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A quick card game for use in RPGs
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<blockquote data-quote="AeroDm" data-source="post: 5843378" data-attributes="member: 13650"><p>In a different forum someone pointed out that the card rarities and factions are not as clearly explained as they'd like. I thought I'd update just in case anyone enjoys the deck building aspect of card games and wanted to give that side of the game a look.</p><p></p><p><strong>There are three rarities:</strong></p><ul> <li data-xf-list-type="ul">Common cards are the weakest. You can play duplicates of commons in the same game.</li> <li data-xf-list-type="ul">Rare cards are middling powerful and often have powers. Only one instance of any given rare (for example, 'Griffin') can be in play at any time. If I play Griffin and you have one in your hand, you can't play it. Similarly, if I have an extra one in my hand I also cannot play it.</li> <li data-xf-list-type="ul">Unique cards are the most powerful and often have powers. Only one unique from each faction can be in play at any time. If I play King, a unique from the Kingdom faction, then no one else can play any other unique from the Kingdom faction (including King).</li> </ul><p></p><p><strong>There are four factions</strong>: Monster, Wild, Kingdom, and Undead.</p><p>In this demo, only Monster and Kingdom are presented. Factions play two important roles. First is the 'only one unique per faction in play at a time' rule just discussed. Second is that certain powers (namely "Champion!") provide benefits based on the faction of nearby cards. The final thing factions do is have a tendency or one side of the card that tends to have the big numbers. For example, Monster has a tendency on the top of the card and Kingdom has a tendency on the bottom. This is sort of important in deck building because if you mix factions in your deck you can have higher numbers in all directions. Alternatively, if you focus on just one faction, you'll be very threatening in a single direction. If you can anchor the game so that everyone is fighting in the direction you are strong, you'll be more powerful.</p><p></p><p>Here is also an image of the most recent card layout. There is a different layout on the last page of the PDF that is a bit more flashy (but, in all honesty, not that flashy). Feedback on either is appreciated.</p></blockquote><p></p>
[QUOTE="AeroDm, post: 5843378, member: 13650"] In a different forum someone pointed out that the card rarities and factions are not as clearly explained as they'd like. I thought I'd update just in case anyone enjoys the deck building aspect of card games and wanted to give that side of the game a look. [B]There are three rarities:[/B] [LIST] [*]Common cards are the weakest. You can play duplicates of commons in the same game. [*]Rare cards are middling powerful and often have powers. Only one instance of any given rare (for example, 'Griffin') can be in play at any time. If I play Griffin and you have one in your hand, you can't play it. Similarly, if I have an extra one in my hand I also cannot play it. [*]Unique cards are the most powerful and often have powers. Only one unique from each faction can be in play at any time. If I play King, a unique from the Kingdom faction, then no one else can play any other unique from the Kingdom faction (including King). [/LIST] [B]There are four factions[/B]: Monster, Wild, Kingdom, and Undead. In this demo, only Monster and Kingdom are presented. Factions play two important roles. First is the 'only one unique per faction in play at a time' rule just discussed. Second is that certain powers (namely "Champion!") provide benefits based on the faction of nearby cards. The final thing factions do is have a tendency or one side of the card that tends to have the big numbers. For example, Monster has a tendency on the top of the card and Kingdom has a tendency on the bottom. This is sort of important in deck building because if you mix factions in your deck you can have higher numbers in all directions. Alternatively, if you focus on just one faction, you'll be very threatening in a single direction. If you can anchor the game so that everyone is fighting in the direction you are strong, you'll be more powerful. Here is also an image of the most recent card layout. There is a different layout on the last page of the PDF that is a bit more flashy (but, in all honesty, not that flashy). Feedback on either is appreciated. [/QUOTE]
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