Conquest ECG (working title)

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Prak
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Conquest ECG (working title)

Post by Prak »

So, I figured the Designing a Card Game was getting sufficiently into my specific game that it was time to show more of what I have so far. This is all still first draft, and incomplete, but here it is:

Conquest is the working title of what I'm calling an Evolving Card Game. It's the same thing as a Living Card Game but not copyrighted.

In Conquest, players take on the role of maniacal villains bent of conquering the world, known as Adversaries, so that they can further their own power as they go on to conquer more in a vicious cycle of conquest. Whether they conquer worlds to turn into bases of operations and factories or crack them open for the warm gooey quintessence within makes no difference.

The Four Evils
Adversaries work their schemes through four main tools, known as the Four Evils--Avarice, Delusion, Wrath and Terror.
Avarice- The hunger for more drives all life. Animals seek food. People seek money to acquire food and security. Even Plants seek the sun. When this hunger overreaches it's need, it becomes Avarice, the desire to horde resources. The currency of Avarice is Gold, the metal which drove so many people throughout history to kill one another for it's shine.
Delusion- Belief is a powerful tool. It was man's first explanation for the mechanisms of the universe. It was the rallying cry for many wars and resistances throughout history. It was one of the earliest shackles on man's natures and desires. When that belief is false--that is to say a belief in something untrue, rather than fake belief--it becomes Delusion, the resistance to reason, and the denial of truth. The currency of Delusion is Essence, the mystical energy which drives and wells from it's many bewitching spells.
Wrath- Anger serves good purpose in living things. It can allow a wounded, weakened creature to fight for it's life. It can drive a mother to protect her children. It is the natural outgrowth of the survival instinct. When that anger grows strong, and defies reason or cause to become a drive to wreak vengeance and punishment, it becomes Wrath, the raw desire to destroy. The currency of Wrath is Blood, the precious life fluid which pounds through the veins of the wrathful and spills from the wounds of their victims.
Terror- Some might call fear the purest emotion. Regardless of accuracy, it is a useful emotion. Fear of death can turn to anger. Fear of starvation drives hunger. Fear is also a useful tool. Just causing a hostile opponent to fear for their life can convince them to break off an attack before either party becomes too wounded. When the natural fear response slips the bonds of reason, overpowering thought and rendering the being incapable of thought or action, fear becomes Terror, the destruction of reason and action. The currency of Terror is Fear, an oily black energy like solidified smoke which accumulates when great numbers are terrified.
Heroes in Conquest wrote:One of the hypothesized reasons for the failure of Hecatomb was that it was all evil and no good. One persistent player speculation during the mayfly life of the game was that a fifth colour would be added to round out the Magic colour equivalency, and that fifth colour would allow for heroes.
Conquest will, ideally, have heroes which players can take the role of. I'm currently planning on having it be a separate release using the same rules with mirrors to the Evils-- Generosity, Dream, Creation, Courage.
Card Types
  • Adversaries Adversaries are the characters which players take on the role of in a game of Conquest. Each Adversary is tied to one or more evils, and has a modest base of power and influence which generates colourless currency each turn. Adversaries begin the game in play, and cannot be discarded, destroyed, or otherwise removed from play through any method short of defeating the player who controls it.
    Adversaries have counters called Lairs. When you capture a Keystone, place your adversary's lair on it. The lair will give a Combat Strength, and often an ability.
  • Devices Whether by spell or steel, Adversaries often craft objects to hold their power and aid their schemes and minions. From spell-engines to plasma pistols to simple iron swords. Devices are played from the hand to the table, and are Continuing--that is to say, they remain in play until a later effect removes them.
    • Lair Enhancers Adversaries often build elabourate mansions and palaces as their bases of operations. They also will frequently incorporate traps and defense systems into these lairs. A Lair Enhancer is a special kind of Device which can only be played on a controlled Keystone which you have lair on.
  • Events Events are fleeting moments in which something happens and concludes. The result may be Continuing, such as a spell which calls forth a dragon, or earthquake which destroys a major landmark, but the event comes and goes. When an event is played, it is discarded immediately after resolving.
  • Keystones Keystones are sites of power scattered throughout worlds. They often have powerful effects if they can be harnessed, and if a sufficient number of Keystones can be acquired the world can be conquered. Keystones are set out at the start of the game, face down, uncontrolled by either player, and must be won through combat.
  • Minions Minions are the creatures and soldiers of adversaries, their most direct way to combat each other and seize their objectives. Minions are Continuing. Minions can also be fused together, replacing the parts of one with those of another. Each Minion card has, usually, a Head, two Arms, and a "Legs," the top, left and right, and bottom edges of the card. Each will usually have a Fusing cost--the cost you pay to fuse the piece onto another creatures--and a combat strength modifier. They may also have additional abilities granted to a creature to which they are fused.
  • Resources Resources are holdings, rituals and sites which provide an adversary with an income of currency. Resource cards are not shuffled into your deck, but rather set aside out of game. During a player's acquisition phase, they may spend currency to purchase a Resource card and put it into play expended. Resources are aligned to one, sometimes more, Evils, and produce the currency of that Evil each turn. Resources are Continuing.
Objective
Your objective is to gain control of all of a world’s keystones, thereby enabling yourself to destroy it, or save it from destruction.

