Post by Axlotl on Jan 24, 2012 0:10:37 GMT -5
So I know I've said multiple times I had a new game in the works, and then never posted anything, its because I keep redoing stuff over and over. Basically, every idea I've ever mentioned has merged into this project, which is the AGCG.
AGCG is the Anything Goes Card Game.
That is to say, anything can be added to this game whenever I feel like it. The base set will be made up of whatever random crap I feel like making. I'm designing the cards mostly from a flavor-first standpoint. I'll show a few examples and give you a quick overview.
I should also mention that the precise rules are subject to change, as I will be altering life totals and actions per round when the game gets tested to balance out the length of a game. Templates are subject to change as they are a bit on the simple side.
First up is a character:
Characters have 4 attributes: Power (red), Intelligence (yellow), Dexterity (Green), and Special (blue). Since Sorin Markov is a planeswalker, his highest attribute is Special, which covers things like magical aptitude and unusual powers and abilities. These attributes determine how many cards of each type he can have in his deck. (His deck must run exactly 22 Special cards, 7 Dexterity cards, 12 Intelligence cards, and 9 Power cards.) All initial characters will have 50 card decks. (50 being the total of these attributes.) This does not include starting cards.
The first line of his text box is alignment and race. Alignments follow the D&D style of chaotic/lawful/good/neutral/evil combinations. These will be requirements of a fair subset of cards during deckbuilding. (For example, a Chaotic Evil character may add Chaotic and Evil cards to his deck.)
The second line is his traits. There are 2 categories of traits, regular and numeric. Numeric traits are requirements of cards or affect cards. (Magic: 3 means he is an expert spellcaster and has access to all magic required cards.) Regular traits are less relevant, but may affect certain cards. (Such as "Requires Planeswalker."
The 3rd part of his text box is his action. When any card uses its action, it is tapped/rotated, and a tapped card cannot use another action that turn. The combat sequence is an unlimited amount of Minor Actions, capped off by a Major Action, which is often a damage dealing effect.
In addition to a character, you start with a Load Out card. The Load Out card determines all other starting cards. (For example, a Wild West Gunslinger load out might include a Six-Shooter and horse.) So yes, you can be a vampire capable of interplanar travel and still start with a six-shooter and horse, because Anything Goes.
AGCG is the Anything Goes Card Game.
That is to say, anything can be added to this game whenever I feel like it. The base set will be made up of whatever random crap I feel like making. I'm designing the cards mostly from a flavor-first standpoint. I'll show a few examples and give you a quick overview.
I should also mention that the precise rules are subject to change, as I will be altering life totals and actions per round when the game gets tested to balance out the length of a game. Templates are subject to change as they are a bit on the simple side.
First up is a character:
Characters have 4 attributes: Power (red), Intelligence (yellow), Dexterity (Green), and Special (blue). Since Sorin Markov is a planeswalker, his highest attribute is Special, which covers things like magical aptitude and unusual powers and abilities. These attributes determine how many cards of each type he can have in his deck. (His deck must run exactly 22 Special cards, 7 Dexterity cards, 12 Intelligence cards, and 9 Power cards.) All initial characters will have 50 card decks. (50 being the total of these attributes.) This does not include starting cards.
The first line of his text box is alignment and race. Alignments follow the D&D style of chaotic/lawful/good/neutral/evil combinations. These will be requirements of a fair subset of cards during deckbuilding. (For example, a Chaotic Evil character may add Chaotic and Evil cards to his deck.)
The second line is his traits. There are 2 categories of traits, regular and numeric. Numeric traits are requirements of cards or affect cards. (Magic: 3 means he is an expert spellcaster and has access to all magic required cards.) Regular traits are less relevant, but may affect certain cards. (Such as "Requires Planeswalker."
The 3rd part of his text box is his action. When any card uses its action, it is tapped/rotated, and a tapped card cannot use another action that turn. The combat sequence is an unlimited amount of Minor Actions, capped off by a Major Action, which is often a damage dealing effect.
In addition to a character, you start with a Load Out card. The Load Out card determines all other starting cards. (For example, a Wild West Gunslinger load out might include a Six-Shooter and horse.) So yes, you can be a vampire capable of interplanar travel and still start with a six-shooter and horse, because Anything Goes.