LackeyCCG

LackeyCCG Forum => CCG Design Forum => Topic started by: briggs on May 15, 2010, 05:29:06 PM

Title: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on May 15, 2010, 05:29:06 PM
Aloha!

I deleted my previous thread, since it was so out of date, lots of misinformation and stuff...

Contrary to beliefs, dice are a valuable tool in both miniature and card games, they help to provide fairness when it's needed.
In our case, we use dice to resolve combat.
So, before you continue reading, if you have a problem using dice, read no further.

_________________________________________________

Currently, this game is categorized as "Pre-production" due to no funding as of yet. Thus, everything you see in this thread is to be considered temporary (especially the artwork, props to the real artists, to whom I shall be giving credit).

What is PVP?
PVP is a brand new kind of card game that uses a similar battle system used by many popular miniature games, but has the depth and strategy of a card game.

I remember something about encounters in your last thread?
Encounters are massive raids, (think world of warcraft). Each encounter comes with a number of bosses, 10 random promo cards and an end-expansion boss fight that can be played with a team of 3, 5 or 10 players.

Ok, time for spoilerers!
(http://i11.photobucket.com/albums/a154/the_narnian/spoiler-jormonger.jpg)
the INCREDIBLE artwork was
created by iosifchezan of deviant art (http://iosifchezan.deviantart.com/art/HEAVENCRY-125040911)

We have a brand new card template, as you can see, (still a work in progress).
We've also included some new mechanics, a point system to prevent overpowered combos is one of them (something we have to be very careful about, since there's no draw deck).

The game play

The game consists of four phases:
1) Power Up: Ready all of your ability cards during this phase.
2) Combat
3) Power Down
4) Combat

Two teams of three players fight it out until one of the teams is victorious. But in order to give it a little bit of fun, both teams are always two phases apart.

While Team A is in their Power Up phase, Team B is in their Power Down phase. Both teams enter a combat phase at the same time.

So the breakdown is this: Your Power Up phase                > Combat phase > Your Power Down phase                > Combat phase, repeat.
                                   Your Opponents Power Down phase > Combat phase > Your Opponents Power Up phase > Combat phase, repeat.

Each team member will control one character and an array of abilities and armor, your team is given a certain number of points to use towards all of the players on your team. You can even add special tokens like Hit, Critical Strike and Spell tokens to give your team a unique advantage. (cards and tokens all cost points).

What tokens do:
It takes 4 Hit Tokens to reduce the required die rolled to hit by 1 (example: you have 4 hit tokens, you only need to roll a 3, 4 or 5 to hit with that dice.)

Same thing with Critical Strike tokens, it takes 4 to reduce the required roll to crit by one (in stead of just a 6, a 5 or 6 will become critical).

How Combat Works
Each player gets a certain number of dice they roll each combat phase. Every roll of 4 or 5 is a hit, and 6 is a critical strike dealing an additional point of damage.

A good example would be a character with 4 attack, 4 hit tokens and 4 critical strike tokens.

You roll 4 dice, you get two 3's, a 5 and a 1. Because of your four hit tokens, the 3's become hits, and thanks to your crit tokens, the 5 crits and does an additional point of damage. You deal 4 points of damage to the other teams Tank.

You use various ability cards to boost your character during combat, this is done by taking turns between teams and players in those teams (Team A is the attacker, Player furthest to the left is player 1 on that team).

To determine which team is the attacker/defender, we use a simple ruling of whoever had the last Power Up phase is the attacker.

_________________________________________________

I'm sure I'm forgetting something, so if you have any questions just make a post :)
Let me know what you think of our new template!
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on May 16, 2010, 03:48:26 AM
Rules, at last!

Wow, card looks very awesome, but I don't see what the 5 in top of it means..
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Tokimo on May 16, 2010, 08:35:15 AM
The card design is looking pretty good and has me interested. You lose me at the name PVP and the raid bosses, but that's just because of my personal interests and if I had a friend who introduced me to playing against a raid boss I might find I really enjoyed it.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: reelhotgames on May 16, 2010, 10:34:17 AM
Nice so far. Though how we got from the awesome Starship to this still baffles me... ;)

As for dice, YEAH! Dice are such a great tool when used right, they add an element of fun - excitement, mystery and luck to the game that can really enhance. I am a RISK nut, and as simple as the dice rolling is in RISK for combat, I LOVE it. Always have. Actually felt like the realities of combat in that game - sometimes luck takes the tiny army to victory, sometimes they get wiped out, and sometimes the fight is rough and dirty and both side suffer for it.

