Card Battle System

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BATTLE CARD ACTION GAME YET TO BE NAMED VERSION 1.0 COPYRIGHT PROFESSOR CRAMULUS VONSLAMULUS Game Overview: Two or more players try to finish each other off in martial combat. Combat is turn based and is represented by playing cards. Players move around during combat, ducking and moving around real world obstacles. A coin toss or die roll determines how much damage the attack deals. Players can form teams and compete in a variety of dynamic scenarios. Players can grab weapons to increase their range or melee damage. Treasure chests can be opened during the game and contain healing items, powerful weapons, and deadly traps. The victor of each round receives a bonus in the next round. Setup Each player assembles a deck of 20 cards, consisting of any combination of cards from the master deck. Each card may occur no more than three times in the entire deck. The draw pile is stored in one pocket, typically the left pants pocket. The discard pile is stored in another pocket, typically the right pants pocket. Players agree on what weapons will be in the game. Weapon cards are attached to each weapon and left somewhere in the game arena. Players agree on how much treasure will be in the game. Treasure cards are put into treasure chests and put somewhere in the game arena. Players agree on teams and what order they play in. Game Play All players take turns. During your turn, you may take three actions, in any order: A minor action – usually drawing a card from your draw pile A move action – which generally lets you move 3 steps A standard action – something like attacking, opening a door, flushing a toilet. You can also use a standard action to play a card from your hand. They begin the game by drawing 3 cards. Players have 10 hit points. The game lasts until there is only one person standing.

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system in development (c) cramulus

Transcript of Card Battle System

Page 1: Card Battle System

BATTLE CARD ACTION GAME YET TO BE NAMEDVERSION 1.0 COPYRIGHT PROFESSOR CRAMULUS VONSLAMULUS

Game Overview:Two or more players try to finish each other off in martial combat. Combat is turn based and is represented by playing cards. Players move around during combat, ducking and moving around real world obstacles. A coin toss or die roll determines how much damage the attack deals.

Players can form teams and compete in a variety of dynamic scenarios. Players can grab weapons to increase their range or melee damage. Treasure chests can be opened during the game and contain healing items, powerful weapons, and deadly traps.

The victor of each round receives a bonus in the next round.

SetupEach player assembles a deck of 20 cards, consisting of any combination of cards from the master deck. Each card may occur no more than three times in the entire deck.

The draw pile is stored in one pocket, typically the left pants pocket. The discard pile is stored in another pocket, typically the right pants pocket.

Players agree on what weapons will be in the game. Weapon cards are attached to each weapon and left somewhere in the game arena.

Players agree on how much treasure will be in the game. Treasure cards are put into treasure chests and put somewhere in the game arena.

Players agree on teams and what order they play in.

Game PlayAll players take turns. During your turn, you may take three actions, in any order:

● A minor action – usually drawing a card from your draw pile● A move action – which generally lets you move 3 steps● A standard action – something like attacking, opening a door, flushing a toilet. You can also

use a standard action to play a card from your hand.

They begin the game by drawing 3 cards. Players have 10 hit points. The game lasts until there is only one person standing.

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Minor Actions● Draw a card from the draw pile. If the draw pile is empty, shuffle a new one from the discard

pile.● Discard a card from your hand and draw a new one● Play a minor action card from your hand,● Grab a nearby object to use as a weapon, or from an open treasure chest.

Move Actions● Walk – take three steps.● Single Step – say “single step” and take one step. This does not provoke an opportunity attack

from someone holding a weapon.● Run – take six steps, but they must be in a straight line.● Drop to prone – you cannot move while prone, but you can hide behind objects.● Stand from prone● open, close, or brace a door. You only have a 50% chance of opening a braced door (flip for it)● open a treasure chest. You only have a 50% chance of opening it successfully (flip for it).● Any minor action● Play a move action card from your hand.

Standard Actions● Attack – target someone within arm's reach of you. Flip a coin. Heads: you do 2 damage. Tails:

you do 1 damage.

● Play a standard action card from your hand

● Any move or minor action

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Cards:In addition to move, minor, and standard action cards, there are also Interrupt and Reaction cards. These can be played even when it is not your turn.

Weapon cards are also special. When you play one, you do not discard it. But to use it, you must have an appropriate weapon prop in your hand. When armed, you can target anyone whose torso you can touch with the weapon. If they move (except for a single step) while within your attack range, you can make an opportunity attack at them (basic attack).

Ranged weapons allow you to target a distant opponent with an attack.

Treasure cards are dealt into treasure chests and stashed in the game play area. See the Treasure Cards section for more details.

Ed note:All of the following cards will be set on business-card sized templates for easy print.

Standard, and Minor actions will likely have different names, and all three will be color coded.

Standard CardsCharge: take up to 5 steps in a straight line and make a melee attack at +1 damage. You not begin within attack range of your opponent.

