I'm sorry to say this, but besides my full time job and my other projects (like Űrkalmárok), I do not have time right now to develop this game.
This will be just a relatively short pause, I'm not abandoning this!
Thanks for your understanding.
Earth most advanced medical facility
Order & Fallen side:
(1 REQ) As 1 Reinforce action you can transfer 1 card from your discard pile to your draw deck.
Since there are fixed number of cards in both decks, there have to be some methods to bring back cards from the discard piles.
For example this card should be available often:
2 REQs - AIR TRANSFER
Choose a source formation and one of its sides: take up to 3 armies from the source formation and put them down in any other formation on the selected side.
Maybe this card should be used for this also:
(1 REQ) Search through your discard pile for a card. Show it to your opponent, then shuffle it into your draw deck.
I'm thinking about limiting actions per player per turn.
In every one of his/her turn, the player is allowed to perform 5 actions.
There are 3 types of actions, he/she can perform any mix of the 3.
1. Operations: playing an army card from his/her hand to a formation, or playing a non-instant action card.
2. Attack: with a formation.
3. Flank: move an army card to a neighbouring formation. (There should be action cards or abilities that allow travel through more formations.)
An action card with (instant) symbol doesn't count as a "real" action (does not reduce the number of actions).
I want to set situations throughout the whole game where players have to make though decisions, keep that in mind.
A formation is a group of army cards on the same side of a location.
Formations are not limited in size, it can contain any number of army cards.
The formations attack value is the sum of the attack values of the army cards it contains.
There are some modifiers when suming the attack values, for example:
+1 bonus if every army card in the formation is from the same faction. (Each army card has a faction symbol, there are 4-4 factions on both sides).
Battles happen on separate locations one by one in the battle phase.
The active player decides the sequence of the battles.
He/she doesn't have to attack, if he/she does not want to, it is optional.
One cannot attack a location already owned by him/her.
On battles, players compare their formations attack value.
It can be modified by playing action cards from hand and using abilities.
After the modifiers are considered, the formation with the higher sumed action value wins the battle.
Now you have to calculate the difference between the attack values: this is the loss value.
The loser has to put an army card from his losing formation to his/her discard pile.
He/she have to choose an army card with a REQ value equal or closest to the loss value.
If the loss value is as high as it can contain multiple army cards REQ, then you have to put those army cards to your discard pile.
For example: the loser formation has army cards with the following REQ values: 2, 3, 5 and 6.
If the loss value is 5, the loser player has to put the cards with REQ of 2 and 3 into his/her discard pile.
If the loss value is equal or higher than the fort value of the location, the attacker may choose to capture that location, turning the location card to its other side.
After a battle is done on a location, the players get REQs:
- for the battle itself, both players get 1 REQ.
- for every card you destroyed and sent to your enemys discard pile you get 1 REQ.
- for capturing the location, the attacker gets 3 REQs.
The game plays for 20 rounds. On the beginning of every Order round, you have to move the time counter on its track.
After 20 rounds, Order player wins. (Details later.)
*not yet determined*
The game core is based on Schotten-Totten, but it is heavily modified.
It is a 2-player game: Order against the Fallen forces.
Instead of using boundary stones from the original game there are locations, 7 of them, with 2 special one.
The special locations are the headquarters (HQ), they cannot be attacked directly:
- Tower of Command, The Heart of the Order Complex
- The Oneeyed, Flagship of Suron, the leader of the Fallen
The other 5 locations (battlefields) are:
- Forever Dome, The largest spaceport of Earth
- Ganymede, The first Manufactum
- The Watcher, A massive defense satellite defending Earth
- The Secret Routes, The base of the Order Council
- *not yet determined*.
The battlefields are two-sided cards. Each side has its own positive effect(s) for who controls them.
If the Fallen successfully conquers a battlefield, the card has to be turned to the other side.
Every battlefield has a Fort value (1-10), it counts when suming the defense value of the defenders.
Besides locations there are the following card types planned:
- army cards (common soldiers, super soldiers, giantmechs, fallen soldiers, fallen super soldiers, fallen giantmechs, androids)
- action cards (extending/modifying game rules)
Each player has his/her own deck of cards. The cards are shuffled at the beginning of the game.
There are 2 types of tokens in the game: requisition tokens and exert tokens.
You will pay requisition tokens for playing cards from your hand, and for activating abilities of some cards already in play.
A card receives 1 (or more) exert token(s), if its ability said so.
On the beginning of his/her turn, the player can take off 1 exert token from his/her every card.
Every army card has a requisition (cost), an attack, a defense value and at least one ability.
You play army cards to battlefields.
Almost every card costs REQ. REQ tokens are piled on the players HQ.
You'll get REQs for winning battles, destroying armies, etc.
If you are short with REQs, you can substitute them 1:1 with discarding cards from your hand to your discard pile.
You can pay for a card/ability with mixing REQs and discarding cards.
(exclamation mark) - There is a condition which has to be fulfilled to use this ability.
(lightning bolt) - Instant ability, can be used any time.
If it is paired with an (order) symbol, it can be played on the order turn only (same for fallen symbol).
(downward arrow) - Using this ability puts an exert oken on the card. A card with exert token cannot be exerted again.
(skull) - After using the ability, the card goes to the discard pile.
(dice dots) - You have to roll a D6 for a specific value to use the ability.
If the ability exerts the card, you have to put the exert token on it no matter if the roll is a success or is not.
To be continued...
THEME CHANGED, BACKGROUND STORY ALSO.
Of course there are game mechanics which do not require any lore or theme, so if you have a nice idea, you can discuss here that too!
As a sci-fi card game fan, I was always looking for a NON-trading card game with some cool theme, which is deep and balanced well. None found yet. So I decided to develop it - with your help!
Before saying anything deeper about the game, I show you a draft card, altough it is abolutely not final, just a preview.
So what to see in this card?
This is a command card of the Order Player. The command cards represent the leaders of the siege. The Fallen side also has command cards.
Every card has a primary and a secondary title.
Above the cards image there it's type.
Below the image placeholder you can see the special abilities of the card. Some have only one, some have a few more.
There are little symbols at the beginning of every ability. We will discuss these later.
The whole development process should not include the artwork.
In my next posts, I will talk about the background story, the main mechanics and the goal of the game.
If there is anything you have to say, you're welcome!
(English is not my first language, sorry if it bothers you!)