I think card games with number match ups lack a little of that fire and random luck - how many times in a movie can the bad guys shoot their guns and miss the good guys, but the good guys have deadly accuracy. Its a conciet to the nature of happenstance, that dice can emulate, so cheers for the bravery in using them! Nicew work so far.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on May 16, 2010, 12:06:07 PM
Quote from: Dragoon on May 16, 2010, 03:48:26 AM
Rules, at last!

Wow, card looks very awesome, but I don't see what the 5 in top of it means..

That is the cards cost. Because we don't use a draw deck, and you start out with all of your cards in play, it's the best way to balance the game to prevent some pretty insane card combos.

Quote from: reelhotgames on May 16, 2010, 10:34:17 AM
Nice so far. Though how we got from the awesome Starship to this still baffles me... ;)

Haha! Yeah, me too :P

I forgot to link to the big version of the card in my first post! ack! Well here it is (http://i11.photobucket.com/albums/a154/the_narnian/spoiler.jpg), in all of it's glory.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: xchokeholdx on May 17, 2010, 03:21:12 AM
First, some props: :)

? Good to finally have some rules to read.
? Sample card looks good, but why not simply let the textbox be in the lower part only, the "overlap" so to speak of the art is not needed. Especially when these cards are your Warriors, not a one time throwaway card.
? Gameplay sounds interesting. As I understand, I need to be on my guard during powering down, and make the right decisions when to attack.

Things I do not like so much and could be improved:
? You can not play this game with LESS than 6 people? wow.. wouldn?t a 1vs1 (with an optional multiplayer rule) be preferable?
? With no draw deck and all cards already in play, would the game not be a matter of looking for the weakest point and exploit it?
? I personally hate games with Dice so I won?t comment on that.

Can?t wait to see more cards and a sample deck to print and test. So far, it looks a bit like Anachronism, which I liked a lot.

Gimmimoar!
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on May 17, 2010, 09:56:23 AM
Quote from: xchokeholdx on May 17, 2010, 03:21:12 AMYou can not play this game with LESS than 6 people? wow.. wouldn?t a 1vs1 (with an optional multiplayer rule) be preferable?,
You will be able to play with 1v1, but each person controlling multiple characters.

And since there is no draw deck, secret hands etc, this game is easily playable with one person alone controlling both teams.

Quote from: xchokeholdx on May 17, 2010, 03:21:12 AMWith no draw deck and all cards already in play, would the game not be a matter of looking for the weakest point and exploit it?
This has been, without a doubt, our most challenging feet to overcome. Cause this is a huge problem if not handled right.
We feel that we've finally balanced it all out, between Class specific cards (mages, paladins, knights, rangers etc) and the cost system.

But the dice in combat is what really makes this work, it provides that bit of randomness and luck you would get with a draw deck.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on June 30, 2010, 12:56:28 PM
SPOILERS!!!!!!!!!!!

Today, we will be revealing the Mage Rune (used to be called Abilities) Trees.
Each class has two trees (or strategies) to choose from.

Up first, is the Mages Radiation Tree:
(4) Radiation Poisoning: Combat: Mana (2) > Increase dmg done by Radiation Wave by 1 for each fire token on each enemy until the end of the combat, and then place a fire token on all enemies.
(6) Radiation Wave: Mana +1 Combat: Mana (4) > deal 1 dmg to all enemies. This dmg cannot be absorbed or ignored.
(6) Focused Regeneration: Mana +2 Power Down: Flip this > Gain 1 mana.

Similar to the Fire Tree, Radiation takes awhile for it to build up its power. But then it strikes with a killing blow.
While Radiation is powerful, we felt that the lack of direct damage, and the fact that it does take 7-8 turns to build up those fire tokens, it puts Radiation at a slight weakness. However, this is the Tree to use for pvp.

Next up is the Fire Tree:
(4) Pillar of Fire: Power Down: Mana (3) > Deal 2 dmg to target and place a Fire token on it.
(4) Call of Fire: Power Up: Flip this > Gain X mana, X is the number of fire tokens on all enemies you can spot and then remove those tokens.
(4) Heart Burn: Power Down: Mana (4) > Deal X dmg to target. X is the number of fire tokens on him and then remove those tokens.
(6) Focused Regeneration: Mana +2 Power Down: Flip this > Gain 1 mana.

