Post by Axlotl on Dec 8, 2009 19:05:12 GMT -5
The game will use multiple modern day horror/supernatural ideas. So far, the only factions set in stone are “Werewolf Pack” and “Vampire Coven”. I do want a 3rd in the base set though. Probably "The Hunters", a group of monster hunters.
Players will use 3 characters of the selected faction, and move around a series of locations, both indoor and outdoor, fighting the opponents characters as well as hunting victims. The game will use a day/night system, based around the idea of having an on-hand tracker, like a Magic life counter with phase labels instead of numbers, for the day phases. You win by killing the rival coven/pack. There will probably be an alternate win condition.
Here’s my idea of a turn:
1: Players draw until they have 6 cards in hand.
2: Locations are played.
3: Players play any Assets, Effects, and Victims. (Assets are physical things, like Items, where as Effects are intangible, like cards representing training a character, or support area type cards.)
4: Combat
4.1: Players begin combat by drawing until they have 6 cards in hand again.
4.2: 4.2: Player 1 takes the first combat round. They may make 3 actions. Each action costs Energy from the character doing the action. Cards played from your hand determine the success of attacks and defenses. Cards used in attacks/defenses are set aside in a face up pile. (Not the discard pile.)
4.3: Player 2 takes 3 combat actions.
4.4: Players draw cards until they have 6 cards again.
4.5: Repeat 4.2 through 4.4 until both players pass or all characters run out of energy.
5: Shuffle all the cards used for combat back into the draw deck.
6: Each character card with full energy can regenerate 1 damage, because the character has abstained from battle to take time to treat his wounds.
7: Regenerate all Energy on all Characters.
8: Slide the Time Phase counter to the next marker. Apply rules for day/night to vampires and werewolves accordingly. (Vampires caught outside during the day die, werewolves revert to a weaker human form during the day.)
That is the full turn.
Its all i'm going to reveal right now.
Players will use 3 characters of the selected faction, and move around a series of locations, both indoor and outdoor, fighting the opponents characters as well as hunting victims. The game will use a day/night system, based around the idea of having an on-hand tracker, like a Magic life counter with phase labels instead of numbers, for the day phases. You win by killing the rival coven/pack. There will probably be an alternate win condition.
Here’s my idea of a turn:
1: Players draw until they have 6 cards in hand.
2: Locations are played.
3: Players play any Assets, Effects, and Victims. (Assets are physical things, like Items, where as Effects are intangible, like cards representing training a character, or support area type cards.)
4: Combat
4.1: Players begin combat by drawing until they have 6 cards in hand again.
4.2: 4.2: Player 1 takes the first combat round. They may make 3 actions. Each action costs Energy from the character doing the action. Cards played from your hand determine the success of attacks and defenses. Cards used in attacks/defenses are set aside in a face up pile. (Not the discard pile.)
4.3: Player 2 takes 3 combat actions.
4.4: Players draw cards until they have 6 cards again.
4.5: Repeat 4.2 through 4.4 until both players pass or all characters run out of energy.
5: Shuffle all the cards used for combat back into the draw deck.
6: Each character card with full energy can regenerate 1 damage, because the character has abstained from battle to take time to treat his wounds.
7: Regenerate all Energy on all Characters.
8: Slide the Time Phase counter to the next marker. Apply rules for day/night to vampires and werewolves accordingly. (Vampires caught outside during the day die, werewolves revert to a weaker human form during the day.)
That is the full turn.
Its all i'm going to reveal right now.