Unsure if this qualifies as the assigned task as no names are mentioned, but we are breaking new ground for stats, and balance issues of combat in Century of War.
Units: The broad term for any soldier not unique, simply a basic human card that represents a piece of your army. All their stats are generally low, but there are excepetions.
HQ: "Leader" cards that have huge stats, good attacks, but are limited to one under your control at a time. HQs typically will have a higher morale stat than HP if morale is implemented. Perhaps their defense should remain low as HQs are subject to assaisination.
Vehicles: Vehicles should not have their own morale, but rather that of whatever unit is driving them. Vehicles need units and replace them on the field. Typically their defense and HP will be super high because they are sturdy, airborne, or whatever other justification there is. However... vehicles are also taxing on resources.
Armorement: It was proposed that armorment essentially be an upgrade card that can be attached to unit, HQ, or vehicle to improve stats or grant new attacks/abilities. Typically armorment should cost in resources somewhat less than a unit, vehicle, or HQ normally would as it is NOT something that can be fielded on it's own, and even if the cost was a little more already on a unit, HQ, or vehicle, there is something in many card games referred to as "card advantage". Simply put: If something can be done with one card that would normally take two, a higher cost is a small price to pay.
Global Warfare: Proposed as a one time deal sort of card that does an effect, than is discarded. Global Warfare can represent events, actions, whatever. It has no stats of it's own, (besides resource costs of course) but can certainly effect stats and gameplay.
Resources or Lands: The bread and butter of making a deck is to insure you are producing the resources for your cards. I stated on the forum the three mainline resources could be rice, oil, and metal to justify just about anything. Metal for attacks, vehicles, and armorment. Oil for vehicles, armorment, and global warfare. Rice for units, HQ and sometimes vehicles and armorment if pertaining to green technology or biological weapons. Resources or "Lands" if you prefer are cards laid down to grant you points in whatever one of these things they can produce and you'll need them in order to bring stuff into play and progress in the game.
As far as what statistics mean. There seems to be a lot of positive feedback for the four main statistics of a card.
HP: The health and ability to stay alive of a card. Most attacks will target this.
Morale: Secondary HP that some attacks or other cards might effect. Morale can only apply to a person such as HQs or units, and represents their sanity, and willingness to fight.
Attack: The brunt of how one card will effect another card. Attacks have costs all their own and once activated, deal damage status effects etc.
Defense: The compromise on how to balance out cards without slowing down game play with limits on production of resources or attacks per turn. Defense represents evasiveness or simply how bulky and hard to damage something is. Defense can nullify all aspects of an attack and thus an opponent's resources would be squandered.
Action to games. *Availaible games if any. *Search game based off name, IP address, or other factors. *Join game.
Action to shop. *Search depending on how card game goes about being sold such as individual cards, boosters, or something else.
Action for main controls. (Sound, text speed, etc.)
Action for Decks. *Create new deck. *Edit pre-existing deck.
Action for cards. *See card collection. *Search for card.
Action for player search. (Most likely by name.) *See player's deck. *See player's card collection. *Friend request player. (If applicable.)
As the game loads after you put in your name and password correctly, you will be taken to the main action tabs recommended with a Century of War screen.
Once you are at the screen, the actions as listed above will take you to subcategories within.
In game actions explained below. VVVVVVV Draw cards. (Not done manually and pre-programmed based on card draw activations, draw phase of turn, and starting hand.)
Unit/Soldier/Equivalent type card. (Click to bring it to play. If attacks are implemented as recommended for game mechanics, click the card while it's on the field and select an attack to activate.)
Resources. (Click on resources to activate them.)
Armaments. (Click armament, than choose a card it is compatible with.)
Vehicle. (Depending on how vehicles are brought into play, click it.)
Technology/Whatever name is chosen for one-use cards. (Click, and it's effect is activated than discarded.)
I am still getting used to keys and the lay out. But as I was thinking about my main agenda of working on the core mechanics of Century of War with my team, it had occured to me I really don't know a whole lot about them. As such, I've compiled a simple guide to help everyone learn a little bit more about each other. I encouraged my team to email or Skype me so we can further understand eachother's capabilities, as I don't want them to feel preassured or assigned something out of their league. But this could be a good way to easily browse who would be best for feedback, assistance, etc.
I have even listed my own self affirmed stats in my signature, so that everyone can see it in the forum section or by looking at my profile. It is not mandatory of course, but it is an excellent way for us to know right away what we're capable of so we can be given a job we know we can complete quickly and well.
Programming Knowledge: This is a key attribute as you can't have a game without code. Do not fret if you are merely an amateur, everyone has to start out somewhere, practice makes perfect, and honestly too many programmers can cause more harm than good. Contradicting elements can easily break down a game so only a hand full of programmers can work at a time.
Availiablity: A rating of how much time you would say you can invest to the team. Of course everyone has their own lives, and it's understandable if you can't show up for a meeting, or need to take a leave of absence. This is just to better illustrate for leads who can be given a more taxing project that requires more time.
Creativity: A big part of any game is the creative spark. It's not just the ability to come up with a cool concept or a great story. Creativity can express new ideas, and easily visualize the beginning, middle, and end.
Vocabulary: While we're all friends here, misunderstandings can slow down productivity. So if you are a well articulated individual, and can express concerns, problems, and solutions is a volatile manner that is simple for everyone to understand. This can improve team synergy. Being bilingal may help if you are fluent enough as we have people from many different places.
Passion: None of us would be here if we did not have some work ethic. But passion is integral to team morale and individual momentum. Confidence will win the day, and the best way to overcome any failure or distraction is to not let it get you down in the first place. Ask yourself if you have the drive to endure tight schedules, seemingly big tasks, and the will to achieve. A man who has a why, can endure almost any how.