The Fire tree uses a similar strategy to that of the Radiation tree, however, Fire does have direct damage only. Radiation uses Chain damage.
What's unique about Fire Mages is that they do not do their damage in the Combat phase, rather, in the Power Down phase. This makes healing the massive amount of damage a bit easier.

The concept we had for Fire Mages was that build up of power, then have insane burst damage that might be able to be healed through. And once that burst damage is dealt, you can't do it again for awhile.

The Fire Tree was designed more for Raids rather than pvp, however, it can be deadly in pvp. But we feel that Radiation would do more good because of the massive amount of damage it deals to all enemies at once instead of just one target.

__________
We'll be posting the Cleric tree some time this week ;D
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on June 30, 2010, 01:52:31 PM
Sounds awesome! However, I find it weird that a mage has a radiation tree.... Just a weird name for a mage tree...

Can you combine these two trees into one? Also, radiation = 16 value(?) and fire = 18 value(?)
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: moselekm on June 30, 2010, 03:07:06 PM
Looks pretty interesting.  Maybe I am just an old Hero-Table-Top fan, but Radiation should just be a debuff tree only.  Unless there is already a committed ability/class to debuffing, Radiation should be the best candidate for it.  And having someone like that on your team seems like a great new tactical element.  Kind of like a Bard, but only debuffs.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on June 30, 2010, 03:21:10 PM
You can combine the two trees, yes. But we are still considering changing Fire Tokens to Radiation Tokens for that tree.
The reason we have them as Fire Tokens now is to reduce costs, why have an extra token to print?

Radiation is at 16 right now, but there's a promo rune that comes in the first Raid that costs 2 and is pretty nifty.

There are two classes with Debuff trees (One is called Possession and the other is called Disenchant), it's pretty fun :D
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: moselekm on June 30, 2010, 03:34:35 PM
Awesome.  I definitely can't wait to see more information released.

Is it at all possible to play the game with less than 3 /heroes/ per team?  Like I understand, as you said, that 2 people can play against one another and simply have control over 3 /heroes/ [decks?].  But it seems like it may get a bit cluttered that way.  Is there a reason 3 was chosen per team?  Game length, mechanics, etc?
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on June 30, 2010, 03:36:39 PM
Mechanics and length for sure, you have to have one healer, one tank and at least one damage dealer. Otherwise the game would just go on way too long.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: moselekm on July 01, 2010, 01:05:17 AM
I forgot to ask.  Do you have a website with updated information of how the card game is coming along?
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 01, 2010, 04:48:34 PM
No website yet, we're waiting on finding some financial backing before we do much more with the game.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 02, 2010, 03:31:10 PM
Today we are spoiling the Cleric trees!

Fortify tree:
(4) Healing Enchant: Mana (3) > Heal 4 dmg on target.
(4) Invigorate: Mana +4 Flip this > Gain 6 mana.
(10) Focused Healing: Mana +3  Mana (1) > Your next Healing Enchant heals two targets, healing 3 dmg each instead of 4.

Healing can take place during any phase as long as it doesn't have a specific phase requirement.

Disenchant Tree:
(7) Disruption: Interrupt: Mana (6) Flip this > Flip a rune that is about to be used.
(4) Hex: Combat: Mana (3) > Reduce the stat bonuses and effect bonuses of target rune by 2 until the end of the combat.
(3) Delusion: Combat: Mana (3) > Change all targets Harmful tokens to another type of Harmful tokens until the end of the turn.
(4) Invigorate: Mana +4 Flip this > Gain 6 mana.

We wanted Clerics to have the option to either be solid heals, or heals and debuffs. You can easily swap out Focused Healing for Disruption and Delusion to be a powerful character on a 3 man team. However, Focused Healing is pretty much required for raiding.

Monday is the Berserker trees :D
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on July 03, 2010, 05:24:25 AM
Ah, the support class...

some questions.
- What is "Mana +4"?
- What are harmfull tokens?
- Will there be a necromancer class?
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 03, 2010, 10:33:03 AM
At the start of your power up phase, you gain 1 mana, plus whatever your runes give you (in this case, an additional 4 mana each power up phase).

Harmful tokens are the ones that your opponent places on you to use their effects, like fire mages use fire tokens. You could swap those out for another kind.

At this time, no necromancer class.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on July 04, 2010, 10:37:58 AM
So, the fortify tree would gain 1 +4 +3 = 8 mana each turn. Thanks for clarify..