Snatch: target someone within arm's reach. Steal a random card from their hand and put it in your hand.

Slam: make a melee attack. It does +1 damage.

Disarm: Target an opponent holding a weapon. Flip a coin – Heads: grab the weapon from his hand, grab the weapon card he last used, and make an attack. Tails: your opponent gets an opportunity attack on you.

Throw: throw a handheld object at an opponent. Make an attack at +1 damage. The object is now at your opponent's feet.

Heal: target a person in arm's reach. While you are healing, your target must not move or attack. At the beginning of your next turn, your target heals 3 points. You may not use this on yourself.

Sharp Shoot: Must have a ranged weapon. Must be prone. Make an attack at +1 damage.

Flank Attack: If your ally is helping you flank an opponent, you get an attack at +2 damage.

Pick Lock: guarantee success opening a chest.

Push: make a melee attack. If you get heads, you also push your target 3 steps back. If the path back is not clear they stop movement.

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Move CardsDodge: get in a crouching position. This effect lasts for three turns (including this one), or until it is used up. Next time you are hit by a ranged attack, flip a coin. Heads: take no damage. Tails: take half damage

Surge: take two standard actions this turn instead of one

Careful: move two steps but do not provoke an opportunity attack.

Guard: until the beginning of your next turn, you take -1 damage from all attacks.

Stick and Move: move up to two steps, take a standard action, then move up to two steps. This does not provoke attacks of opportunity. This uses up your standard action for the turn.

Minor CardsBattlecry: shout a battlecry. Your attack this turn deals +1 damage. Multiple battlecries do not stack.

Kick door: if you try to open a braced door during this turn, you automatically succeed.

Block: The next attack that hits you deals -1 damage. This effect lasts until the beginning of your next turn.

Interrupt CardsWhiff – Trigger: When you take damage - take a single step action. If you can no longer be targeted by the attack, it misses you.

Ooh, treasure! – Trigger: when someone opens a treasure chest within arm's reach of you. Flip a coin - heads: you snatch an item from the treasure chest. Tails: you get nothing!

Reaction CardsOpportunity Attack – Trigger: someone moves or stands up within your attack range. You may make a melee attack. (cannot target a Single Step)

Counter – Trigger: you are damaged by a melee attack. You may make a melee attack.

Last Breath – Trigger: you are at 0 hit points. You may take a standard action before you die.

Trap Dodge – Trigger: you trigger a trap. Flip a coin. Heads: You take no damage Tails: you take half damage (round down).

Weapon CardsAt the beginning of the game, players agree on which weapon cards will be in play. These cards are attached to props and put somewhere within the game arena. Players can pick up a weapon with a minor action. Weapons automatically grant the powers listed on the opportunity attack card.

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Small Weapon – must be something small and hand held like a bottle or knife. Cannot exceed 12 inches in length. Small weapon attacks are dangerous and deal +2 damage.

Regular Weapon – must be something larger than 12 inches, but less than 3 feet long, like a club, rolling pin, or sword. Regular weapons do +1 damage and can deliver opportunity attacks.

Opportunity Attack – Trigger: someone moves or stands up within your attack range. You may make a melee attack. (cannot target a Single Step)

Large Weapon – large weapons are longer than three feet long. They take two hands to use. They do +1 damage but cannot deliver opportunity attacks.

Ranged Weapon – must be something like a watergun or pistol. Ranged weapons can attack anyone whose torso is visible. They generally do not do any bonus damage.

Treasure CardsTreasure represents a random bonus the players can find during the game. But be careful – sometimes a trap will explode in your face. At the beginning of the game, shuffle up the treasure cards. Without looking, draw one treasure card per player. If it's an odd number, draw an additional card.

Divide these cards into piles of two. These piles are the treasure chests. It takes a move action to open a treasure chest and a minor action to draw an object from it. The treasure chest snaps shut after you pull the treasure out. Put the treasure chests somewhere around the game field which is equidistant from the players.

A third of the treasure cards are traps. Traps effect anyone who is within 10 feet of the treasure chests. Agree on where this is and mark it if necessary before the game begins.

Psychic Gem – ranged weapon, target any opponent. Deals +1 damage. Only has 3 charges. Must say something snarky like “I am crushing you with my will” Pantomime crushing something.

Magic Ring – melee weapon, your unarmed attacks now deal +2 damage. Only has 3 charges. Must say something ridiculous.

Explosive Trap - you take four damage and are knocked prone.

Gas Trap – take two damage and discard a card at random from your hand.

Health Potion – Use a minor action to drink this potion. Gain 5 health

Life Potion – Use a minor action to drink this potion. Gain 10 health

VictoryWhen only one player remains, he receives a victory bonus. This only lasts for the next round of play.

Choose between:

● +2 health

● +1 damage

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● +1 steps to all movement except Single Steps