Connections: We're nowhere near this point yet. But at some point we're going to need people who can invest in servers, materials, and have experience with social media, and possibly past gaming experience to give us some leverage. You got a lot of followers on Tumblr? That's good. You helped designed a stick man app game? Even better. Connections not only makes you look good, it makes all of us look good.
These are essentially the core stats I feel would be good to display in our description. It doesn't have to be a biography, but it's a grade sheet so we can better understand each other's abilities and how we can work together to maximize growth because of them. We'll do something simple like a scale of 1 (least) to 10. (most) In time, you may feel differently about yourself and may want to change these stats, but this is just a general outline.
For simplicity's sake, a card can be effected by multiple ailments, but only one of it's kind at a time. So for example if a unit becomes poisoned, he cannot have two different poisons, the newer one just overrides the other and takes over.
Blindness. Blindness could be justified in many different ways both as an attack on vehicles computer systems or simply wounding a unit/HQ in such a way as to physically blind them. A blinded foe must make a percentage check with their attack, and if they fail, the attack misses it's target completely and is wasted. Coupled with high defense, this could make your army near inpenetrable. ==== Smoke Grenade. 10. 20% chance of blinding the target. Target has a 20% chance of missing with it's attack.
Hack/Confuse. (Only effects vehicles.) Hacking into the encypted systems, it essentially messes with the jet's radars, or in some other way compromises the computer systems the vehicle uses. The end result being there is a percentage chance that when they attack, they'll randomly attack a card you control instead. (Though never a land, or itself. If no other card to attack, the attack is simply wasted.) === Wikileaks. -- 50% chance of hack/confusion. Whenever the opponent attempts to attack, they have a 50% chance of attacking a friendly card instead.
Insanity/Stress. Morale was discussed as another HP source, and there was no accurate way to go that route of combat strategy. While some attacks may deal morale damage here and there as a means of reflecting the hardships of war, insanity/stress represents full on post traumatic stress disorder. Like poison, it deals damage at the end of every turn, but this one is morale instead of HP. I discussed how vehicles have no morale in and of themselves, but use the morale of a unit "riding" them. === Sniper Rifle. 30. Has a 50% chance of causing insanity/stress to the target. They take 20 morale damage at the end of every turn.
Poison. (Only effects units and HQ.) Biological weapons can be very detrimental to any living creature. Poison has a percentage chance of being dealt, and deals damage at the end of a turn equal to what is listed. Example: === Mustard Gas. - While Mustard Gas has no initial damage, there is a 25% poison chance. Foe inflicted with poison this way takes 20HP damage at the end of every turn.
Shock. Conducting weapons may be a huge possibility for the future as a means to quickly deal with a vehicular as well as human threats. Just as in modern day tazers have become extremely popular among law enforcement, in Century of War, they have evolved to have similar effects on vehicles.
Shock is actually two effective statuses in one. It does a little bit of "shock damage", and paralyzes the foe for a number of their turns keeping them from taking any actions. === Electric Cannon. 30. 11% chance of doing 20 shock damage, and the target becomes shocked for one turn.
Slow. If mobility is differated from defense later on, this could be a great offensive status ailment even though very specific. Heavy wounds, major parts wearing out, so it's a universal status ailment that would reduce the mobility of any card and thereby make it easier to hit in the future.
The attack will give a numeral amount of slow that it will deduct from the target's mobility. (Obviously no card can have less than zero percent.) === Big Shotgun. 30. 11% chance of causing -11 slow.
Tuesday's meeting at 6pm will be all about explaining to the rest of the crew the details of the card game. Some core planks we have established...
1: Cards will be laid on the board and casted via lands producing materials much like Magic: The Gathering. Only in this game, the "mana" so to speak, is universal. There are no colored factions, only different cards require different necessities. These can include oil/energy, rice/food/plant, or steel/metal. (The / indicates no sure name has been developed for that thing.)
2:Unlike Magic however, cards will have stats resembling Pokemon. With health points, morale (which is another form of health points to represent mental stability), attack rating (chance of an attack actually hitting), damage (depending on attack dealt), and attack moves on the card itself. Sam proposed maybe randomizing the base stats. You'd get tired of pulling the same zubat from a booster pack, but if it had different HP, attack rating, etc. It might be a breath of relief. That's up for debate as in the end the programmers will either have to worry about encoding the randomizer, or coding up new card sets consistently with slightly varied stats.
3: Like pokemon as well, we've established status ailments. I can go more in depth with these status ailments if need be. But if you've played pokemon, they'll be easy to comprehend. Unlike pokemon however, we firmly think percentage chance of success is good. Pokemon hard-lined that with a 50/50 coinflip which leaves vulnerability to power curves. (Some cards and sets strictly being better or worse than others.) With more laden percentages from 1 to 100%, we can better balance out the cards.
4: Each card has attacks like the pokemon tcg, but pulls resources in a way like Magic's land cards. Because all the resources will be equally valuable, there's no need for colored mana or whatever. Though obviously vehicles should use more steel or oil, and units used more rice.
5: Vehicles is something we talked about a lot being these very powerful cards that "evolve" from unit cards much like in pokemon. The vehicle is manned by the unit, is put on top of the unit, and since vehicles are not sentient, they use the morale of the unit card itself but HP, attack success chance, defense, mobility, has stats all it's own as well as it's own unique attack moves.
6: So basically the major cards will be units (basic soldiers), vehicles, HQs (leaders, unique characters), armorment (if you've played magic, enchant creatures for the previous card types to enhance stats or bestow new attack moves), and land cards.
7: Land cards obviously produce resources, but they're even more important than in Magic because when an opponent uses his units, HQs, and vehicles to attack your land, there's a percentage chance based on the land itself to either be destroyed or taken over. Which would make sense in a global warfare game.
