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Location: Seoul, South Korea
08-27-2014, 07:11 PM
(This post was last modified: 01-18-2015, 07:05 PM by sdegenko.)
Last Edited: Saturday, August 30th, 7:30 AM, Korean Standard Time
Hi everyone. This is a project Dragonfogel and I have been working on for a little while now. We've finally started solidifying some ideas (though it's still extremely extremely in-progress still), so we figured we would post the rules up here and ask some people if they wanted to try and playtest some parts of it.
This is intended to be a roleplaying game that uses cards instead of the traditional dice mechanics that are seen so often. On top of that, we've added an extra aspect that makes the whole thing seem much more like a normal card game rather than just using cards to determine how well you do at something.
Every class has its own special "draw action" that affects how they can handle cards, decks, or any other crazy thing, and while these actions are thematically appropriate for each class, they don't actually have any effect on the narrative, so they play out more like a meta strategy outside of what the actual character is doing at the time.
Below are the rules, which we've tried to explain as clearly as we could without too much feedback. At the moment, we really only have basic combat mechanics and some class features. We'd love to hear any feedback as well as well as any enthusiastic shouts from volunteers. We're trying to see if the basic system we have in place right now works and feels fun to play with, so the more volunteers for playtesting the better.
New features are in RED
New features that are still in development or not yet being implemented are in BLUE
Basic Rules:
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Spoiler
Basic Conflict Resolution
Everyone has a "playing hand" that he or she can see and choose cards from. This number of cards in this hand is determined by a player's character class.
To do any basic action, play a card from your hand face-down. The GM or the opposing player(s) also plays a card face-down. Then everyone flips his or her card and sees who has the highest card. The highest card wins.
In the event of a tie, trump wins. If no trump was played, each player that tied draws another card from the deck and plays it. The highest card of that card then wins. In addition, Trump changes to the suit of whichever card wins.
If the defender has no cards to play in defense, the action is considered an immediate success.
Trump
To determine which cards are higher than others, the card order usually follows 2 low and Ace high. However, the trump suit follows a slightly modified order. In the trump suit, the 2 and 3s are treated as higher cards than Ace. This means that a 2 of trump can beat an Ace of any suit as well as an Ace of trump, and a 3 of trump can beat a 2 of trump.
At the beginning of the game, the “judge” (for now) flips over the top card from the deck and declares the suit of that card to be Trump. Throughout the game, Trump changes in the event of ties.
Combat Turns
Combat works in rounds, with each player taking a turn before it cycles back around to the first player. As of right now, turn order is decided by the “judge” of the game.
On each player’s turn, he or she begins by either drawing a card from the deck or performing their character class’ special draw action. After doing so, he or she may either attack or rest.
If the player attacks, he or she plays a card and follows all of the basic rules outlined above for basic conflict resolution. If the attack is successful, the attacker deals damage to the defender as per the Health and Damage Rules below.
If the player chooses instead to rest, he or she draws another two cards and forfeits the rest of his or her turn.
Health and Damage
Every player also has a number of cards laid face-down in a row in front of them that they may not look at or play. This "health hand" is used to keep track of wounds taken over the course of the game. Like a player's playing hand, the number of cards is determined by character class.
When a player takes damage from an attack or any other source of damage, he or she may either flip one of the health cards face-up, thereby taking one “point” of damage and moving closer to being wounded, or turn one of the face-up health cards on its side, thereby taking a “wound”. If the player does not have any face-up health cards, he or she must flip one over and cannot take a wound. If the player does not have any more face-down health cards, he or she must take a wound.
If a player has a wound, they are not allowed to play a card of the same number as the health card that represents that wound. If a player runs out of health cards and takes damage, his or her character collapses immediately, loses consciousness, and begins bleeding out. (we don’t have rules for bleeding out yet, so they just die instead)
Skill Actions
When attempting an action other than an attack (or a class ability), the GM must select a target number for the player to beat based on the (as yet not made) chart below. The player then plays a card, flips another card from the deck, and adds their values together. If the sum of the two cards is higher than the target number, the player is successful in his or her action.
