Discussion: Card Mechanics

Discussion in 'Campaign - 33XX: The Corporate Century' started by MagnusEffect, Jul 20, 2016.

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    This is still very much a work in progress and I'm open to suggestions.

    Right now I have cards broken down into three major categories:
    • Events - these will replace most of the event rolls we used to do with 2d6. To allow for more flexibility, about half of these cards allow players to choose one of two outcomes. One of these is drawn for each mission deployment.
    EN-Breakdown.png
    • Resources - these will dictate how many cards you can deploy per turn. I'm still getting a feel for how I want to handle these. Unlike Event cards, these are not drawn and the amount of resources will either be a fixed amount, based on territory controlled, or based on character Reputation.
    R-Basic Factory.png R-Munitions Factory.png
    • Support - these cards represent units that can be deployed (similar to how you could deploy scout or heavy support before). These will also include things like artillery/air support and mobile HQs (that improve initiative). Three of these will be drawn each turn.
    S-Infantry Platoon.png S-Mobile Artillery.png

    Other things to keep in mind:
    • The number of cards you can hold in your hand is limited by your Leadership skill level (max is 6). Any number that exceeds that must be discarded before deployment phase.
    • The default number of resources available is still up in the air, but I'm thinking 6-8. Obviously, if this is based on controlled territory or Reputation, it could fluctuate.
    • Unit costs will be based on BV. I'm thinking 400 BV = 1 Resource. A 2,400 BV unit would cost you 6 Resources.
     
    Last edited: Jul 20, 2016
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  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    RULE CHANGE: INFANTY PLATOON
    RULE CHANGE: MOBILE ARTILLERY
     
    Last edited: Jul 20, 2016
  3. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    More on Event cards:
    • 6 negative outcomes (3 minor, 2 moderate, 1 severe)
    • 6 positive outcomes (3 minor, 2 moderate, 1 excellent)
    • 2 neutral outcomes
    • Event card affects are player-specific. Each player will likely draw different results.
    • Event cards are drawn each time a player signs up for a mission.
    • Turns last 2 real-time weeks; each Turn players may take multiple missions; each mission triggers a new Event card.
    Current Negative Event Cards (WIP):
    EN-BattleFatigue.png EN-Breakdown.png EN-Bureaucracy.png EN-HeavyCasualties.png EN-Raided Supplies.png EN-REGROUP.png
    (some cards have been edited; will clean up changes once cards are finalized.
     
    Last edited: Jul 21, 2016
  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Brainstorming ideas...

    Change categories of cards:
    • Events
    • Resources
    • Strategy; this broken down further to:
      • Action - 1 per deployment unless stated otherwise, but does not require resources
      • Support - similar to Actions, but requires resources to activate.
      • Unit - additional allied forces you can deploy in missions to support your own; requires resources.
    • Actions represent things a commander can do without "expending military resources". Examples include:
      • Digging trenches (defense bonus)
      • Review plan of attack (attack bonus)
      • Meet the Press (reputation bonus)
      • Publicly slander (reputation penalty to someone else)
      • Call for R&R (reduce fatigue penalty)
    • Support is using military resource to call in help (lIke spells in Magic). Things like:
      • Call in airstrikes/artillery (destroy enemy units)
      • Call in supplies (draw extra cards)
      • Counter enemy support (same as counter-spells)
    • Unit cards are semipermanent in that they add allied units to your forces, but these are discarded at the end of a Turn. They are essentially "on loan" from your employer, but are a good way to supplement your forces.
     
    Last edited: Jul 21, 2016
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  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Order of Battle (how cards will work)
    1. At the appointed time, players assigned to mission publicly announce the side they are fighting for.
    2. Players draw six cards from their deck.
    3. Order is defenders first, then attackers. If there are no defenders, all plays are made face down and then revealed all at once.
    4. An Action card may be played at any time, but only 1 per mission (unless stated otherwise).
    5. First player plays up to one resource card. Player may tap resource to play strategic card or pass to next player.
    6. Second player repeats process.
    7. Any additional players repeat process.
    Unlike traditional card games, resource cards are NOT reusable. Tapped resources are removed from a players deck. Each faction supplies an income of resource cards per campaign turn and it will be from there that you bolster your forces.

    For example, a player might spend 8 resources on a single mission, but they would only get 2 of those back for the next mission.

    There is one other major factor that will temper players desire to deploy maximum force: rewards are risk percentage based. If a player deploys 50% above the opposing force, they can expect 50% less reward.

    In summary, players will have to find their own balance between gathering their strength and unleashing it.
     