8: Win conditions have not been finalized. But we can safely say running out of cards should equal a loss, having no lands under your control should equal a loss, so far this means there is no way to win, just prolongue losing. I'm reminded of this 80s movie about a super computer during the cold war. "What a strange game. Where the only way to win... is not to play." This could be a selling point, but players may not want to be bogged down by constant take overs/destructions, and me and Sam are discussing maybe win condition be accumulating so much land (global super power) or pokemon's prize card system when you defeat an enemy card. (Call it an economic win or something. Sam prefers "reinforcements" as economic win still sounds a bit too wordy and more like we're trying to be public broadcasting network lol.)
9: The prize system vs land milling ideas could both be implemented, but obviously prizes would come faster then land destruction/takeover in most cases. A good compromise was Sam discussed since the cards will be lined up in slots, so should lands, and that enemy soldiers/vehicles/whatever can only attack a land that doesn't have a card guarding it so to speak. So you'll have to plow through enemy frontlines to get to it. This does greatly undo an old worry of mine of the infantry platoons having no usefulness other then being someone to drive a vehicle shortly. Now they can make cheap defense cards to protect your land from invaders.
In case this wording is not letting you grasp this. Assume the table below is the field. Stars represent vehicles or soldiers, lands "L", and X empty slots.
LLLLL ***XX ======= *X*** LLLLX
As you can see, the top player has two vulnerable spots and the enemy could go and attack those lands. (Try too anyway) He could just continue trying to dwindle down the army, but more will take their place soon enough. If this is implemented, land cards will artificially be limited to how many can be out at a time. A way to counter this is perhaps multiple land cards can be in one slot, and "tapped for mana" so to speak. But in doing so, it also means you're going to want to guard that spot all the more. This brings a miniature war gaming element to the card game of positions being used and considered.
All in all, things are going well. I think the demo is nearing completion, I need to check as I don't remember if I put up the new version of the command and scripting document for the programmers. Sam will not be back until the 10th, I don't know when Jack will be back, though I'm sure when he comes back the pace will pick up.
Not really much else the designers can do till the demo is up and running and we can exercise the core mechanics of gameplay. Once that's done with honestly it will begin to create itself as minor additions and features will polish it and complete the collectable card game aspect. Which is the good thing about the game concept we've been working on in that a demo is already the majority of the issue being tackled.
The simplified description of agreed upon mechanics of the game.
Terrain. Terrain is the setting the board's gameplay is in. When a game starts, a random terrain is built. We can decide if there are hidden trapped spots, blockades, etc later. (Like a Dungeons&Dragons map.) But essentially the player does not know what terrain they will be waging war on.
Arctic: - Soldier cards take two instead of the normal one stress damage when attacked/attacking. - Lands have a 50% chance of not producing power when mined. + Explosive weapons deal +1 damage. + Ocean Vehicles have +1 mobility. Desert: - Lands have a 30% chance of not producing food when mined. - Ocean Vehicles have -2 mobility. (No less than one) + Soldier cards have all weapons deal +1 damage. + All bio weapons deal +1 damage.
Island: + Explosive weapons deal +2 damage. + Lands produce +2 food resource. + Ocean vehicles have +2 mobility.
Swamp: - Air vehicles have a -5% attack rating on all weapons. (No less than 5%.) - Ground vehicles and soldier cards have -1 mobility. (No less than one.) - Ocean vehicles have -2 mobility. (No less than one.)
Mountains: - Ground vehicles have -1 mobility. (No less than one.) - Ocean vehicles have -2 mobility. (No less than one.) + Flying vehicle cards have all attacks deal +2 damage. + Lands produce +1 metal and +1 power resource.
Jungle: + Explosive and Bio weapons deal +2 damage. + Lands produce +2 food resource.
Urban: + Ground vehicles deal +1 damage. + Ground vehicle and soldier cards gain +5% attack rating on all weapons. (No more than 95%.) - Ocean vehicles have -2 mobility. (No less than one.)
Wasteland: - Lands have a 50% chance of not producing food resource when mined. + All bio weapons deal +2 damage. + Lands take -1 turn to takeover. (No less than one turn.)
Lands and Resource Allocation. Land cards are in the deck, and when played on the field provide resources.
As well, each land has a number of turns (all player's turns counted, not just a single player's.) it takes for an opponent to take over that land card and use it as his own.
Lands also have HP like soldiers, leaders, and vehicles. Unlike them however, lands do not move, they do not attack obviously, and they can only be damaged by biological or explosive damage sources as will be explained next.
Lands produce one or more types of resources. Food (F), Power (P), or Metal (M). These resources are used to play cards from your hand. Without land, you won't be able to field much and will leave yourself very vulnerable. It is also part of a losing condition to not have land for more than X turns. (Another being nothing on the field which will also be explained.)
It is up to the programmer's to decide, but I think that lands should be able to be played anywhere on the map. Where as infantry such as vehicles, soldiers, and leaders can only be played relative to a closeby land you control. Representing national borders and while enemy land might be right on top, it does not stop you from fielding there.
You click lands you control to mine their resources for use later in the turn, you can only mine each land once per turn (yours or opponents), you lose these resources at the end of the turn.
Lands occupied by an enemy unit for three turns, (theirs or yours) gain control of said land.
Damage Sources. There is a total of three damage sources thus far. Ballistic, Explosive, and Biological or "Bio" for short.
Ballistic is the most common. It represents typical gunfire and melee. While the most common, it is also the weakest being the only damage source that does not effect lands. Biological represents chemical warfare. It rots the land, bleeds lungs, etc. Biological weapons cannot however damage vehicles. (This could be taken out if you wish.) We assume that those in vehicles are impervious to the hazards of micro-organisms and venoms safely tucked away. Explosive has no restrictions. Rockets, bombs, grenades... explosions are big and fabulous.
Card Types. Action: These cards represent events, political uprisings, crime, etc that will effect gameplay in some way and than once they are played are put in the graveyard.
Soldiers: The basic unit type where soldiers are fielded and than can manuever position and attack.
Leaders: Like soldiers, but stronger and tend to have more special effects. You can only field one leader at a time.
