Author Topic: Rim of the Worlds - A New Card Game Concept (In Progress)  (Read 977 times)

AndrewRogue

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Rim of the Worlds - A New Card Game Concept (In Progress)
« on: July 11, 2011, 06:13:10 AM »
Rim of the Worlds

You play the role of an interdimensional power, waging war against other interdimensional powers. However, since your powers are so vast and functionally infinite, a direct confrontation would be pointless. Instead, a game has been arranged: You will all summon forth heroes and villains from other worlds to serve as your soldiers in this great war. By guiding them towards success in endeavors, you can cripple the opposition and emerge victorious.

Objective

The game is won by completing 3 of 6 plots (any combination of the three chosen by you and the three chosen by your opponent). This is done by accumulating the correct number of successes on a Plot. This, in turn, is done by having sufficient force (generated by characters) devoted to a plot.

Components

-Plots: Three plots chosen that accompany your deck.

-Character Deck: A deck of 40 cards that represents the pool of characters that you have access to.

-Master Deck: A deck of 40 cards that represents the influence you can wield over the battlefield. This includes interfering with resolutions, equipping your characters, establishing a stronger home base, etc

Influence

Influence represents the amassed power that you possess. This, in turn, allows you to recruit additional characters to your cause, empower your characters or alter the course of battle.

You add 2 Influence to your Influence Pool at the start of every turn. In addition, during your turn, you may Dedicate a character to add their Influence value to your Influence Pool. Influence is accumulated throughout the game and the pool does not empty.

Game Flow

    Preparation (Start of Turn Triggers, Gain Influence, Ready Cards)   
    Recruitment (Fill Recruitment Pool, Recruit Characters)   
    Preparation (Play Cards to Characters/Field, Assign Characters to Plots)
    Plot (Attempt to score successes on Plots)   

a. Assign Characters to Plots

b. Assign Defenders to Plots

c. Compare Force/Defense

d. Damage

e. Retreat   

f. Resolution   

    Wrap-Up (Recruited Characters Arrive, End of Turn Triggers)



Card Types

-Plots: Plots represent the plans that you are having the characters you recruit carry out. Each player will choose three plots to accompany their deck. Plots are placed in the center of the field and can be completed by either player, with the first player to complete three of them winning the game.

Plots are broken down into three components: Competence Value (the Competence required at the location to score a success on the plot), Success Value (the number of successes required to complete the Plot) and Effects (the effects that trigger when you complete the Plot, based on the number of successes).

-Characters: Characters represent the characters you have brought forth from across your universe to serve as your champions. Characters have a number of uses. At the most basic levels, they can be used to generate Influence, carry out Plots and interfere with Plots.

For the most part, characters represent unique individuals from your Universe. As such, while both players can have a character with the same name in play at the same time (your opponent is working from their own universe, after all!), you can only have a single character of a given name in play at any time. Additional copies of that character in your deck can be used to heal the character, while copies of that character with a different subtitle can be used to advance the character.

Characters are broken down into 9 components: Name (the character’s identity), Subtitle (the character’s advancement), Classifications (the qualities of the character), Cost (the amount of Influence required to recruit the character), Force (the power of the character), Competence (the capability of the character), Defense (the hardiness of the character), Influence (the Influence that the character can provide you) and Powers (the abilities that the character possesses).

-Actions: Actions are cards that represent your personal powers, allowing you to influence the course of events, empower your characters and the like. These cards will state when they can be played.

Actions are broken into two parts: Cost (the amount of Influence required to use the card, even 0) and Effect (when the card can be played and what it does).

-Equipment

-Battlefield