CardHack
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From Cramulus
Revision as of 14:26, 4 October 2010 by Cramulus (talk | contribs) (added v2 notes. need to think about distribution and balance a bit before I begin drafting.)
Contents
Version 1
- Each hand consists of 1 short adventure consisting of 3-5 challenge cards.
- Each player has their own inventory deck, called a backpack. They will build this deck over the course of the game as they collect equipment and technique cards. At any time, a player can have three items out of the backpack. (this is their hand). When they discard an item, it goes to the bottom of the backpack.
- A player can get hit three times during the adventure. The third time they are hit, they are knocked out for the rest of the hand.
- Play goes around the table. The dealer gets one turn for each player.
Keyword Types
Keywords listed in order of commonness
- Weapon: slash, stab, bash, hack
- Magic: ice, fire, lightning, heal
- Stealth: backstab, poison, assassinate
There are three basic types of cards, utility, offensive and defensive.
- offensive cards have access to 3-5 attack keywords and can defend against 2 specific keywords
- defensive cards generally have 1 attack keyword and can defend against an entire keyword type and 1 or 2 specific keywords from another category.
- utility cards do crazy unspeakable things
Equipment Deck
Card Name / number | Type | Actions | Reactions |
Sword | Offensive (Melee) | Melee attacks: slash, stab, hack | Block: slash, stab |
Shield | Defensive (Melee) | attacks: bash | defenses: any melee attack, fire |
Red Wand | Offensive (Magic) | Magic attacks: ice, lightning, fire | Block: fire, ice |
Blue Amulet | Defensive (Magic) | Magic attacks: ice | Block: any magic attack, slash |
Dagger | Offensive (stealth) | Stealth Attacks: backstab, assassinate | Defense: slash, stab |
Cloak | Defensive (stealth) | Stealth Attacks: backstab | Defense: all stealth attacks, slash, hack |
Version 2
- Each hand consists of 1 adventure. There are three parts to an adventure:
- Getting equipped: players visit a store. They may buy new equipment or get rid of old equipment.
- Travel: flipping a number of location cards (# of cards = # of players). Each location card has a number of challenges on it. The party must pass each challenge or bypass the card (by running away).
- Treasure: When the players defeat the final challenge of adventure, they find a cache of treasure and distribute it.
- Play goes around the table. There is no "dealer". As soon as all the challenges on a location card are defeated, everybody's health is reset and a new card is flipped.
- Each player has their own inventory deck, called a backpack. They will build this deck over the course of the game as they collect equipment and technique cards. At any time, a player can have five items out of the backpack. (this is their hand).
- During a player's turn, they can do one of several things:
- tap an item in their hand to solve some part of the challenge
- Discard any number of cards in their hand. They may put these cards at the top or bottom of the backpack. New cards are drawn from the top or bottom of the backpack.
- Run away. This removes them from the location. If all players run away from a challenge, that challenge does not add treasure to the cache at the end. If you run away in the final location of the adventure you won't get a cut of the treasure.
- During your turn, if you do not defeat one of the challenges, you get hit.
- A player can get hit three times during each challenge. The third time they are hit, they are knocked out for the rest of the adventure.
- Every time the players defeat a challenge, a new equipment card is put into the treasure cache. The players receive this cache at the end of the adventure and may distribute it as they like.
Equipment Overview
Each equipment card has a number of nouns or adjectives on it, called Keywords. A challenge will list several keywords that can be used to defeat it. For example, an orcish war band might be defeated by a sharp weapon, by showing it something fancy, or by sneaking by it.
There are three potential things an equipment card can be used for:
- Combat challenges: sharp, blunt, magical, heavy, quick, concealable, poisonous, flaming
- Social challenges: fancy, intimidating, famous
- Physical challenges: long, rope, wedge, lever, flat, trail, sneak
Each equipment card has a gold value. Generally they are worth 50 gold per keyword. Players start with 1000 gold worth of cards in their backpack.
Equipment Card List
Card Name | Keywords | Gold Value |
Long Sword | sharp, flat, lever | 150 |
Short Sword | quick, stabbity, concealable | 150 |