Vehicles: Vehicles are like soldiers in that they have the same stats, attack, etc. But are different in they REQUIRE a soldier to be fielded to play them. The vehicle replaces that soldier and it's presumed the soldier controls the vehicle. This is noteable in that the Vehicle inherits the stress stat of the soldier it was replaced with. Vehicles do not however inherit any damage taken, any attacks, etc of the soldier.
Upgrades: Upgrades are kind of like enchant-creatures from Magic. You attach them to soldiers, leaders, and vehicles to expand their weaponry or buff them in some way. Different from action cards that are used than tossed, upgrades stay on that unit until it is destroyed in battle.
Stats and How They Work. There are many stats to consider in Century of War.
HP: Healthpoints of unit cards. When HP reaches zero, they are sent to the graveyard.
Stress: Soldiers and Leaders have a stress amount that is sort of a secondary HP. When stress reaches zero they are sent to the graveyard as well. While there are methods to damage stress, simply attacking or being attacked causes one stress loss.
Armor: Typically soldiers and leaders will not have high if any armor. Armor lowers the over all damage taken from a weapon's attack. So say a tank has an armor of 3, and the weapon's damage deals 4. The total damage taken is only 1. Weapons: To distinguish between attack as in "I'm targeting this guy with my soldier's gun" vs "attack" as in "the gun I am using", card's with ways to attack refer to them as weapons. Weapons have ther own variables regarding range, damage, and probability of successfully hitting the target.
For example, a basic soldier might have an AK-47. If it said; AK-47. Damage: 1-3 [Ballistic]. Attack Rating: 75%. Range: 2 squares ahead.
This means it deals 1 to 3 ballistic damage, has a 75% chance of "hitting", (if miss, no damage or special conditions of the weapon are dealt) and the range means so long as the enemy targeted is two squares ahead of him he can go ahead and attack.
Weapon Management. Since lands will not be as common as in some other card games as this is more of a RTS/card game mixture... weapons need some other way to distribute strengths and weaknesses. Weapons come in two forms: Basic and Technological or "Tech" for short. A basic weapon can be used once during your turn. There is no cool down period, just point and click.
Tech weapons however are special, and once used may require more than one of your turns to recover.
Soldier/Vehicle Descriptors. Soldiers/Leaders and vehicles each have subcategories that must be noted for there are situations in-game where they will come up. Vehicles have "ground" and "flyer". Soldier cards have "communist", "mercenary", and "imperial". While there are no factions to speak of, undoubtedly strong political and philosophical states have emerged that develop very different sorts.
Holofoils: This was actually Sam's idea. But something somewhat game related (at least as far as the meta) is that each individual card could have variants in booster pulls. These holofoils have slightly altered stats not necessarily better or worse. (So for example their weapon might deal more damage, but they have lower HP and stress.) This would probably be best left to rare cards or ones with special powers.
Winning/Losing: In war, the best way to win is to make sure your opponent hasn't. These conditions will cause you to lose automatically.
Go three turns (all players counted) without controlling any land. Go three turns (all players counted) without controlling any soldiers, leaders, or vehicles.
Though striving to just have your opponent lose may be a bit restrictive on possibility, as such, this is perhaps a method of winning. I thought of controlling so many land, but than we'd have to restrict how many lands can either be played at a time or how many can be in deck. An alternative is alternative win conditons via special action cards which I considered: World War Cards.
ACTION CARDS: Anarchy In The UK. (Cost: None) Action. All soldiers take 2 stress damage. (This does not effect communist soldiers.) Corruption. (Cost: 1M) Action. Mercenary soldiers cost -1 Metal to their recruiting cost -1 Metal for their weapons for three turns. Bread and Bullets Party. (Cost: 1F) Action. Heal all your soldiers of two HP and two stress. (Communist soldiers four HP and four stress instead.) Famine. (Cost: None) Action. All players lands produce -2 food resource for three turns.
Up Against The Wall. (Cost: None) Action. All mercenary and imperial soldiers deal +1 damage with their basic attacks until the end of this turn. Pesantry. (Cost: 1F) Action. Choose up to three imperial soldier cards in your graveyard, shuffle them back into your deck, than draw a card.
Aristocracy. (Cost: 2M) Action. All imperial cards tech weapons are treated as basic weapons for the next two of your turns.
Land of Confusion. (Cost: 1P) Action. (This card can only be played if a land you own was taken over.) The next unit you control that attacks deals +10 damage.
Prohibition. (Cost: None) Action. All players skip their next draw step.
Taxation. (Cost: 1M) Action. Your opponent discards the top card of his or her deck.
Tariffs. (Cost: 1P.) Action. The mobility of all your opponent's unit cards is reduced by -1 next turn.
Retreat! (Cost: 1P) Action. (This card can only be played if you control a unit with a tech weapon.) Choose an opponent's unit and move it up to three squares in any direction.
Red Flag. (Cost: 1F.) Action. Recover all of a communist unit's HP or stress.
SOLDIER CARDS: Royal Guard. (Cost: 1F) Soldier-Imperial. (HP: 10. Stress: 10. Armor: 0. Mobility: 2 any direction.) Basic: Musket Salute. (Damage: 1-2 [Explosion]. Attack Rating: 85%. Range: 2 squares in front.)*Gains +1 mobility next turn if attacking a mercenary card.
Red Guard. (Cost: 1F) Soldier-Communist. (HP: 9. Stress: 9. Armor: 0. Mobility: 2 any direction.) Basic: Sleek Dagger. (Damage: 1 [Ballistic]. Attack Rating: 100%. Range: 1 square in front.) Basic: Union Pistol. (Damage: 1-3 [Ballistic]. Attack Rating: 35%. Range: 1 square any direction.)
Slasher. (Cost: 2M) Soldier-Mercenary. (HP: 10. Stress: 10. Armor: 0. Mobility: 4 any direction.) Basic: Machete. (Damage: 1-2 [Ballistic]. Attack Rating: 90%. Range: 1 sqaure in front.) *Heals all damage after killing an enemy soldier.