Starting the Game
To start the game, each player sets aside their resource deck, and their keystones. They then shuffle their play decks, and cut their opponent's.

The Keystone cards are then shuffled, and a length of game is decided upon- short, standard, or long. Each player then places 2-4 keystone cards down, depending on game length decided upon, 2 for short, 3 for standard, and 4 for long. These cards are placed between the players in a single row (or as close to as space permits). Keystones are not controlled by any players until they are seized in game.

Finally, determine order of play. (roll a die, compare bottom card cost, shuffles resource cards and reveal top card to compare cost or a RNG, whatever)

Phases of the Turn
Start of turn- Adversary produces Currency, Unexpend cards
Acquisition- Draw card, purchase [resources], unexpended [Resources] produce currency.
Deploy- play cards from hand
Combat- declare attackers as desired
--Opponent declares interceptors
Rally- Minions and controlled Keystones are healed of damage. Second chance to play cards from hand
End of turn

Start of Turn
Acquisition
Deploy
Combat
During your combat phase, you may decide to attack with some or all of your minions. If you do, declare which minions are attacking, expend them, and declare targets (it is perfectly acceptable to declare targets as you declare each attacker). Targets can be opponents, minions controlled by opponents and Keystones.
Once you have finished declaring attackers, you opponent(s) may declare interceptors. Minions targeting a player or other minions may only be intercepted by minions controlled by the targeted player or controller of the targeted minions. Minions targeting a Keystone may be intercepted by any opponent. Only non-expended minions may be used to intercept others.
Once interceptors have been declared, attackers deal damage to their interceptors and vice versa simultaneously. The controller of the attacking minion decides how damage from the attacking will be distributed amongst intercepting minions. If damage taken by a minion exceeds its combat strength, the minion is killed and placed in the discard pile. Minions recover from damage at the end of the turn.
Rally
End of Turn

Fusing
You may combine two creatures on your field during any phase of your turn. First you select one as the base, and another as the augmentation, choosing a specific part (usually head, arm or legs). Pay the augmentation cost associated with that part and place the augmentation under the base such that the augmentation description can be seen (see below, fg.X).
Fusing from hand- Anytime you could play a creature, you may instead play that creature as an augmentation, paying only the augmentation cost for the part.
Multiple and Full Augmentation- You may augment a base with more than one part from an augmentation. This is just like replacing both arms, save that the augmentation is placed under the base such that two augmentation descriptions are visible (both description lines on one side to replace both arms, head and one or more arms, one or more arms and legs, head and legs, or head, one or more arms and legs, see below, fg.X.)
Last edited by Prak on Thu Aug 01, 2013 12:36 pm, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Ancient History
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Post by Ancient History »

Re: Setting - Rather than pick four virtues/sins, you might do better to characterize the different sides as entities or cultures that embody those qualities. Because people can get behind the Salvation Army Militant, but relatively few are going to go for Generosity.

