Difference between revisions of "Myth CCG set"
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* Test (a player would normally play these on himself, because successfully completing the Test will gain him additional cards) | * 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) | * 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 4 | * Quest(this is a major challenge to the player. Winning the game requires successfully completing 4 Quests) | ||
==== Events ==== | ==== Events ==== |
Revision as of 15:43, 1 May 2007
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 under construction. Anyone is welcome to contribute - check the talk page to find out more. |
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, 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 Rules
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 in the Common Area.
Atrributes
All Thing 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.
- 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.
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.
Effect
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 obvious benefit or detriment. May have meaningful impact though based on the description text.
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:
Hero
Heroes are a subtype of Thing. These cards represent the protagonist of the Mythic adventure. 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.
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: Neutral
Item
Items are a subtype of Thing. Items 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: Hinder
- 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: Hinder
- Neutral: Neutral
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 4 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.
- 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.
- 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: 4
Heart: 8
Will: 5
Skill: 3
Power: 6
If a Location is in play, its Power is reduced to zero.
The winged horse from Greek mythology carries the hero to his task.
Mind: 7
Heart: 8
Will: 9
Skill: 7
Power: 8
Designate an opponent's Ally to be considered an Enemy for this Challenge.
If you only knew the power of the Dark Side...
Theseus learns the tale of the beast and the terrible sacrifice to appease it...
Mind: 2
Heart: 2
Will: 2
Skill: 2
Power: 2
This card represents a typical humans attribute scores
Just your typical Joe Six-pack
Mind: 0
Heart: 5
Will: 0
Skill: 0
Power: 0
Many a brave gladiator has taken his final breath here, even as its massiveness has taken his breath away
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.
Mind: 0
Heart: 0
Will: 0
Skill: 3
Power: 3
A legendary blade belonging to a hacking wizard, Stormbringer is both deadly and easy to use.
Mind: 3
Heart: 2*
Will: 3
Skill: 5
Power: 12
Zandraa has a Heart of 8 during Challenges
Once a human sorceress, Zandraa discovered the twin secrets of Immortality and True Power. Although powerful, she still suffers from many human flaws.