Red Shirt. (Cost: 1F) Soldier-Communist. (HP: 12. Stress: 10. Armor: 0. Mobility: 2 squares any direction.) Basic: Red Revolver. (Damage: 1-3 [Ballistic]. Attack Rating: 85%. Range: 2 squares in front.)
Crazed Butcher. (Cost: 1F) Soldier-Mercenary. (HP: 10. Stress: 10. Armor: 0. Mobility: 3 squares any direction.) Tech: Cannibalism. (Damage: -. Attack Rating: -. Range: -.) *Choose to heal all of this card's HP or stress by selecting a soldier card in an opponent's graveyard and removing it from the game. Basic: Jagged Sword. (Damage: 1 [Ballistic]. Attack Rating: 95%. Range: 1 square in front.)
Black Shirt. (Cost: 1M) Soldier-Imperial. (HP: 10. Stress: 8. Armor: 0. Mobility: 2 squares any direction.) Special ability: All Imperial soldiers besides ones named "Black Shirt" in your squadron deal +1 damage with all weapons. Basic: Luger. (Daage: 1-2 [Ballistic]. Attack Rating: 75%. Range: 2 squares in front.)
Match-Maker. (Cost: 1P) Soldier-Mercenary. (HP: 8. Stress: 11. Armor: 2. Mobility: 4 sqaures any direction.) Tech: Box of Matches. (Damage: 1 [Explosion]. Attack Rating: 10%. Range: 1 square in front.) *This attack has 100% attack rating and deals +5 damage against lands.
Hell's Marchers. (Cost: 1F) Soldier-Communist. (HP: 10. Stress: 9. Armor: 0. Mobility: 2 squares any direction.) Special ability: Hell's Marcher's takes -1 turn to take over a land it's occupying. Basic: Military Sword. (Damage: 1-2 [Ballistic]. Attack Rating: 80%. Range: 1 square in front.)
Red Coat. (Cost: 1F) Soldier-Communist. (HP: 10. Stress: 10. Armor: 1. Mobility: 2 squares any direction.) Special ability: If playing in arctic terrain, draw a card if "Red Coat" attacks or is attacked. Basic: Red Rifle. (Damage: 1-2 [Ballistic]. Attack Rating: 85%. Range: 2 squares in front.)
Imperial Navy. (Cost: 1F) Soldier-Imperial. (HP: 10. Stress: 10. Armor: 0. Mobility: 2 squares any direction.) Special ability: If playing in mountain, arctic, or urban terrain, "Imperial Navy" deals +1 damage with all weapons. Basic: Eagle Shotgun. (Damage: 1-3 [Ballistic]. Attack Rating: 80%. Range: 2 squares any direction.)
Steampunks. (Cost: 1F) Soldier-Mercenary. (HP: 8. Stress: 8. Armor: 0. Mobility: 2 squares any direction.) Basic: Puckle Gun. (Damage: 1-4 [Ballistic]. Attack Rating: 40%. Range: 2 squares in front.) *If this weapon dealt damage to a ground vehicle, reduce it's Mobility by -1 until the end of the opponent's next turn.
Savage Soldiers. (Cost: 1F) Soldier-Mercenary. (HP: 11. Stress: 11. Armor: 0. Mobility: 3 squares any direction.) Basic: Wood-Gun. (Damage: 1 [Ballistic]. Attack Rating: 95%. Range: 2 squares any direction.)
Team Medic. (Cost: 1F) Soldier-Imperial. (HP: 10. Stress: 10. Armor: 0. Mobility: 3 squares any direction.) Basic: Medicine. (Damage: - Attack Rating - Range: -) *Heal one HP and Stress of any soldier card you control. Basic: False Medicine. (Damage: 1-2 [Bio]. Attack Rating: 95%. Range: 2 squares any direction.)*This attack deals no damage to vehicles or lands.
Red Rebel. (Cost: 1F) Soldier-Communist. (HP: 10. Stress: 10. Armor: 0. Mobility: 3 squares any direction.) Basic: .47 Gunner. (Damage: 1-3 [Ballistic]. Attack Rating: 65%. Range: 2 squares any direction.)
Crazy Survivalist. (Cost: 1F) Soldier-Mercenary. (HP: 11. Stress: 8. Armor: 0. Mobility: 2 squares any direction.) Special ability: This card only takes stress damage from being attacked, not attacking. Basic: Large Knife. (Damage: 1-3 [Ballistic]. Attack Rating: 90%. Range: 2 squares in front.)
Insurgent. (Cost: 1F and 1M) Soldier-Mercenary. (HP: 9. Stress: 9. Armor: 0. Mobility: 3 squares any direction.) Special ability: When a soldier attacks this card, there is a 15% chance it will attack a random friendly unit instead. Tech: Shut It Down. (Damage: - Attack Rating: - Range: -) Your opponent skips his or her next draw step.
Heavy Weapon Guy. (Cost: 2F) Soldier-Communist. (HP: 11. Stress: 11. Armor: 0. Mobility: 2 squares any direction.) Tech: Power Gun. (Damage: 2-5. Attack Rating: 85%. Range: 3 squares any direction.)
Pyromaniac. (Cost: 1P) Soldier-Mercenary. (HP: 10. Stress: 10. Armor: 1. Mobility: 2 squares any direction.) Tech: Line Flame. (Damage: 3-4 [Explosion]. Attack Rating: 85%. Range: 3 squares any direction.)
Gas Mask. (Cost: 1P) Soldier-Communist. (HP: 9. Stress: 9. Armor: 1. Mobility: 2 squares any direction.) Basic: Gas Spray. (Damage: 2-3 [Bio]. Attack Rating: 55%. Range: 2 squares any direction. *This attack deals an additional +1 stress damage.