  6. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    I feel it might be a bit early in the development process, but I would like to put these onto the table now

    Firstly, could deck construction be viable?
    I understand that it might be time-consuming and require a considerable card pool to really make a difference
    But I like the thought of being able to tailor Strategy cards to the specific tactics & composition of a player's command style & structure

    A player could have a Reserve that new cards are placed in and would then need to be moved into his/her deck (C&C?) to draw from during scenarios
    Alternatively, the player could operate from a single pool of cards that may need to be culled of excess cards as a way to simulate resource management
    Both options would probably need a set minimum number of "permanent" cards (perhaps that minimum dynamically based on reputation or some such, but that might add too many levels of complexity)

    Perhaps cards could be "purchaseable" via reputation points (or something), with some being permanent additions and some being temporary (maybe limited in # of usages, or only usable for a certain time frame)
     
  7. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    1) Yes, i believe deck construction will be viable. The one major difference I think will be that all of your resource cards will come from the GM. For example, a new player might start with 20 resource cards. These are not reusable and you can only get new ones from the income of your employer (ex. 3 resources per campaign Turn). This is of course subject to change.

    2) The way I envision this (again.. very much WIP) is that you will have:
    • the GM deck (shared between players; where bonus resources are pulled from)
    • the Event deck (shared between players)
    • your deck
    • your "graveyard"
    • your hand
    • your "staging ground".
    Everything but the last one should be pretty self-explanatory. Your staging ground will be where you "deploy" units for your upcoming mission. Some units in your staging ground can potentially launch preemptive strikes on your opponent to soften up their forces prior to the actual mission. Here are some examples:
    S-HunterKillers.png S-Mobile Artillery.png
    However, keep in mind your opponent can potentially do the same.

    3) Unique/Legendary and/or resource cards will DEFINITELY be gained as rewards for specific missions. :) I'm not 100% certain they will be purchasable with money, but I am certainly open to the idea as long as the things are balanced well.

    As a final note, keep in mind I'm not 100% behind my idea of making resources a finite commodity. My goal with that is only to discourage overkill. I want there to be some con to deploying a larger force than you need.
     
    Last edited: Jul 22, 2016
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  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Alternative idea for limiting resources:
    • Each mission will have a finite set of card turns based on its rating. A 10-rated mission will set the mission BV cap to 4000 BV (1 point = 400BV)
    • Strategic cards are randomly drawn.
    • Only 1 Resource and 1 Strategic card may be deployed each card turn. (for the above example, up to 10 card turns)
    • Cards that are tapped, stay tapped.
    • After the last card turn, the mission is locked from any playing any more cards.
    • All cards return to their respective owners.
     
    Last edited: Jul 22, 2016
  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Some strategic cards partially finished:
    S-Mobile Artillery.png S-Close Air Support.png S-HunterKillers.png S-Infantry Platoon.png S-Interceptors.png S-Mechanized Infantry.png S-Strategic Bombing.png U-Armored Cavalry.png U-Supply Convoy.png

    Notice that there are two types listed here. To use Magic: TG as a reference...
    • Units cards = creatures
    • Support cards = spells
    Note that Supply Convoy functions similarly to a resource card, but is actually a unit card. So basically, it allows you a couple of different options:
    • can be placed along side a resource card for double the resources in a single card turn.
    • can be used as a cheap unit "sacrifice" to trigger other abilities like the ones on Mobile Artillery or Strategic Bombing
    • however, since it is a unit card, it shares all the same vulnerabilities (higher risk, higher reward)
     
    Last edited: Jul 22, 2016
  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    A couple of things worth noting:
    • Players draw 5 cards at the beginning of the game. Players then choose a sixth card out of their deck and reshuffle.
    • Any number of cards in a player's hand that exceed their Leadership skill level must be discarded at the end of their card turn.
    • Players draw one card each additional card turn.
    • Players gain 1 Resource per card turn.
    • Max number of turns is determined by GM.
    • ALL cards that are tapped do not untap unless stated otherwise.
    • Unit cards that are deployed also count as resources and may be discarded for a resource bonus equal to their value
    • Unit cards are not destroyed (like in Magic) when their blocking power is met or exceeded.
    • Attack damage that is not blocked is dealt to player. Player who deals the most damage wins the deployment stage and gains +1 Initiative for the following mission.