Damn, no necro.. (Goes back to play Diablo 2)
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 10, 2010, 01:26:27 PM
Control is a versatile stat that allows you to decide who you want to attack, rather than attacking the enemy tank.
It allows you to kill that pesky healer, or out of control damage dealer.

However, it takes a lot of control to do this. It works similarly to the way Leadership works, in fact, we came up with the idea of Control to be some sort of anti-leadership stat. But what it evolved into was an awesome stat that fits perfect with two of our Classes, Rangers and Assassins.

Essentially, Control can change the dynamics of a game, and usually does so later in the game.

Take a look at the Ranger tree of Ambush:
[8] Fatal Shot: Control +2 Combat: Flip this > Critical Hits deal an additional point of damage during this Combat.
[4] Snipe: Strength +1 Combat: Flip this > Deal 2 dmg to target enemy and 1 dmg to yourself.
[4] Abrasion: Strength +1 You are Control +1 for each point of dmg on you.
[2] Instinct: Strength +1 Each time you deal a killing blow to an enemy, gain 2 Control tokens.

You must have a greater control value than the enemy tanks leadership to be able to attack any enemy. Otherwise you will only be able to attack the enemy tank.

The tree of Focus:
[8] Fatal Shot: Control +2 Combat: Flip this > Critical Hits deal an additional point of damage during this Combat.
[4] Snipe: Strength +1 Combat: Flip this > Deal 2 dmg to target enemy and 1 dmg to yourself.
[3] Poison Tipped Arrow: Strength +3 Critical hits place a Poison token on target.    Combat: Flip this > deal 3 dmg to an enemy for each Poison token on them, then remove those tokens.
[3] Afflicting Wound: You are Strength +1 for each point of dmg on you.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on July 25, 2010, 03:55:02 AM
So, the DPS classes each have some big control boosts, while tank classes each have a high leadership stat. I find this idea pretty good. However, I guess that mages (not having a control stat) are unable to casts spells far away.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 25, 2010, 10:33:30 AM
Radiation targets everyone so you don't need Control.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on July 25, 2010, 10:57:07 AM
Wait, nevermind.. It is only for combat, not for other targetting.. My bad..

Anyway, what classes are there. We got two 'support' classes (Mage & cleric), two DPS classes (Ranger & assassin), so will there be two 'tank' classes? (Berserker & ??? - Paladin maybe?)
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 25, 2010, 11:55:32 AM
There are 8 classes

Tanks:
Paladins (second tree is heals)
Berserker (second tree is melee)

Melee:
Assassin
Knight

Range:
Mage
Ranger

Buff/Debuff/Heals:
Cleric
Warlock
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 26, 2010, 03:01:11 PM
The Assassin class :D

The Assassination Tree:
[8] Assassination: Control +1 for each token on this card.
[6] Ambush: Strength +3 Flip this > Roll a D6, place X tokens on Assassination. X is the result of the dice. At the end of the next combat, remove all tokens on it.
[3] Bravado: Strength +2 Flip this > place 3 tokens on Assassination. While Bravado is ready, you are Strength +2.
[1] Circle Attack: Combat: Flip this > you are Strength +2 until the end of the combat. At the end of this combat, or remove 2 tokens from Assassination during combat to ready Circle Attack.

Assassination is the primary pvp tree, it uses Control to choose your target, and Circle Attack to finish them off.
However, be careful to not use too many tokens for Circle Attack, because if you lose too many and the enemy tank ends up with enough leadership, you automatically attack the tank instead of your target!

The Disarm Tree:
[14] Dismember: Focus +1 for each token on this card. At the start of your Power Up phase, place a token here.
[3] Bleed: At the start of each combat, you may deal 1 dmg to an enemy for each token on Dismember, at the end of that combat remove those tokens.
[1] Back-stab: Strength +2 Combat: Exhaust this > You are strength +3 for each token on Dismember until the end of the combat, then remove those tokens.

Disarm is insanely powerful for both pvp and raids. It was designed for both.
Focus is a unique-to-assassin ability that reduces the amount required to hit with dice. 1 focus is -1 on the die, so if you have 2 focus, you only need to roll a 2 or higher to hit instead of 4+!
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on July 27, 2010, 05:55:21 AM
Wut, so after four turns, I auto hit? (focus +4 = 0 or higher.)
"At the end of this combat, or remove 2 tokens..." < this is worded weird.
Not much combination of the two trees, what the other classes have... :(
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: xchokeholdx on July 27, 2010, 09:38:39 AM
oof, I really think you need to simplify a lot in this game, as micromanagement will rip it apart I think.