Shock Troops. (Cost: 2F) Soldier-Imperial. (HP: 11. Stress: 8. Armor: 1. Mobility: 3 squares any direction.) Basic: Stun Gas. (Damage: 1-2 [Bio]. Attack Rating: 85%. Range: 2 squares any direction. *Has a 25% chance of having the target be unable to use their weapons next turn.
Nova Scorcher. (Cost: 1P) Soldier-Mercenary. (HP: 10. Stress: 8. Armor: 1. Mobility: 2 squares any direction.) Basic: Flamethrower. (Damage: 1-3 [Explosive]. Attack Rating: 95%. Range: 2 squares in front.) *This attack deals an additional +1 stress damage.
Radio Scout. (Cost: 1P and 1F) Soldier-Mercenary. (HP: 9. Stress: 11. Armor: 0. Mobility: 4 squares any direction.) Basic: Short Shotgun. (Damage: 1-3 [Ballistic]. Attack Rating: 95%. Range: 2 squares in front.) Tech: EMP Bomb. (Damage: - Attack Rating: - Range: -) All air and ocean vehicles your opponent controls cannot attack during the opponent's next turn.
Navy Officer. (Cost: 1F) Soldier-Imperial. (HP: 10. Stress: 10. Armor: - Mobility: 3 squares any direction.) Basic: Harpoon Gun. (Damage: 1-3 [Ballistic]. Attack Rating: 85%. Range: 4 squares in front. *This weapon deals an additional +3 damage against ocean vehicles.
Vehicle Cards. Scorpion Tank. (Cost: 3M) Ground Vehicle-Mercenary. (HP: 18. Stress: - Armor: 3. Mobility: 2 squares any direction.) Basic: Stinger. (Damage: 2-5 [Bio]. Attack Rating: 90%. Range: 2 squares in front.) Basic: Blackout. (Damage: 1-5 [Bio]. Attack Rating: 40%. Range: 3 squares any direction.) *Foe struck deals -2 damage on their next basic attack.
Thunder Jeep. (Cost: 2M) Ground Vehicle-Imperial. (HP: 17. Stress: - Armor: 2. Mobility: 4 squares any direction.) Tech: Thunder Cannon. (Damage: 3-5 [Explosive]. Attack Rating: 65%. Range: 3 squares in front.) *All opponents discard the top card of their deck. Basic: Thunder Barrage. (Damage: 2-4 [Ballistic]. Attack Rating: 95%. Range: 3 squares any direction.
Night Hawk. (Cost: 1M and 2P) Flying Vehicle-Imperial. (HP: 16. Stress: - Armor: 2. Mobility: 4 squares any direction.) Special ability: All ballistic damage type weapons have a -25% chance of hitting this card. Basic: Sneak Attack. (Damage: 3-4 [Ballistic]. Attack Rating: 80%. Range: 3 squares any direction.) Tech: Stealth Mode. (Damage: - Attack Rating: - Range: -) *For three turns this card cannot be targeted by other flying vehicles.
Great Tank. (Cost: 3M) Ground Vehicle-Communist. (HP: 20. Stress: - Armor: 4. Mobility: 2 squares any direction.) Basic: Great Gun. (Damage: 1-8 [Ballistic]. Attack Rating: 55%. Range: 1 square in front.)
T-34. (Cost: 2P and 3M) Ground Vehicle-Communist. (HP: 27. Stress: - Armor: 3. Mobility: 3 squares any direction.) Basic: Earth Shatterer. (Damage: 3-5 [Ballistic]. Attack Rating: 80%. Range: 3 squares in front.) Tech: Stone Grenade. (Damage: 3-6 [Explosive]. Attack Rating: 90%. Range: 3 squares in front.)
Frost Tank. (Cost: 2P and 2M) Ground Vehicle-Communist. (HP: 19. Stress: - Armor: 3. Mobility: 3 squares any direction.) Special Power: If in an arctic region, every square Frost Tank moves heals it of 1HP. Basic: Power Missile. (Damage: 3-4 [Ballistic]. Attack Rating: 90%. Range: 2 squares in front.
Upgrade Cards. Explosive Rounds. (Cost: 1P) Soldier Upgrade. Upgraded soldier's basic weapon now deals explosive type, and an additional +2 damage. Armor Piercing Bullets. (Cost: 1M) Soldier Upgrade. Upgraded soldier's basic weapon ignores armor. Laser Cannon. (Cost: 2P) Vehicle Upgrade. Upgraded Vehicle gains the following attack; "Tech: Laser Cannon. (Damage: 4-9 [Explosive]. Attack Rating: 85%. Range: 4 squares in front." Bazooka. (Cost: 1M) Soldier Upgrade. Upgraded soldier's tech attack deals +4 damage against vehicles. Napalm Grenades. (Cost: 1P) Soldier/Leader Upgrade. Upgraded soldier has the following attack; "Basic: Napalm Grenade. (Damage: 3-4 [Explosive]. Attack Rating: 65%. Range: 3 squares any direction. *This attack also causes +2 stress damage." Strange Love. (Cost: 3P) Vehicle Upgrade. Upgraded vehicle's tech weapon deals +8 damage against lands.
Cyro Grenade. (Cost: 1P) Soldier Upgrade. Upgraded soldier has the following attack; "Tech: Cyro Grenade. (Damage: 2-4 [Explosive]. Attack Rating: 90%. Range: 3 squares in front. *Target has a 50% chance of being unable to use any weapons during their controller's next turn."
Fire Gatling Gun. (Cost: 1P and 1M) Ground Vehicle Upgrade. Upgraded ground vehicle has the following attack; "Basic: Fire Gatling Gun. (Damage: 1-8 [Explosive]. Attack Rating: 85%. Range: 3 squares in front. *Target takes an additional +3 stress damage."
Super Shotgun. (Cost: 1M) Soldier/Leader Upgrade. Upgraded soldier or leader deals +2 damage with any weapon that does [ballistic] type damage.