    Infantry Unit Costs & Strengths


    Recon Infantry = 1 Resource
    • 0 attack /0 defense
    • deploy 400 BV
    • motorized infantry only
    • Stealth: cannot be targeted
    • Infiltrate: When put in play, target player reveals their hand
    Light Infantry = 1 Resource
    • 0 attack /1 defense
    • deploy 400 BV
    • foot, jump, or motorized infantry only
    • Entrench: tap this. Target unit gains 0/+1.
    Field Gunners = 1
    • 0/1
    • deploy 400 BV
    • field gunners or heavy weapon platoons only
    • Directed Fire: tap this. Target unit gains +1/0.
    Mechanized infantry = 2
    • 1/1
    • deploy 800 BV
    • mechanized infantry only
    • Entrench: tap this. Target unit gains 0/+2.
    Battle Armor = 3
    • 1/2
    • deploy 1200 BV
    • battle armor only
    • Entrench: tap this. Target unit gains 0/+3.
    Vehicle Unit Costs & Strengths

    Supply Convoy = 1
    • 0/0
    • +2 Resource
    Light Recon = 1
    • 0/0
    • deploy 400 BV
    • any non-SPG combat vehicle(s) 15 tons or less
    • Stealth: cannot be targeted.
    • Infiltrate: When put in play, target player reveals their hand.
    Mobile HQ = 1
    • 0/0
    • deploy 400 BV
    • x1 Mobile HQ vehicle
    • When this comes into play, draw a card.
    Combat Recon = 2
    • 1/1
    • deploy 800 BV
    • any non-SPG combat vehicle(s) 25 tons or less
    • Stealth: cannot be targeted.
    Light Artillery = 2
    • 0/0
    • deploy 800 BV
    • any SPG(s) 35 tons or less
    • Directed Fire: tap this. Target unit gains +2/0.
    Light Cavalry = 3
    • 2/1
    • deploy 1200 BV
    • any non-SPG combat ground vehicle(s) 35 tons or less
    • Skirmish: tap this. Tap target unit.
    Mobile Artillery = 3
    • 0/0
    • deploy 1200 BV
    • any SPG(s)
    • Directed Fire: tap this. Target unit gains +3/0.
    Armored Cavalry = 4
    • 2/2
    • deploy 1600 BV
    • any non-SPG combat ground vehicle(s)
    • Charge: any unblocked damage hits target player.
    Combat VTOLs = 4
    • 2/2
    • deploy 1600 BV
    • any VTOL
    • Skirmish: tap this. Tap target unit.
    Medium Tanks = 5
    • 3/2
    • deploy 2000 BV
    • any non-SPG combat ground vehicle(s) 50 tons or less
    • Charge: any unblocked damage hits target player.
    Wolf Pack = 6
    • 3/3
    • deploy 2400 BV
    • any 4 non-SPG combat ground vehicle(s)
    • Charge: any unblocked damage hits target player.
    Heavy Cavalry = 7
    • 4/3
    • deploy 2800 BV
    • any non-SPG combat ground vehicle(s)
    • Charge: any unblocked damage hits target player.
    Mech Unit Costs & Strengths

    Mech Recon = 3
    • 2/1
    • deploy 1200 BV
    • x2 light mechs
    • Stealth: cannot be targeted
    • Infiltrate: When put in play, target player reveals their hand
    Light Mechs = 4
    • 2/2
    • deploy 1600 BV
    • x2 light mechs
    • Charge: any unblocked damage hits target player.
    • Counter-strike: if this blocks, deal 1 damage to target player.
    Raiders = 5
    • 3/2
    • deploy 2000 BV
    • x2 medium or light mechs
    • Charge: any portion of damage not blocked hits target player.
    • Search & Destroy: tap this. Destroy any unit of 3 or less value.
    Medium Mechs = 6
    • 3/3
    • deploy 2400 BV
    • x2 medium mechs
    • Charge: any portion of damage not blocked hits target player.
    • Counter-strike: if this blocks, deal 1 damage to target player.
    Hunter-Killers = 7
    • 4/3
    • deploy 2800 BV
    • x2 medium mechs
    • Charge: any portion of damage not blocked hits target player.
    • Search & Destroy: tap this. Destroy any unit of 5 or less value.
    Mech Hero = 8
    • 4/4
    • deploy 3200 BV
    • x1 mech
    • Charge: any portion of damage not blocked hits target player.
    • Counter-strike: if this blocks, deal 1 damage to target player.
    Support Costs & Strengths

    Return To Base = 0

    • Discard a card.
    • Untap a Resource
    Requisition = 1
    • Draw 2 additional cards.
    Strafing Run = 1
    • -1/-1 to target unit.
    Boast = 1
    • +10 Reputation to you
    Interceptors = 2
    • Counter target support.
    Carpet Bombing = 2
    • -2/-2 to target unit
    Publicly Ridicule = 2
    • +10 Reputation to you and -10 Reputation to target player.
    Double Time It = 2
    • Untap target infantry unit.
    Loyalties Tested = 3
    • Take control of a deployed unit of 3 or less value.
    Close Air Support = 3
    • +2/+2 to target unit OR counter target support.
    Airstrike = 3
    • Discard a card. If card was...
      • Support, counter target support.
      • Unit, destroy target unit of equal or lesser value.
      • Supply Convoy , destroy target unit of 4 or less value.
    Relentless = 3
    • Untap target unit.
    Blackmail = 4
    • Target player joins your faction for mission or loses 40 Reputation.
     
