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.

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