Hydrogen Missile Launcher. (Cost: 2P) Ground Vehicle Upgrade. Upgraded ground vehicle has the followng attack; "Tech: Hydrogen Missile Launcher. (Damage: 5-10 [Explosive]. Attack Rating: 95%. Range: 4 squares in front.)
Cyro Cannon. (Cost: 1P) Ocean Vehicle Upgrade. Upgraded ocean vehicle has the following attack; "Tech: Cyro Cannon. (Damage: 1-6 [Explosive]. Attack Rating: 80%. Range: 2 squares in front.) *Target deals -2 damage with their next activated weapon.
Incendiary Cannon. (Cost: 2P) Soldier/Leader Upgrade. Upgraded soldier or leader has the following attack; "Tech: Incendiary Cannon. (Damage: 2-9 [Explosive]. Attack Rating: 80%. Range: 3 squares in front.) *This attack deals an additional +2 stress damage.
Plasma Cannon. (Cost: 1P) Soldier/Vehicle Upgrade. Upgraded soldier or vehicle has the following attack; "Tech: Plasma Cannon. (Damage: 1-6 [Explosive]. Attack Rating: 95%. Range: 3 squares in front.)
Super Sniper Rifle. (Cost: 1M) Soldier Upgrade. Upgraded soldier has the following attack; "Tech: Super Sniper Rifle. (Damage: 1-7 [Ballistic]. Attack Rating: 75%. Range: 6 squares in front.)
Land Cards. Oil Rig. (HP: 17. Armor: 0.) Land. (Oil Rig takes +2 damage from weapons while in Island terrain.) Mine: Produce 2P. Nuclear Plant. (HP: 19. Armor: 1.) Land. (If this card is destroyed or taken over, skip your next draw step.) Mine: Produce 2P.
Coal Factory. (HP: 18. Armor: 0.) Land. Mine: Produce 1P.
Dairy Farm. (HP: 12. Armor: 0.) Land. Mine: Produce 1F.
Wheat Fields. (HP: 11. Armor: 0.) Land. (What Fields cannot be played in arctic terrain.) Mine: Produce 2F.
Steel Refinery. (HP: 20. Armor: 3.) Land. (Steel Refinery cannot be mined unless you control at least two soldiers.) Mine: Produce 2M.
Junkyard. (HP: 15. Armor: 0. Land. Mine: Produce 1M.
Diamond Mill. (HP: 16. Armor: 1.) Land. (Diamond Mill cannot be mined unless you control at least one soldier.) Mine: Produce 1M or 1F.
Hemp Farm. (HP: 11. Armor: 0.) Land. Mine: Produce 1F or 1P. If in swamp terrain, it produces 2F or 2P instead.
Gold Bank. (HP: 15. Armor: 0.) Land. (This card cannot be played unless you already control another land card.) Mine: Produce 1P or 1M.
Tobacco Farm. (HP: 13. Armor: 0.) Land. (Tobacco farm cannot be played in arctic terrain.) Mine: Produce 1F.
Armory. (HP: 14. Armor: 1.) Land. Mine: Produce 1M.
Bread Line. (HP: 10. Armor: 0.) Land. Mine: Produce 2F.
Phonelines. (HP: 11. Armor: 0. Land. (Phonelines cannot be played in wasteland terrain.) Mine: Produce 2P.
Screen Play: Once you click play. These commands will show up and be clicked. --Application: Clint shows all available players to duel, maybe a bar somewhere in the top right or left corner to type in a name. (Originally James screen said to pick a deck, but honestly I think you should pre-select your deck before you go searching for players, and that can be in a previous application.)
--Screen: View player. (While not specified in the original, you should click a player to have new commands pop up. See his name, avatar, major stuff like that.) --Application: View opponent's deck. --Application: Challenge player. (If player does not accept challenge within two minutes. You will be taken back to the view player page with a message saying something like "missing in action".) --Application: Friend player. --Application: Send player a message/email player.
Application Start Game: Players draw their hands, this is done automatically.
Application Your Turn: When players click this, they draw their card for the turn and can start playing cards. Mobility can effect turn sequences, so this application will turn clear once you've clicked it, and pop up again if you get another turn. A new turn untaps lands to be used again, and lets you draw another card.
Application: Players click a card, they can view it's stats by hovering over the card with the arrow cursor. When they're ready to play it, they click it, it will glow, and then assign it to one of the appropriate areas.
Application Land: When a land card is in play, and clicked, it mines it for resources akin to Magic The Gathering tapping a land for mana. You need resources to play other cards.
Application Other: Be it a one time card, unit, vehicle... you click the card, then lay it down where it can be assigned and it can only be assigned if you have resources to expend for it. Vehicles when clicked, will ask for you to pick a unit card to put on top of it. Armorements will ask you to click a unit, vehicle, or whatever it can upgrade.
Application Attack: Click a card, to view it's stats and attacks on a wider screen, and click one of it's attacks, it will glow, then click the button "attack!" at the lower right hand corner. It will take you back to the table and then you click an enemy unit/vehicle to attack, or if there's a land without a unit/vehicle in front of it, you can attack that instead.
Application End Turn: When you are out of things to attack with/resources to use for something, you can click end turn and then it will either be your opponent's turn or you take an additional turn.
Century of War Story/Plot. The world is wracked with war, and that's all most people will ever know... love, kindness, and self fulfillment all come secondary, if at all to survival and economic growth for dominion and nation.
It wasn't always like this... but no one is alive to remember the time prior. Historians theorize that in the old world's calander, it was around 2088 that mankind was on the brink. Drastic climate changes, a new cold war, and global economic collapse, all sparked the fuse... but nothing set off the uncertainty and chaos more then the rising of Atlantis.
At first, the rising of Atlantis seemed like a miracle. People were quick to study this phenomona, and put aside political differences to tap into the wisdom and secrets that were once locked away. But what they found was only more strife and more greed.
