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#ActualKnyght

Posted 02 February 2013 - 09:39 AM

Looks like you have and are putting a lot of work into the design of the actual game play and that is always a good thing.  One question arose while I was reading through the rules and that is what happens with only partial damage is dealt to a creature or building card?  You mention that both have health, attack and defense, will it be suggested or required that players keep a running tally of partial health values of the various assets on the field?  That is to say, if Player A attacks Player B.  Player A's attack force has an attack of 100, Player B's creature has defense of 50 and a health of 100, should the player's make note and keep track that Player B's creature is now down to 50 health or is the attack considered ineffective?  You'll excuse me I'm more of a video game player and never really got in to all the card games sorry if this is one of those "duh" questions.

 

You will keep track of health with Damage counters like Pokemon(To give an example) A rule i forgot to mention and should add is that When you attack a monster, its your attack vs their defense, and if their defense is higher than your attack, you hit 10 health.

 

I will post a list of cards i have been working on soon, but its just the file with the columns filled out, no artwork.

 

 

Seems
to be well thought out, and the description was fairly easy to follow
considering that it is text only. I'm sure that seeing your board design
would answer this, but:

Is there any spatial element to building
placement? You could lay out your game board such that buildings are
only connected to those adjacent to them, forcing players to expand
across the "map" rather than giving them a free choice of building
slots. This could add another level of strategy blocking paths to key
buildings by putting a defensive building between them and the attacker
etc). I suspect you're not going in this direction, however.

 

Actually, this is what i was going for, but not necessarily a board, but a premade map. There would be pathways to follow and you could only attack a building on the pathway closest to you with your building.

Say there are 5 slots

 

1-2-3-4-5

 

If i have buildings on slots 1 through 3, and my opponent has a building on slot 5, he can only attack slot 4, because it is in his way along the path to my main building at slot 1. If that makes sense.


#2Knyght

Posted 31 January 2013 - 11:05 PM

Looks like you have and are putting a lot of work into the design of the actual game play and that is always a good thing.  One question arose while I was reading through the rules and that is what happens with only partial damage is dealt to a creature or building card?  You mention that both have health, attack and defense, will it be suggested or required that players keep a running tally of partial health values of the various assets on the field?  That is to say, if Player A attacks Player B.  Player A's attack force has an attack of 100, Player B's creature has defense of 50 and a health of 100, should the player's make note and keep track that Player B's creature is now down to 50 health or is the attack considered ineffective?  You'll excuse me I'm more of a video game player and never really got in to all the card games sorry if this is one of those "duh" questions.

 

You will keep track of health with Damage counters like Pokemon(To give an example) A rule i forgot to mention and should add is that When you attack a monster, its your attack vs their defense, and if their defense is higher than your attack, you hit 10 health.

 

I will post a list of cards i have been working on soon, but its just the file with the columns filled out, no artwork.

 

 

Seems
to be well thought out, and the description was fairly easy to follow
considering that it is text only. I'm sure that seeing your board design
would answer this, but:

Is there any spatial element to building
placement? You could lay out your game board such that buildings are
only connected to those adjacent to them, forcing players to expand
across the "map" rather than giving them a free choice of building
slots. This could add another level of strategy blocking paths to key
buildings by putting a defensive building between them and the attacker
etc). I suspect you're not going in this direction, however.

 

Actually, this is what i was going for, but not necessarily a board, but a premade map. There would be pathways to follow and you could only attack a building on the pathway closest to you with your building.

Say there are 5 slots

 

1-2-3-4-5

 

If i have buildings on slots 1 through 3, and my opponent has a buildong on slot 5, he can only attack slot 4, because it is in his way along the path to my main building at slot 1. If that makes sense.


#1Knyght

Posted 31 January 2013 - 11:02 PM

Looks like you have and are putting a lot of work into the design of the actual game play and that is always a good thing.  One question arose while I was reading through the rules and that is what happens with only partial damage is dealt to a creature or building card?  You mention that both have health, attack and defense, will it be suggested or required that players keep a running tally of partial health values of the various assets on the field?  That is to say, if Player A attacks Player B.  Player A's attack force has an attack of 100, Player B's creature has defense of 50 and a health of 100, should the player's make note and keep track that Player B's creature is now down to 50 health or is the attack considered ineffective?  You'll excuse me I'm more of a video game player and never really got in to all the card games sorry if this is one of those "duh" questions.

 

You will keep track of health with Damage counters like Pokemon(To give an example) A rule i forgot to mention and should add is that When you attack a monster, its your attack vs their defense, and if their defense is higher than your attack, you hit 10 health.

 

I will post a list of cards i have been working on soon, but its just the file with the columns filled out, no artwork.


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