Thief and similar concepts

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Peter
Posts: 96
Joined: Thu Oct 16, 2014 20:13
Location: Germany

Thief and similar concepts

Post by Peter » Fri Apr 01, 2016 18:51

Thief:
Transfer 5 (or many roll a dice?) Gold from opponent to the player.
(Not a fighting card?)

Burglar:
Transfer 8 Gold from opponent to player.

Assassin:
Roll (6-sided) dice: If a 6 then kill one card.
Should be expensive.

Cloak of Invisibility:
Can't be attacked.
Kind regards and happy coding :)
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snowdrop
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Re: Thief and similar concepts

Post by snowdrop » Sun Apr 03, 2016 07:31

Peter wrote:Thief:
Transfer 5 (or many roll a dice?) Gold from opponent to the player.
(Not a fighting card?)

Burglar:
Transfer 8 Gold from opponent to player.

no siblings
In the core set, and/or the first 1000 cards to be created for the game, we should really avoid creating what I call "sibling cards". A sibling is a card that is more or less a bigger or smaller version of what is already around functionally within one and the same faction (and a cousin if it's in next faction). Basically it's more or less the same card with some alteration to it.

Reason why I don't want such cards around in a core release of a card game are:
  • Art resources: Every piece of art is a resources that has to be used in an optimal way due to costs and also us not having an infinite amount of it. Re-creating cards in various versions isn't that.
  • Deck building: As a player you get way more options for deck building in a game with a cardpool of 250 cards with no siblings or cousins than you get in a game that has them around.
  • Design creativity: As designers we need to expect more of ourselves.

the dice rolling
In http://wtactics.org/wiki/index.php?titl ... ment_(ORC) its says "Avoid hard coded randomness." In core we need to try to keep away from random elements beyond the card draws.

Reasons are, in this case, that it would add yet another component to even introduce the game to a player (new game, limited cardpool, so yes, dice would suddenly also be needed and administered). It might also give a first impression of the game that "luck" is a factor of it, which I don't want people to wrongly focus on when they come in contact with the core set - on the contrary, they need to get the impression that skills are the main factor. Hence, what goes and doesn't go in the core set mechanically may be different compared to how we expand the game later on when we have an established player base and reputation.

There are probably many texts written about luck and randomness in CCG:s, but the latest contact I had with thoughts on the subject is a swedish radio program about games called "p3 spel - heartstone, (ep3?)" wherepro Hearthstone-players discuss RNG in that particular game, sadly for world, in Swedish.

Assassin:
Roll (6-sided) dice: If a 6 then kill one card.
Should be expensive.
Shouldn't be in core for ORC, reasons above.

(

However, it is also not working in it's current state when it comes to pricing:
  • The card takes up one to four slot(s) in your deck. So you have to draw it to begin with. That may happen pretty fast though if you have 4 copies and draw 2 cards each turn. (6% chance you get one of them first turn, close to 8% your second turn)
  • After that, there is a 83% chance you will fail with the dice roll.
Pricing is off here and the card wont ever be played by anyone that grasps the game eventually. If you can roll the die however many times you wish, then you will 100% succeed eventually, but that makes the die not needed at all - why roll? If you only get to roll once then it takes aprox. 6 rounds for the card to kill somebody at all (1 kill/6 rounds, if even that, seems like a bad trade off for 1 slot in deck + steep price).

)

Cloak of Invisibility:
Can't be attacked.
Could work, maybe for Nobles.

***

Cloak of Invisibility
3G, House of Nobles - Equipment

Equipped creature can not be targeted by other players than it's owner.

***

Reworded, since creatrures can't ever be attacked to begin with in ORC. The current wording still allows the creature to take damage though in combat.
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