Difference between revisions of "Talk:Pure Pwnage CCG card set"
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=Mechanics | =Game Mechanics= | ||
1)Instead of challenging with a Minion, a player should have to challenge with a Minion and Game Type. You can respond to a Challenge with a Minion not skilled at that game type but that Minion gets, say, a -2 to die rolls (in addition to any n00b penalties). Also, change the wording of the Legendary Minions accordingly.-[[User:Bucky|Bucky]] 06:01, 9 February 2007 (UTC) | 1)Instead of challenging with a Minion, a player should have to challenge with a Minion and Game Type. You can respond to a Challenge with a Minion not skilled at that game type but that Minion gets, say, a -2 to die rolls (in addition to any n00b penalties). Also, change the wording of the Legendary Minions accordingly.-[[User:Bucky|Bucky]] 06:01, 9 February 2007 (UTC) | ||
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Thinking about starting (mostly) fresh with the game skills system and Challenge Actions. I think you're onto something with your last post. Perhaps removing the Skill attribute from Minions completely, instead giving each minion bonuses or penalties to the skills, and adding a section in the Special Rules. The player issuing the Challenge Action declares which skill type will determine applicable bonuses/penalties (example: a player issues a challenge with Jeremy, and declares it to be an RTS challenge, so the defending player can choose any Minion to meet the challenge, strategizing appropriately, like using n00b fodder which will most likely lose, or pitting a Minion with decent bonuses to RTS skill against him). | Thinking about starting (mostly) fresh with the game skills system and Challenge Actions. I think you're onto something with your last post. Perhaps removing the Skill attribute from Minions completely, instead giving each minion bonuses or penalties to the skills, and adding a section in the Special Rules. The player issuing the Challenge Action declares which skill type will determine applicable bonuses/penalties (example: a player issues a challenge with Jeremy, and declares it to be an RTS challenge, so the defending player can choose any Minion to meet the challenge, strategizing appropriately, like using n00b fodder which will most likely lose, or pitting a Minion with decent bonuses to RTS skill against him). | ||
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-MaxX | -MaxX | ||
:How about this card as part of a victory condition: | |||
{{Card | |||
| title = Regional Tournament | |||
| text = Play only if there are at least 12 Minions in play. Play to the center of the table. If this Card is in the center of the table and only one Player controls Minions, that player takes control of this card. | |||
| type = Thing - Tournament | |||
| bgcolor = 990 | |||
| cornervalue = 3 | |||
| creator = Bucky | |||
}} | |||
Certain Minions may have corner values too, and any Player with a large enough collection of corner-valued cards wins the game. |
Revision as of 20:00, 10 February 2007
Game Mechanics
1)Instead of challenging with a Minion, a player should have to challenge with a Minion and Game Type. You can respond to a Challenge with a Minion not skilled at that game type but that Minion gets, say, a -2 to die rolls (in addition to any n00b penalties). Also, change the wording of the Legendary Minions accordingly.-Bucky 06:01, 9 February 2007 (UTC)
Thinking about starting (mostly) fresh with the game skills system and Challenge Actions. I think you're onto something with your last post. Perhaps removing the Skill attribute from Minions completely, instead giving each minion bonuses or penalties to the skills, and adding a section in the Special Rules. The player issuing the Challenge Action declares which skill type will determine applicable bonuses/penalties (example: a player issues a challenge with Jeremy, and declares it to be an RTS challenge, so the defending player can choose any Minion to meet the challenge, strategizing appropriately, like using n00b fodder which will most likely lose, or pitting a Minion with decent bonuses to RTS skill against him).
I would like to leave the 5 basic skill genres in the game to provide a varied experience. You could balance a deck, or go heavy on certain skills, making your Minions powerful, but susceptible to a deck specializing in different skills unless you add appropriate defense. If this new system takes form and seems plausible, I'd like to implement multiple Minions being able to defend or attack at once.
The other main thing I've been pondering is the objective of the players. Obviously defeat your opponents, but with what kinds of victory conditions? Maybe players could opt to let Minions go unchallenged, creating a sort of Magic: The Gathering-style life system? I've been trying to draw from the ideas of other card games as little as possible, which is why I decided a dice-based system might work best. Let me know what you think, I'll keep brainstorming in the meantime. :)
-MaxX
- How about this card as part of a victory condition:
Certain Minions may have corner values too, and any Player with a large enough collection of corner-valued cards wins the game.