Re: Mechanics - I actually rather like the Keystone capture/hold as a basic goal/mechanic, but I think you should probably focus on what types of cards there are available, your base mechanics, and how player interaction goes then muck about with turn order, which I feel might change as you refine your resources/economy.
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Post by Username17 »

The "Fusing" thing seems really gimicky and hard to balance. Every creature card is also four flavors of creature equipment, and that's pretty much guaranteed to have broken shit slip through, make it impossible to remember what any card actually does, and probably end up making a really large swathe of cards feel extremely similar. And not to put too fine a point on it: but you're pretty unlikely to actually use most of the theoretical versatility each card provides. If you included the Bullysaurus card in your deck for its awesome legs synergy, you're going to play it for its legs ability nine times out of ten. And you're basically not ever going to play it as a left arm.

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Post by Prak »

Well, the fusing thing is supposed to be a gimmick. It's one of the things I really like about Hecatomb, which this is a spiritual successor to.

Combining minions in Hecatomb, called stitching, was much less granular. The cards were pentagonal plastic with four clear edges, and it's combat strength and abilities were on the fifth opaque edge. When you stitched minions together the resulting creature, called an abomination, had combat strength equal to all component minions, and had all the abilities of the minions. The other thing that minions had was a little clear triangular window under the art, which would sometimes be surrounded by a field of colour with rules text on it, if you stitched the minion onto another and the colour of the field matched the colour that showed through the window, you got an extra affect.

Time for an example before I completely ramble
Image

Bull of Minos is a Destruction Minion with strength 4, and "this minion gets +1 for each other minion in this abomination" as well as the conditional ability "Target player loses 1 soul*" which triggers on Greed. King Voltagar is a Greed minion with strength 7 and "whenever you play a minion, draw 1" and the conditional ability "You may play a fate* for no cost" which triggers on Deceit.

So you play King Voltagar. Then you play Bull of Minos, stitching it onto King Voltagar. When you play Bull of Minos, you draw a card for KV's ability, and put it over KV, like so:
Image

Because Bull of Minos is part of an abomination with one other minion, its strength becomes 5. Because the colour showing through for its conditional ability matches, you get to make an opponent lose 1 soul. Or yourself, if you wanted to for some reason.

*Souls were the objective, you gained one per turn, stole them from the opponent with creature damage, and were trying to get to 20. Fates were like sorceries in MtG
So, as usual, I've tried to adapt an idea, and my first impulse was to make it more complex. I have no clue why I do this, I just do. I like the idea that you can replace Bullysaurus' tiny arms with cyborg rocket launcher arms.

There's another direction to go with this, though. It is not unexpected that a lot of minions will have nothing to offer with some of their slots. Like Crawler Zombie:
Image

Crawler Zombie's leg slot is useless, as it literally does not have legs. Now, you could fuse something else to it, like Killbot's lower chasis:
Image

But you'd never fuse Crawler Zombie as a leg augmentation. Likewise Octdrone is pretty much useless as anything other than a chasis:
Image
So you'll fuse things to it.

So with that in mind, what if instead of everything having four+ slots and acting as four+ equipment cards, it's more a case of some doubling as one, maybe two, pieces of equipment?

For example, you could play Blaster Bot:
Image
as a minion, or, you could use it's Fuse: Arm Cannon ability to graft it's plasma cannon arm onto a minion in play for a lower cost and give that minion +3 combat strength and "Expend: Deal 4 damage to target minion."
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Prak »

Rewrote Combat section, added info to Adversary and Device card types about Lairs and Lair Enhancers. Rules for capturing Keystones is below:
Capturing Keystones
To capture a Keystone, you must first target it with one or more attacking minions. Once the Keystone is targeted, if it is face down, flip it face up, then your opponent(s) may declare interceptors if they choose, targeting attackers individually. Combat continues as normal:
Each attacking and intercepting minion deals damage to one another as normal in combat. Damage dealt by an attacking minion in excess of the strength of its interceptor is dealt to the Keystone. If an attacker is not intercepted, it deals its entire combat strength to the Keystone, reducing its Fortification. Uncontrolled Keystones do not recover damage after Combat.
Once the Keystone’s Fortification is reduced to 0, move it from the uncontrolled keystone area to your side of the board, and place a Lair on it. Controlled Keystones can be targeted just as uncontrolled Keystones can be, and if their Fortification reaches 0, the lair on it is destroyed and replaced by the new controller’s lair, lair enhancers remain. Controlled lairs recover from damage just as minions do. Some Keystones will have special abilities which will trigger once they become controlled or flipped face up.
Targeting Controlled Keystones
A controlled Keystone may be targeted just as an uncontrolled one can, however more factors come into play. First, a controlled Keystone has a lair on it, which will often give it its own combat strength which the controller can distribute as they desire amongst attackers. Second, lairs or lair enhancers will often have certain effects on combat. The lair or enhancer will say when it triggers (as attackers are declared, as interceptors are declared, as damage happens, at end of combat, etc.). Finally, controlled Keystones recover damage at end of turn just as a minion would.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Prak »