    Last edited: Jul 26, 2016
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  11. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Unfortunately, due to time restraints and need for more testing and feedback on gameplay balance, I will be abandoning this side project so I can spend more time preparing the rest of the campaign.

    Will continue this at a later point (hopefully).


    • Works similarly to poker with
    • Players draw 6 cards at the beginning of the game.
    • Any number of cards in a player's hand that exceed their Leadership skill level must be discarded at the end of their card turn.
    • For every 5 re
    • ALL cards that are tapped do not untap unless stated otherwise.
    • Unit cards that are deployed also count as resources and may be discarded for a resource bonus equal to their value
    • Unit cards are not destroyed (like in Magic) when their blocking power is met or exceeded.
    • Attack damage that is not blocked is dealt to player. Player who deals the most damage wins the deployment stage and gains +1 Initiative for the following mission.

    Infantry Unit Costs & Strengths


    Recon Infantry = 1 Resource
    • deploy 400 BV
    • motorized infantry only
    • Discard: Target player reveals their hand.
    Light Infantry = 1 Resource
    • deploy up to 400 BV
    • foot, jump, or motorized infantry only
    • Modifiers: Weapon Specialization
    Field Gunners = 1
    • deploy up to 400 BV
    • field gunners or heavy weapon platoons only
    • Modifiers: Oblique Attacker, Sneak-Camo
    Mechanized infantry = 2
    • deploy up to 800 BV
    • mechanized infantry only
    Battle Armor = 3
    • deploy up to 1200 BV
    • battle armor only
    Vehicle Unit Costs & Strengths

    Light Recon = 1
    • deploy 400 BV
    • any non-SPG combat vehicle(s) 15 tons or less
    • Discard: Target player reveals their hand.
    • Modifiers: Sniper, Poor Targeting (short)
    Mobile HQ = 1
    • deploy 400 BV
    • x1 Mobile HQ vehicle
    • Modifiers: Sneak-Camo
    Combat Recon = 2
    • deploy 800 BV
    • any non-SPG combat vehicle(s) 25 tons or less
    • Modifiers: Sniper, Poor Targeting (short)
    Light Artillery = 2
    • 0/0
    • deploy 800 BV
    • any SPG(s) 35 tons or less
    • Discard: Target player discards 2 cards.
    • Modifiers: Sniper, Poor Targeting (short), Narrow Profile, Weapon Specialist, Oblique Attacker, Artillery-Accurate
    Light Cavalry = 3
    • deploy 1200 BV
    • any non-SPG combat ground vehicle(s) 35 tons or less
    • Modifiers: Sniper, Poor Targeting (short)
    Mobile Artillery = 3
    • deploy 1200 BV
    • any SPG(s)
    • Discard: Target player discards 2 cards.
    • Modifiers: Sniper, Poor Targeting (short), Narrow Profile, Weapon Specialist, Oblique Attacker, Artillery-Accurate
    Armored Cavalry = 4
    • deploy 1600 BV
    • any non-SPG combat ground vehicle(s)
    • Modifiers: Sniper, Poor Targeting (short)
    Combat VTOLs = 4
    • deploy 1600 BV
    • any VTOL
    • Modifiers: Sniper, Poor Targeting (short)
    Mech Unit Costs & Strengths

    Mech Recon = 3
    • deploy 1200 BV
    • x2 light mechs
    • Discard: Target player reveals their hand.
    Light Mechs = 4
    • deploy 1600 BV
    • x2 light mechs
    Raiders = 5
    • deploy 2000 BV
    • x2 medium or light mechs
    Support Costs & Strengths

    Requisition = 1

    • Draw 2 additional cards.
    Strafing Run = 1
    • -1/-1 to target unit.
    Boast = 1
    • +10 Reputation to you
    Interceptors = 2
    • Counter target support.
    Carpet Bombing = 2
    • -2/-2 to target unit
    Publicly Ridicule = 2
    • +10 Reputation to you and -10 Reputation to target player.
    Loyalties Tested = 3
    • Take control of a deployed unit of 3 or less value.
    Airstrike = 3
    • Discard a card. If card was...
      • Support, counter target support.
      • Unit, destroy target unit of equal or lesser value.
      • Supply Convoy , destroy target unit of 4 or less value.
    Relentless = 3
    • Untap target unit.
    Blackmail = 4
    • Target player joins your faction for mission or loses 40 Reputation.
     
    Last edited: Jul 27, 2016
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