Difference between revisions of "Additional Rules - Physical Challenge"
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** Unit (default) -- specific subtypes can be mentioned | ** Unit (default) -- specific subtypes can be mentioned | ||
** Location -- specific subtypes can be mentioned | ** Location -- specific subtypes can be mentioned | ||
If you had other subtypes of "Thing", you could mention them here. | |||
===Resource=== | ===Resource=== | ||
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===Effect=== | ===Effect=== | ||
This is a thing that creates an effect. | This is a thing that creates an effect. Some effects only become active when certain conditions are met. | ||
====Attributes for Effect==== | ====Attributes for Effect==== | ||
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Play time: This attribute determines when a card can be played. It may have multiple values, including: | Play time: This attribute determines when a card can be played. It may have multiple values, including: | ||
** In-turn (default | ** In-turn (default): this is how one would normally expect an action to behave | ||
** Response | ** Response: in response to another player playing another action or thing; the card should say which | ||
** Contingent: can be played '''without spending an action''' when the conditions are met. And example is the "Loot" card in the [[Chronogeddon CCG card set]]. | |||
===Challenge=== | ===Challenge=== |
Revision as of 12:24, 13 July 2010
This is an additional set of rules for Dvorak that should be widely applicable. It assumes that you have already read the rules and glossary for Dvorak. These rules add onto those rules, rather than replacing them (except that "Action: Effect" cards are replaced with something equivalent). Mostly it defines terms that can be used across multiple games. To use these in your game:
- Put a note at the top of the rules for your game that links here, and says that the "Set Subtype Rules" also apply to your game
- Write your additions and/or modifications to these rules, highlighting modifications either in their own section, or in italics or bold in the body of your rules. Some sections of these rules may be inapplicable to your game. For example, you might state "All Set Subtype Rules rules regarding Equipment are irrelevant to this game, as there are no equipment cards".
These rules were not used by anyone as of the original time of writing, but they were created by surveying all the Dvorak CCG rulesets on the site which had more than 10 cards defined, and attempting to abstract out the common themes. Hopefully they should provide some common terminology for a subset of Dvorak games.
Attributes
Some of the actions and things below specify using an attribute. They will specify possible values (or just "numeric") for these attributes, and the default, which is what will be assumed if the attribute is omitted. Attributes will most likely appear something like:
Unique: Yes
Most games will define their own additional attributes.
Things
There are multiple subtypes of "Thing".
- Unit
- Equipment
- Location
- Resource
- Effect
- Goal
Any more specific subtypes than these should either be expressed as subtypes (eg. "Thing - Unit - Hero"), or attributes, such as "Alignment" (covers holy/unholy, good/evil, benificial/malignant/neutral), "Natural terrain" (covers Aquatic/Aerial/External), Level (a numeric value), and the like.
Attributes for Things
- Unique: This attribute means that only one of this type of card can be in play within the defined area at any given time. Possible values include:
- No (this is the default, and means it's not unique)
- All Players (anywhere that is visible to all players)
- One Player (in the play area for any given player)
- Deck (there should only be one in the deck)
- Hand (if you have multiples, discard -- this is not a recommended option, as it makes it easy for players to cheat)
Unit
Units generally represent self-aware entities, often with offensive and defensive capabilities. Subtypes might include Hero, Animal, Vehicle, Plant, and the like.
Location
Location has its own subtypes:
- Terrain
- Site
- Construct (ie. Building, Mine, Ship)
In some games, Sites could be played on Terrain, and Constructs on Sites.
Equipment
Equipment is generally played on a Unit or Terrain.
Equipment Attributes
- Plays on: This attribute determines what other cards the equipment can be played on. Possible values include:
- Unit (default) -- specific subtypes can be mentioned
- Location -- specific subtypes can be mentioned
If you had other subtypes of "Thing", you could mention them here.
Resource
Depending on the game, these could be anything from gems/gold/silver/copper to flax/bricks/ore/lumber.
Effect
This is a thing that creates an effect. Some effects only become active when certain conditions are met.
Attributes for Effect
- Aspect: this attribute determines whether an effect is ongoing, or requires some further player action. Possible values include:
- Continual (default -- active until that card is taken out of play)
- Action (requires use of an action to make the effect happen)
The "Aspect: Action" attribute on a "Thing - Effect" is the same as what the basic rules describe as an "Action: Effect" card.
Goal
When the goal conditions are met, the player wins the benefits stated on the card (point, money, the game, etc)
Action
There are also multiple types of actions.
Attributes on Actions
Play time: This attribute determines when a card can be played. It may have multiple values, including:
- In-turn (default): this is how one would normally expect an action to behave
- Response: in response to another player playing another action or thing; the card should say which
- Contingent: can be played without spending an action when the conditions are met. And example is the "Loot" card in the Chronogeddon CCG card set.
Challenge
Play time: In-turn
This is a challenge from one player to another. This also has subtypes:
- 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
- Contest: a player would normally play this on his opponent, but there is risk involved for the player too -- one player wins, and one loses
Attack
Play time: In-turn
Defense
Play time: Response