Conquest Minion Card File
Minion Card Entry Template:
[Name]
Cost:
Combat Strength:
Evil:
Card Type- Subtype
[abilities]
"Flavour Text"
Art Direction:
Hopkinsville Goblin
Cost: 2
Combat Strength: 2
Evil: Terror
Minion- Alien
Impervious 1 (Whenever [cardname] receives damage, reduce that damage by 1)
"-"
Art Direction:Refer to below sketch, creatures are ~4’ tall. Picture should show a goblin peering through a window and convey a sense of foreboding.
Image

Monkey-Pony
Cost: 7
Combat Strength: 5
Evil: Avarice
Minion- Abomination
Endurance (attacking does not expend this card)
"Maybe I used too many monkeys..."
Art Direction: Horse-headed multiarmed monkey torso and tailed centauroid bearhugging a terrified woman.
Last edited by Prak on Thu Aug 01, 2013 12:58 pm, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Username17 »

What is the point of having Lair counters? If you move the prize to your side of the board, isn't that plenty to indicate that it's yours now?

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Post by Prak »

The idea of Lairs originally came up when I realized that this is quickly becoming a game about super villains and just kind of let it. Asking gaming friends their thoughts on whether lairs should be their own card type, or a subtype of device. The idea of it being an enhancement to captured Keystones came up, which then led to the idea of Lair Enhancers, like "Laser Defense Grid- Minions which target this Keystone take 1 damage," and the idea that the Lair wouldn't even need to be a card you play.

Looking at things afresh, it occurs to me that Lair counters would not allow me to include a vast array of villain lairs, which is part of why I wanted them, so this is not optimal.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Post by Prak »

Working on making cards, Delusion and Terror are really starting to overlap, given that the Terror Adversary for the first set is a Propagandist (ie, someone who spreads delusion), while the Delusion Adversary is a mad scientist (ie, someone who is themselves deluded).

So I'm thinking that perhaps Blue should be something other than Delusion, but I'm not sure what. Thoughts?
Ancient History wrote:Re: Setting - Rather than pick four virtues/sins, you might do better to characterize the different sides as entities or cultures that embody those qualities. Because people can get behind the Salvation Army Militant, but relatively few are going to go for Generosity.
I'd rather have the card colours tied to concepts which can remain constant rather than organizations which will necessarily change from one set to another. Even if I used organizations instead of concepts and just put right out there that the orgs would change between sets by represent the same things, I need to codify what they represent- ie, have concepts tied to the colours.

That said, it might not be a bad thing to have ten or so concepts which are represented by organizations in different mixes of three or four as the colours.

Edit: So, if I go the X Concepts, Y Orgs route, I need a list of concepts, methods/tools of villainy (since, lets face it, this is Super Villainy the CCG). The existing four work pretty well, and overlap becomes much more ok, something like
Avarice
Delusion
Wrath
Terror
Lust
Decadence
Despair
Last edited by Prak on Mon Aug 05, 2013 2:02 pm, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Username17 »

Who gets to choose the face down prize cards? Do you shuffle the offerings of the two players together? Or does each person bring a deck for each prize pile only to have two of them actually drawn from?

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Post by Prak »

Each player brings a deck of Keystones (~10), and at the start of the game shuffles it and lays out 3 cards from it face down. So a standard two player match has 6 cards being vied for, three chosen at random from each player. A three player match would have 9, etc. I think I mention agreeing upon a game length and a variable number of prize cards based on that up there, but that probably just confuses things and should go in a sidebar.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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