Correctsnowdrop wrote:Agree that scope could work as it already does,I don't think scope would be any different than it is now. "One ore more
kingdoms" takes care of the ambiguity issue. I would be concerned about the
level of micromanagement introduced with this mechanic.
Not true. A unit can only defend in the kingdom it is located in.but the system makes less usage
of spatiality since a creature can defend and attack from everywhere,
It is up to the players how much separation they introduce. In round 1 bothmaking it all very unintuitive in a new sort of way (but that's not a good
argument either, I admit). The main worry I have is that it
will fragment the game and make every hotspot have few cards around it and a
simplistic behaviour instead of having fewer hotspots with more complex chain
reactions and interactions: This goes without saying since the amount of
cards in the deck are the same but have to be divided somehow between
x kingdoms (in contrast to my suggestion, where they're divided between 2
fronts at most).
players have 1 kingdom (and therefore one front). Each player may choose to play
additional kingdoms in the course of the game, depending on his very own
They also do that in the ORC. Don't they? Could you please tell me what kind ofI'm not as worried about the microing, or administration of it as I call it
elsewhere, as the amount of cards is the same. Asp might have a point when he
points his it though as it would generate some additional admin
if creatures can move between kingdoms.
problems you can think of?
Well saidI believe all ideas should be able to withstand a discussion and think that a
good idea will survive the scrutiny in a forum. By asking, questioning and
sharing we develop new ideas, improve old ones and trash some along the
I think it's a wise choice to be critical about the basic mechanics of the game.To be extra clear on this one: I have no issues with anyone testing anything
they want without me thinking it is a good idea or being excited about it. I
even think that would be good as I often consider myself and my conservative
and slow dev approach as one of the bottle-necks in the project.
Even if it is a bottleneck, it is a useful one.
It could be regarded as such. Yes. This is probably unconventional for most CCGsraven:When you have lost all your kingdoms you lose the game.The major difference between kingdoms and other card types is that
these kingdoms define how much "life" you have left. If you lose all of your
kingdoms, you have lost the game. Additionally, you can conquer
1. So.. each kingdom is "one life"?
and we need to take special care that kingdoms are not easily be
defeated/conquered in the first 3 rounds. Keep in mind that each kingdom will be
defended by new units in the course of the game.
Correct. But I would consider such a move very risky. Kingdoms need to be2. And there's nothing stopping a player from putting for example 10
kingdoms in play?
defended or else they will be conquered/destroyed.
That's the plan.3. If I conquer a kingdom, does it mean that it then counts to my own
life pool? And also, do I get it's effects?
I completely understand your concern. That's why I said right from the beginning that the "conquering"-part can be omitted if it creates too much headache. But it would be an interesting aspect to have.In the case where that (3) is true I am very reserved to it: The result of
losing a kingdom is double punishment: First it punishes the player by having
him/her lose the "hp". Then, it punishes her by awarding the opponent
once more by making his/her "hp" grow.
There could also be cards that prevent conquest by destroying the card the
moment the enemy has defeated the kingdom. Or you could have a ghost unit that
is somehow attached to a kingdom and will haunt the controller of the kingdom.
With these cards conquering a kingdom can be less rewarding for
the attacker. From total destruction to trojan horses many things are
Correct. It's the same combat mechanics as with normal units.4. How does that work?An enemy always attacks a specific kingdom. It is then up to the defending
player to select defenders within that kingdom. If no defender is chosen for
an attacker, the kingdom card itself blocks each unblocked attacker. If this
defeats the kingdom card, the enemy gains control of the kingdom.
Is the combat against the undefended Kingdom resolved as it would be with an
enemy creature, where the Kingdom "survives" (is unconquered) if the
attackers combined ATK values are less than the Kingdoms DEF?
Plus the fact that they cost no gold to play and that they introduce dynamicWith other words, they don't really bring effects that can't be brought byLike any permanent card they may have any ability. For example the
kingdom could give +0/+2 to all local units. It could also have abilities like
"deal 2 damage to a unit attacking this kingdom (use this ability only once
each turn)". Most abilities will probably help to defend the kingdom or
support your own troops when they attack. But other abilities are also
other means: Their real thing that set them apart from other types are
conquerability & them being the same as the players HP.
In summary (if I understood you correctly), the fronts-system requires theMovement is almost insignificant in your setup and the benefits it brings toYes, you need different strategies with these rules. I'm not entirely sure ifspatial brokenness
a) Movement and almost all spatial b) strategy becomes totally broken by this
suggestion, and is almost removed altogether.
it will work out well, but I like the idea and therefore I presented it to
the game are lost. I explain some of these in another recent post to
http://chaosrealm.net/wtactics/forum/vi ... p=940#p940
players to take long-term strategic decisions. According to the current ORC,
units at the front A of player 1 can only attack front A of player 2 (same with
In my system any front may attack any other enemy's front. This requires a lot
of planning on the defensive side. You don't know which front will be
used to attack you. So I don't think movement is insignificant because you also
need to distribute your units among the kingdoms to built a proper defense.
In the first post in this thread I proposed that the defending kingdom may call
any amount of unmarked units from X other kingdoms for help where X is the
number of kingdoms attacking the defending kingdom minus 1.
Another (simpler) rule comes to my mind: Any kingdom may not be attacked by
more than one kingdom in one turn.
I doubt that this will work out well. Of course you could associate a kingdomThere might be other ways to use spatiality to bring strategic depth that I'm
not aware of, but in the case with the ORC I won't ditch movement because of
the intro of a new cardtype. I think the spatiality stuff the fronts
introduce should be kept intact, at least in ORC, and that it is the cardtype
that should be adapted to it instead.
card with one of the 2 fixed fronts but I don't see much of a gain in doing so.
I don't understand. What kind of rules would you like to read? Spacial-relatedThat said, I am not claiming your suggestion as it is wouldn't work out in
another ruleset or that spatiality is a must in a good ruleset: I'm sure
there can be much more delicate and deeper rules created without involving
spatiality, but I'm not the one that can deliver them. I would however love
to read them and try it all out.
rules or unrelated ones?
I won't quote everything here. Just write a summary of my thoughts:Quests
Quest could require the enemy to do different things. But his
deck may not be optimized for fulfilling these tasks. In constrast the quest-owner
could optimize his deck so that these quests are even harder to fulfill.
And keep in mind that a player will (in most cases) not put a quest into play,
if he isn't equipped with the right cards to hinder the enemy from succeeding.
The conquest of kingdoms can be seen as one type of quest.
However, each player's deck is built with battles and conquest in mind.
The players are expecting conquests and also expect the enemy to have
If quests are somewhat arbitary, I fear that you could built a deck with lots of exotic quests that will make the game frustrating.
I don't know if quests need to be accomplishable with any deck. There could
still be cards that destroy a quest card. In that case the caster would not
fulfill the quest but the owner would also not benefit from it any further.
The best way to approach this topic (quests) are probably examples. Q_x,
would you be so kind and tell us what you have in mind? It's probably a good
idea to open a new thread for this and post a link.