You need to have a way to keep track of:
- Mana
- Fire tokens
- Damage dealt
- What phase you are in
- What phase your opponent is in
- Control tokens
- Poison tokens

next to constantly checking your Control and Strength, adding Dice rolls and Critical rolls to the game, can result in too much checking to see what is going on, then to play the game itself.

Dunno, in practice it can be easier to see perhaps, but what I read here makes my brain spin around.

A character with a fire token, damage token and control + strength token rolling 4 dice to see if he hits another character with 2 fire tokens, 3 control tokens and 1 damage token makes for some serious calculations I think.

How do you keep track of mana for example?
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 27, 2010, 05:10:56 PM
It's very easy to keep track of all this stuff during a game. All the tokens look very different and are recognizable at a glance. It's no different than a large amount of icons on a card *wink at reelhotgames*.

Mana is kept track with tokens, you add and remove them as you use'em.

But ultimately, this is why it's best to play with a few friends ;)
It can get confusing, just like any game can. We utilize tokens to the extreme here, but it's also what makes the game fun.

And if you think it's confusing now, dont even think about looking at the Warlock tree :D
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: reelhotgames on July 28, 2010, 02:08:21 PM
If the tokens are supplied (which is my briefest of gathering glances) then there should be no issue. Poison tokens V Mana tokens V whatever tokens with little icons and color coordination ain't nothing and gamers love collecting doo-dads. And they LOVE icons. Icons are life. (wink)
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Cyrus on July 30, 2010, 12:17:12 PM
Man, I pretty much hate icons AND tokens. Where do I fit into this modern gamer's world?
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on July 30, 2010, 02:18:12 PM
It's Token Time with the Warlock class!

Ritual Tree:
(4) Ritual of Protection: Combat: Flip this > Place 2 Shield Mark on target. Add an additional Shield Mark for each Spell Buff on you.
(4) Ritual of Royal Blood: At the start of the game, Place 2 Health Marks on all allies. Add an additional Health Mark for each Spell Buff on you.
(4) Ritual of Desperation: Combat: Flip this > Place up to 4 Leadership Tokens on an ally, remove those tokens at the end of this combat. Add an additional Leadership Token for each Spell Buff on you.

Curse Tree:
(4) Curse of Suffering: At the start of the game, place a Fire Token on an enemy. At the start of your Power Up phase, deal 2 dmg to each enemy for each Fire Token on them.
(4) Curse of Weakness: Combat: Flip this > Target takes an additional point of dmg for every 2 dmg taken during this combat. Deal additional dmg at the end of the combat to that target for each Spell Buff on you.
(4) Curse of Mitigation: Combat: Flip this > Target cannot take more than 8 dmg during this combat, its allies take the remaining dmg (decided by the enemy).
(6) Damnation: Raid Combat: Flip this > Exert an enemy rune. The Boss may take 3 dmg to prevent this.

Obviously, lots of tokens here :D
The Ritual Tree uses runes that buff your team, while the Curse tree is for debuffs on your opponent.

Damnation is the free rune with a Raid only text showed so far, means you can only use it in a raid!

And to address concerns of "token" confusion, we decided to do a quick and easy fix.
All "tokens" that you would place on you or your allies are going to be called Marks, and "tokens" that are placed on enemies for your benefit are called Tokens.

They are both still little cardboard tokens that you use, but calling them different on the cards will help to avoid confusion.

I'll get into "buffs" in my next post
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on July 31, 2010, 04:55:48 AM
Aaarch... :o There are getting too much tokens, too much of them... 3 or 4 can I still know, but getting 7 or more...

Also, it doesn't feel much as a warlock to me...
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 20, 2010, 04:16:14 PM
After MUCH discussion and testing, we've managed to redo the trees to reduce the amount of tokens used.
There are now 3 types of tokens: Leadership, Spell, Strength. And 5 Marks: Holy, Frost, Fire, Nature, Shadow.

Marks are used for rune benefits only. Tokens are used to buff you or your allies.

And then of course, there are mana tokens. Which now play a much larger part in the game.

And with this, we shall begin spoilering the new classes :D

Paladin:
Holy Tree
[2] Holy Revitalization
(X) Flip this > Heal X dmg on target ally, or X dmg on two target allies if during combat. X is the amount of mana spent this way.

[4] Infusion
Power Up: Flip this > Roll a D6, gain X mana. X is the result of the die.