It turned out Atlantis held special properties, unlike anything ever seen before. Rich in a cosmic mineral, that could seemingly produce almost anything. A blank slate of matter, that through will and concentration, could make dreams come true. What sounds like should have brought peace, only brought more turmoil as men wanted to horde this power, and hold complete monopoly over hopes and dreams. It's no wonder Atlantis sunk the bottom of the ocean. No doubt the result of man made weapons and the will to keep it out the hands of a rival. It did not take long for countries all over the world to claim this was their land, and fight furiously for it. Countless lives lost, old wounds opened, new ones springing up. The world was torn apart politically. In times of great promise and abundance, mankind tends to get spoiled and think their way is better, civil wars break out over seemingly nothing, and the black market became almost indistinguishable from the government as they mined Atlantis for even traces of this mineral which could do great things.
Before long... it happened again. Atlantis just disappeared as mysteriously as it came. But left over was traces of what great might it had, and now people of every race and religion had a motivation to die in a brutal war beyond patriotism or fancy medals. A substance more rare, more precious, then gold. A miracle mineral that could end famine, disease, even raise the dead. And little bits and pieces of it scattered through out the pockets of the world, hidden away in deep cellars. Mankind brought this upon itself. They had the chance to use Atlantis to have a rightful place in the universe and have something like Heaven. But now it is only Hell. Yearning to grab someone else's piece of the pie, new alliances and enemies forming everyday, and human lives having less value then ever before.
Dark times indeed... but even darker if Atlantis is ever found again. Until then, the name of the game is plots to take over enemy territory or leave them utterly annihilated in the search for a missing piece. No one knows exactly when or how it started. Only reminiscence of man's bad choices, and an unending hunger for more. The new world calander does not measure things in terms of weeks or months anymore. There are no holidays or weekeds, there is only different means of strengthening one's area, and weakening another. Just centuries... Centuries of war.
Completed two videos that explain how to play the game, the basic cards of the game, and the general game mechanics that need to be noted.
May make a third video explaining the plot thus far, though that may not be necessary for the game testers, it might help them get a better feel of the game and entice them more, as it would obviously our consumer base.
I think class types for cards might be good. Magic has creature types for it's cards, as does Yugioh, and this not only provides meta-gaming opportunities otherwise not available, but can help lessen the impact of game breaking when different classes have different standards of what is good. More so it's the ruse of balance, but it works well at satisfying player's expectations as hard game balance is difficult in an expanding enterprise like a card game or mmo.
Classes would not exist for just units/HQs, vehicles could have classes too like tanks, planes, warships, etc. This could help us later in developing more cards that while seemingly may be downgrades to previous incarnations, are much more dangerous against certain classes. A player may be inclined to use a card that's otherwise weaker, if there's the possibility he can do like 100 damage for super cheap so long as what he is targeting is X or Y.
Classes also provides good fluff for players since we're leaning heavily toward no official story, rather a setting and the players make up their own nations. This gives them the building block and motivation. So for units/HQs, classes should be clergy, trooper, engineer, and terrorist. (Or revolutionary/rebel if some think terrorist card may not go over well.)
All lands will most likely have a mana tap function like Magic and passive effects, but since we're gearing toward the main aspect being the destruction or control of opponent's territories, it should be layed out to come to a vote what probably is the best route to take.
Land Cards having HP like other cards. Pros: Land cards are not immediately shut down for that player just because his defense is weak at that particular moment. A dwindle down sort of functionality.
Cons: Inevitably vehicles will just be better at it. Totally obliterating the land in a fell swoop unless the land specifically states otherwise which comes off as a contrived counter argument.
Land Cards having probability: Pros: Takeover/destruction is not guaranteed, and therefore adds an element of chance. A great equalizer not only to players, but their cards alike. A soldier would have just as much chance as a tank.
Pros: It would be different. In most card games it's all about flat-line stats. X has to equal or be greater then Y. I can't think of any card game that has self contained probable reaction on the card itself rather then external forces targeting it. This could attract people to the game.
Cons: Chance is a double-edged sword. Some might complain it takes no skill and all comes down to the numbers and if they are in your favor. Logically there'd be no reason to expend more resources on an attack then need be to trigger the probability. Thereby taking out an element of the importance of different attacks to begin with.
Cons: While it does not necessarily mean players will get bored, it does mean veteran players will feel disenfranchised by having awesome cards that have just as much chance of taking/obliterating lands as some newbie's common type grunts. This could be solved with probability based on WHAT is attacking it, which has an upside of more diverse reactions then if land just had HP... but at the same time will come off as artificial game balance.
In essence, probability is good from a creative perspective to make each land card feel unique, as well as be more newbie friendly. HP for land gives more credit to long standing players who have been buying cards since the beginning, and from my experience would go over better with competitive players who take the game seriously. Pokemon is an example in that during the 90s Yugioh and Magic players distanced themselves saying it was just a game of coinflips and luck, as time went on however, Yugioh and Magic had far more problems with power curve and meta decks then Pokemon. Magic solves this with a plethora of game types to limit expansion sets and carries rigid traditions of the color pie and new abilities even when an old ability does the same thing. Yugioh simply has an ever expanding restriction list of cards that can't be used, which works in the short term but as soon as someone finds a combo exploit, the tournament scene gets cut-throat and unfair once again, and in the next six months the banned list has to be updated and sometimes it seems counter-intuitive when something of greater power ISN'T banned, but simply is not used in those exploits.
I suppose what it really comes down too is what we expect our target audience to be. Casual gamers who just want to have some fun, pick up some cards, and play. Or hardcore players that want to fine tune the best deck and have a winning streak. The former will have lower expectations, thereby making our jobs all the much easier to produce new cards and mechanics for the game. The latter will be much more demanding, but also be a lot more promising at the bank.
Rule of Acquisition No. 57: Good customers are as rare as Latinum. Treasure them.