasting | |||
|bgcolor=e4181a | |||
|text=[[Image:AchillesH.gif|75px|right]] | |||
Search your Draw Pile for a Quality with a negative effect. Play this onto your Hero. | |||
|flavortext=Thetis dipped the infant Achilles in the river Styx, holding onto him by his heel... | |||
}} | }} | ||
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<br/> | <br/> | ||
|flavortext=Administer true justice; show mercy and compassion to one another ~ Zech 7:9 NKJV | |flavortext=Administer true justice; show mercy and compassion to one another ~ Zech 7:9 NKJV | ||
}} | |||
{{card | |||
|title=Test | |||
|type=Event : test | |||
|bgcolor=e4181a | |||
|cornervalue = [[Image:Cards.gif]]10 | |||
|image=Cards.gif | |||
|text=Your Hero must accept a Challenge if one is in play. If not, search the Discard pile for a Challenge and put it in play. Search the Draw pile if none is found in the Discard pile. | |||
|flavortext=Theseus learns the tale of the beast and the terrible sacrifice to appease it... | |||
}} | }} |
Latest revision as of 18:01, 21 September 2010
Myth CCG | |
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Designer | dc0nklin |
Date | 4-29-2007 |
Players | 2+ |
This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck Generate MUSHcode | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
This is a CCG with influences from many other Dvorak decks, commercial CCG's, boardgames, etc. The idea is to allow locations, heroes, creatures, objects, etc. from various legends, myths, historical events, cultures, movie universes, etc. to interact in a common "world". Monomyth concepts also strongly influence the game.
Everything about this is currently under construction, especially the rules. Everything is subject to change.
Special Rules
General Conventions
The following general conventions are followed:
Areas
There are two types of "areas" where cards are played during the game.
- Home Area: Directly in front of the player, their side of the table.
- Common Area: Between the two players.
Cards are generally positioned so that they are "top up" for the player to which the card applies. For example if a player plays a "Challenge : Temptation" card on his opponent, he will play it "top up" to his opponent, "bottom up" to himself in the Common Area.
Atrributes
All Thing cards and some Action cards have 6 basic attributes that are common throughout the game. These attributes may have different meaning in game terms depending on the card type, but generally indicate the strength of that particular attribute for the thing or action described on the card:
- Spirit: The "spiritual" or supernatural strength of the card. This may also be interpreted as "magic". Deities and supernatural creatures will have high Spirit values.
- Mind: The mental strength of the card. Smarts, brains, intelligence, etc. are all covered by this value. High tech gadgetry will also have high Mind values.
- Heart: The emotional strength of the card. A card with a big Heart number may be very intimidating (if an enemy or challenge) or very motivating (if an ally).
- Will: The strength of will of the card. Humans will have the highest Will values because of their reliance on their free-will.
- Skill: A general catch-all for any physical skill. Fighting, climbing, etc.
- Power: The pure physical power of the card. This includes strength, stamina, etc. An Ogre may have low Skill but high Power for example.
Attribute values will normally be between 0 and 10 for all cards other than Challenge cards.
The way players defeat Challenges is by adding their Hero values with values from Allies, Items, etc. and achieving a total greater than the Challenge values (which likewise can be increased with the addition of Enemy, Item, Location, etc. values) for every attribute.
Question: How to scale the values such that it is a little more objective...perhaps giving examples will help, ie. Zues = 10 Spirit, etc.
Effects
All cards have an Effect on the game:
- Beneficial: beneficial to the Hero, card values add to the Hero's values
- Malicious: against the Hero, card values add to the Challenge's values
- Neutral: no effect on values. May have meaningful impact though based on actions, special effects, etc.
These effects may be indicated by using a term on the card that is appropriate for the card type. For example, a Beneficial Being card will be called "Ally" and a Malicious Being card will be called "Enemy".
Card Types
Instead of the generic Things and Actions, the following card types exist:
Being
Beings are a subtype of Thing. There can only be at most one copy of each being in play at once, unless noted otherwise.
Beings have further subtypes of:
- Human
- Humanoid
- Creature
- Deity
Beings have the following effect terms:
- Beneficial: Ally
- Malicious: Enemy
- Neutral: Messenger, Oracle, etc.
- Hero: Heroes are a special subtype of Being. These cards represent the protagonist of the Mythic adventure and the player. Heroes will generally have (relatively) low attribute values as they represent a hero before he undertakes the Challenges that await. As the game progresses, the other cards will increase his attribute values. There can only be at most one Hero per player in play at once.
Item
Items are a subtype of Thing. Items represent physical objects and can only be played onto Heroes or Beings, unless noted otherwise. Items have many subtypes including:
- Weapon
- Armor
- Potion
Items have the following effect terms:
- Beneficial: Help
- Malicious: Hinderance
- Neutral: Neutral
Aspect
Aspects are a subtype of Thing. Aspects represent non-physical concepts and can only be played onto Heroes or Beings, unless noted otherwise. Aspects have many subtypes including:
- Quality
- Bestowal
- Experience
Items have the following effect terms:
- Beneficial: Virtue, Gift, Blessing
- Malicious: Vice, Curse,
- Neutral: Neutral
Location
Locations are a subtype of Thing. Locations can only be played onto Challenges, unless noted otherwise. If another is put in play, the old one is discarded. Locations have many subtypes including:
- Landscape
- Structure
- Dimension
Items have the following effect terms:
- Beneficial: Help
- Malicious: Hinderance
- Neutral: Special (generally a Special Location will be both a Help & Hinder depending on specific situations)
Challenge
Challenges are a subtype of Thing. Challenges are the locus of conflict in the game. Players play challenges to initiate contest between the players. There can be multiple challenges in play at one time, each in a different state of resolution. Challenges have further subtypes of:
- Test (a player would normally play these on himself, because successfully completing the Test will gain him additional cards)
- Trial (a player would normally play these on his opponent, because it delays the other player and could cause him to lose cards)
- Quest(this is a major challenge to the player. Winning the game requires successfully completing an agreed upon number of Quests)
Events
Events are a subtype of Action. Each Event specifies the conditions required for it to be played and effects it has on the game. Events may effect any other type of card or may trigger other events.
Events are used to cause interaction between the players and cards.
Rules
During the Play stage, the following rules apply to the various Card Types, unless otherwise noted on the card:
- Only one Hero card per player can be in play at a time.
- Only one copy of each Being card per player can be in play at once.
- Item cards can only be played onto Hero or Being cards.
- Quality cards can only by played onto cards as indicated.
- Hero, Being:Ally, and Item cards are played into the Home Area directly in front of the player.
- Challenge cards are played into the Common Area between the two players.
- Only one Location card per Challenge can be in play at once. Playing a new Location card causes the old Location card to be discarded.
- Challenges are played such that they appear "top up" for the player to which the Challenge is made.
(Possible) Cards to Make
- Greek Mythology
- Norse Mythology
- Lord of the Rings
- Star Wars
- Matrix
- Gladiator
Card List
Samples
Mind: 3
Heart: 2
Will: 3
Skill: 2
Power: 4
This card represents a typical Hero. One attribute with a value of 4, two with a value of 3, and the rest with a value of 2.
Just your typical hero
Theseus learns the tale of the beast and the terrible sacrifice to appease it...
Mind: 1
Heart: 4
Will: 3
Skill: 4
Power: 3
More than one Goblin can be in play at one time.
Goblins can overwhelm in large groups.