New Card type: Kingdom (and some rule changes)
Posted: Thu Jun 02, 2011 18:24
I did some brainstorming and came up with a new card type and some ideas associated with it. These ideas conflict with some rules in the ORC, but maybe it's worth keeping the ideas and ditching the rules.
So let me present you the new card type: kingdom. A kingdom is a permanent card which costs no gold or threshold. Another thing that makes kingdoms special is that before any WTactics game each player is allowed to search his deck for a kingdom card and put it into play (before the game even starts!). The player then shuffels his deck, draws 7 cards and the game begins.
In our current ORC we already have a concept called "Kingdoms" with northern and southern fronts. I propose a replacement for this idea. Any player can have as many kingdoms as he likes as long as he has a corresponding kingdom card for each kingdom.
You probably have noticed a problem here: In our current concept a player's northern front is linked to the northern front of the enemy and the same thing holds for the southern fronts. How does this work if two players have different numbers of kingdoms? Well, it doesn't. Instead any unit may attack any kingdom.
There is one weakness in this concept: Let's say both players have 4 kingdoms and both players assign equal amounts of troops to each kingdom. Then the attacker may choose to attack one of the kingdoms with all his forces, being superior by the factor 4 in this battle.
I have the following idea to cope with this problem: A defending kingdom may call units from other kingdoms to help. But this is only allowed when the attacker attacks with troops from more than one kingdom. Let's say the enemy attacks with troops from X kingdoms, then the defending kingdom may call unmarked units from X-1 other kingdoms for help at no cost.
On the defending side, each unit must be associated with a kingdom. And each defending unit may only block enemy units, attacking the associated kingdom.
But how are kingdoms organized on the table? Well, simple:
So the rule is: A unit is always associated to the kingdom left of it. The kindgom template should be easy recognizeable so that everyone can make out the borders.
What's more? I propose to drop the concept of influence/life and instead suggest that a player is defeated when he controls no kingdoms. That's why you are allowed to put a kingdom into play before the game starts. Later on, if a player draws more kingdom cards, he may put them into the game and assign units to it that will defend the kingdom.
Now, one notable thing is: Kingdoms may be conquered. If the enemy manages to kill all units of a kingdom and also defeats the kingdom itself (a kingdom has an atack and a defense value. But it may not be used to attack another player), he gains control of the kingdom.
[Sidenote: This idea is modular. If you don't like it, the remaining ideas would still work]
And of course each kingdom has some kind of ruletext which provides advantages to the controlling player.
Furthermore I suggest threshold abilities. Because kingdoms may be played without any cost, we need some way to support kingdoms with more exciting abilities. Therefore I suggest that certain ablities are only available when a threshold is passed. (This idea can also be transfered to other card types).
One thing I need to emphasize: Each kingdom has an attack and defense value. But a kingdom itself can not attack. This is neccessary because otherwise an enemy could attack with a 1/1 unit very early in the game and conquer the only kingdom the defender has.
edit: Typo
So let me present you the new card type: kingdom. A kingdom is a permanent card which costs no gold or threshold. Another thing that makes kingdoms special is that before any WTactics game each player is allowed to search his deck for a kingdom card and put it into play (before the game even starts!). The player then shuffels his deck, draws 7 cards and the game begins.
In our current ORC we already have a concept called "Kingdoms" with northern and southern fronts. I propose a replacement for this idea. Any player can have as many kingdoms as he likes as long as he has a corresponding kingdom card for each kingdom.
You probably have noticed a problem here: In our current concept a player's northern front is linked to the northern front of the enemy and the same thing holds for the southern fronts. How does this work if two players have different numbers of kingdoms? Well, it doesn't. Instead any unit may attack any kingdom.
There is one weakness in this concept: Let's say both players have 4 kingdoms and both players assign equal amounts of troops to each kingdom. Then the attacker may choose to attack one of the kingdoms with all his forces, being superior by the factor 4 in this battle.
I have the following idea to cope with this problem: A defending kingdom may call units from other kingdoms to help. But this is only allowed when the attacker attacks with troops from more than one kingdom. Let's say the enemy attacks with troops from X kingdoms, then the defending kingdom may call unmarked units from X-1 other kingdoms for help at no cost.
On the defending side, each unit must be associated with a kingdom. And each defending unit may only block enemy units, attacking the associated kingdom.
But how are kingdoms organized on the table? Well, simple:
Code: Select all
[kingdomA][unitA][unitA][unitA][kingdomB][unitB][unitB][unitB][unitB]
What's more? I propose to drop the concept of influence/life and instead suggest that a player is defeated when he controls no kingdoms. That's why you are allowed to put a kingdom into play before the game starts. Later on, if a player draws more kingdom cards, he may put them into the game and assign units to it that will defend the kingdom.
Now, one notable thing is: Kingdoms may be conquered. If the enemy manages to kill all units of a kingdom and also defeats the kingdom itself (a kingdom has an atack and a defense value. But it may not be used to attack another player), he gains control of the kingdom.
[Sidenote: This idea is modular. If you don't like it, the remaining ideas would still work]
And of course each kingdom has some kind of ruletext which provides advantages to the controlling player.
Furthermore I suggest threshold abilities. Because kingdoms may be played without any cost, we need some way to support kingdoms with more exciting abilities. Therefore I suggest that certain ablities are only available when a threshold is passed. (This idea can also be transfered to other card types).
One thing I need to emphasize: Each kingdom has an attack and defense value. But a kingdom itself can not attack. This is neccessary because otherwise an enemy could attack with a 1/1 unit very early in the game and conquer the only kingdom the defender has.
edit: Typo