Monday, May 28, 2012

Board Layout


3 Possible zones
School - This area is for gaining Fitness energy and Intelligence energy. 
Residential - For sleeping, which lets you reshuffle your deck, gaining social energy, and some random events. Two key features would be an old couple you help out and the secret science lab, where the crazy scientist will occasionally "recruit" players to help with experiments. 
Commercial District - This is where most of the shopping will happen for equipment. This is also where you can work to earn money and social energy as well.

Places to be included
  • Old Couple's Home - Gather social energy
  • Home Base - Where players go to when disabled, reshuffle their decks, at home situations.
  • Mad Scientist Lab - Gather special technology items and other random positive/negative events. Main purpose is to be able to introduce cat girl transformations and other fictional features.
  • Family Restaurant - Work here to gain social energy and money. 
  • Shopping Center - Buy items and gain social skills. 
  • Classroom - Gain int energy and skills
  • Field - Gain fitness energy and skills.
  • Fortune Tellers house - Trade in unwanted skills for other items or energy. Also a place to get magical items.
  • Shrine - Lab for magical themed items. Gain Vampire from here and other magical effects. 
Each zone will have one deck with events for all the areas and a street area. The street area are free events, but they are mostly negative or non consequential, with a few good events, such as running into strangers that become companions. 

Monday, May 21, 2012

Villain's Deck

So what's a game without an opponent, and in this case its going to be different decks of enemies. Each deck should play somewhat differently based on the type of enemies that they portray.

So the idea is each villain deck plays with a 6 card "hand" in which certain events get triggered when certain cards are in the "hand." Some are instant that occur the moment they're drawn, other bigger events need a certain combination of cards to occur, and then some are designed to just sit in the hand until they're triggered.

The idea is that each villain deck portrays a different theme, such as a Sailor Moon type which is an evil entity in another dimension that invade the world through fronts that steal energy from the locals, in which players have to first uncover the conspiracy before invading and ousting the controllers and defeating the subsequent monster. This is the one I want to work on first, get all their possible cards fleshed out before attempting other themes. So far I can think of something like Precure, which is more on just dropping monsters into the town and are just engaged, or a Madoka one which is similar but also introduces the concept of perma death. Losing a fight right now just throws you into home for like 2 turns, clears your field and reshuffles your deck and hand.

So for my Sailor Moon themed deck, I'm thinking of incorporating the following:
Lieutenant cards - These are the masterminds behind events, Each one is unique and adds additional conditions to the event to complete.
Conspiracies - These are the store fronts and such that get played on the field. On these cards are what they do to progress the doom track, how they are to be discovered, and what they add to the monster to the end fight to close it. Conspiracies require a  Lieutenant to run it and a monster to maintain it.
Monsters - these are the entities that maintain the conspiracy. They have their own stats which will also be modded by the doom track,
Minions - These are small monsters that can appear whenever to hinder the players.
Instants - These cards get played either immediately or with a trigger that affects the players fields, hands, or stats.
Persistent effects - These are constant conditions played on the field. These require a  Lieutenant to run. There can be only one persistent card played at a time.

Victory Conditions - So each deck will have its own victory conditions and how to reach it. For this deck after a certain number of closed conspiracies and monster kills you can enter their dimension and take out the leader in one large boss fight. The boss is modded by the state of the doom track Defeat her and you win the game.

Monday, May 7, 2012

Card Types

Energy Cards

  • Fitness 
  • Intelligence
  • Social
  • Movement
Skill Cards
  • Actions
  • Magic/Tech Abilities
  • Support/Socials
Passives
  • Equipment that take Fitness to carry around
  • Equipment that takes Int to carry around
  • Companions that require social to activate. 
Board Layout
  • Residential area - Has your house, Secret Lab, Old Couple's house. This area is mostly for building social stats and skills. 
  • School - Gym, Classroom, Clubs. This area is for building both fitness and intelligence stats and some skills
  • Commercial District - General Store, Work. This area is for buying equipment, earning money, and going out social events. 
  • Shrine Area - Woods, shrine, the fortune teller's house. This area may not be necessary, as bits can be folded into the other regions. The woods themselves can be a special area. This area was for mostly magical gear and special skills. 

Extra Bit - Deck Shuffling

At any time you can go home and sleep. When you do, you can choose to discard your current hand, and then shuffle your discard pile into your deck. If you discarded your hand, you draw 5 new cards afterwards. You are now stuck at home for the next turn while you rest.