If the attempted action is opposed - meaning another character, entity, or force of some sort is actively trying to prevent said action - then the opposing player or the GM plays a card as well. After both cards are played, both parties flip another card from the deck and add their cards’ values together. If the player attempting the action has cards of a combined value that is higher than that of the opposing entity or player, then he or she is successful in his or her action.
Character Classes:
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Spoiler
Every player’s character has a class that determines the number of cards in his or her playing hand, the number of cards in his or her health hand, his or her draw action, various class abilities, and many other special changes that may or may not violate the basic rules.
Later on, classes will also gain a number of specialized actions they can do by utilizing cards in certain ways or in certain combinations.
Thief
Playing hand: 2
Health hand: 3
Draw Action:
Steal
Instead of drawing a card from the deck, you may choose to instead steal a card from another player’s hand (including the GM). You may not look at the cards while attempting to steal and must steal from the last hand a character played from.
ALT:
Instead of drawing a card from the deck, you may choose to instead steal a card from another player’s hand (including the GM). You may not look at the cards while attempting to steal and must steal from the last hand a character played from.
Play a card from your hand and draw another card from the deck just as you would for a skill check. If the combined total of both cards is higher than the card you attempt to steal, then you get to keep that card and you return the card you played to your hand. The extra card from the deck goes to the discard pile. If the combined total is less than the card you attempt to steal, then you lose your played card. It goes to the hand of the player (or GM) that you tried to steal from, and the extra card from the deck goes to the discard pile. In addition, you lose your draw action for this turn.
Class Abilities:
Poison
During your turn, you may set aside cards into a separate "poison hand". This hand may be made up of any number of cards, but cannot be put into play until it has at least three cards in it.
In place of an attack, you may apply this poison hand to any other entity in range (kinda not a real thing yet). Every turn, this entity must play a card higher than the lowest card in the poison hand or else he or she or it loses a card that round. This effect lasts for a number of rounds equal to the amount of cards in the poison hand.
Fighter (currently a stand-in)
Playing hand: 5
Health hand: 4
Draw Action:
None (yet)
Priest
Playing hand: 4
Health hand: 3
Draw Action:
Pray
By forfeiting your right to draw a card on your next turn, you may at any time draw and subsequently play a card on top of another card that has been played on the table. If the card is higher than the previous one, treat it as the new card for that attack, defense, or action.
Class Abilities:
Shield
During your turn, you may set aside cards into a separate "shield hand". This hand may be made up of any number of cards, but cannot be put into play until it has at least two cards in it.
In place of an attack, you may apply this shield hand to any other entity in range (kinda not a real thing yet). For a number of rounds equal to the amount of cards in the shield hand, the entity is protected by a heavenly force. Any attack against the entity that does not equal or beat the lowest card in the shield hand is treated as a successful defense.
Experimental Classes:
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Spoiler
Gunslinger
Playing hand: 2 hands of 3 each | alternate between them each round of combat / each test
Health hand: 3
Draw Action:
Reload
Instead of drawing at the end of your turn, you may discard all of the cards from both of your hands and redraw the same number (the number in each hand must remain the same as well).
Wizard
Playing hand: 3
Health hand: 2
Draw Action:
Study
Instead of drawing a card on a turn, you may delay your draw until the next turn. On that subsequent turn, you may draw a total of three cards that must be played on the same turn they are drawn.
Class Abilities:
---
Desperate Action:
???
By flipping a health card, you may draw 4 cards.
Duelist
Playing hand: 4
Health hand: 3
Draw Action:
???
By discarding a card and forfeiting his or her next draw, a duelist may instead draw the last card that he or she lost against from the discard pile.
ALT:
By discarding a card and forfeiting his or her next draw, a duelist may instead draw the last card played of the same suit from the discard pile.
Seer
Playing hand: one normal hand of 3 cards, one "prediction" hand of 6 cards
Health hand: 3
Draw Action:
???
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