[12] Light of the Dawn
(5) Heal 7 dmg on target ally.

Defender Tree
[1] Rallying Call
(1) Place 2 Leadership tokens on you until the end of the next combat.

[5] Righteous Strike
Combat: (3) Flip this > Deal 4 holy dmg to the enemy tank and place 3 Leadership tokens on you until the end of the combat.

[12] Holy Crusade
Flip this > Pay X mana, you are health +1 for each mana spent this way until the end of the turn.

Mana regeneration will be modified on the printed character cards.
For instance, the Defender Paladin will regenerate 5 mana every turn for you to play with. While the Holy Paladin will regenerate 3 mana every turn.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on August 21, 2010, 05:36:02 AM
Hurray! Less tokens! I liked the old mana regeneration of runes better than having it printed on character cards. Well, characters should have some basic mana regeneration, but modifiying it with runes. Just for more tuning fun :P
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 21, 2010, 05:50:09 PM
Bard:
[2] Scroll of Regeneration
Place this rune beneath an ally.
At the start of your Power Up phase, heal 2 dmg on bearer.

[2] Scroll of Knowledge
Place this rune beneath an ally.
Bearer gains an additional 2 points of mana each Power Up phase.

[2] Scroll of Limitations
Place this rune beneath an enemy.
Bearer is Focus and Control -3.

[2] Scroll of Weakness
Place this rune beneath an enemy.
Bearer is Strength -4.

[4] Scroll of Degeneration
Place this rune beneath an enemy.
Bearer is Health -4.

[4] Word of Truth
Exert this > Target gains 8 mana or Heal 12 dmg on it.

[4] Meditation
(4) > Heal 2 dmg on each ally for each Mark on them.

[8] Inscription
All allies are Health +4 and gain an additional point of mana each Power Up phase.

And no, these runes are not Unique, so you can use multiple of the scrolls. However, each character can only have 1 of each rune on them.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on August 22, 2010, 04:53:36 AM
Scrolls are very interesting.. However, no different trees for the bard?
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 22, 2010, 11:07:27 AM
No, it's a pure buff/debuff class
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 23, 2010, 10:50:47 AM
Bard promos :D

[2] Scroll of Valiance
Place this rune beneath an ally.
Bearer is Leadership +3.

[4] Prayer of Mending
At the start of your Power Up phase, heal 3 dmg on all allies.

[2] Sanctified Scroll of Knowledge
Place this rune beneath an ally.
Bearer gains an additional 4 points of mana each Power Up phase.

[ 0 ] ?Regriance The Truth Seer (Legendary Weapon)
Place this weapon beneath you.
At the start of each Combat, heal 2 dmg on all allies.

Sanctified Runes are rare modified versions of already printed runes. They will randomly replace a promo rune in raid encounter sets.

Legendary Weapons are extremely rare. They will be inserted into about one in every 30 raid expansion boxes. Each raid will get one Legendary Weapon.
Also, Legendary Weapons cannot be used in actual PVP matches, just raids.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on August 23, 2010, 01:31:29 PM
 :o Legendary Weapons... are powerful.... Are the class restricted?

Are there any pics yet?
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 23, 2010, 02:11:18 PM
Yes they're class restricted.
Not all classes have one yet, only 6 out of 8.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 25, 2010, 03:04:29 PM
Cleric:
[4] Healing Enchantment
(2) > Heal 3 dmg on target.

[4] Invigorate
Exert this > Gain 4 mana.

[10] Ritual of Healing
( 8 )  > Heal 6 dmg on each ally.

[6] Disruption
Interrupt: (4) Flip this > Flip a rune that is about to be used.

[4] Hex
Combat: (3) > Reduce the stat bonus and effect bonus of target rune by 2 until the end of the combat.

[4] Delusion
Combat: (3) > Change all Marks on target ally to another kind of Mark.

Promos:
(0) Improved Invigorate
You gain an additional 3 mana when you use Invigorate.

[2] Rejuvenation
Place this rune beneath an ally.
At the end of each Combat, heal 2 dmg on bearer.

[10] Sanctified Ritual of Healing
(6)  > Heal 6 dmg on each ally.

[3] Disenchant
(4) Flip this > Target loses 4 mana until the end of the next Combat.

[4] Shock
Place this rune beneath an enemy.
At the start of bearers Power Down phase, deal 3 Nature dmg to it.

[4] Sanctified Delusion
Combat: (2) > Change all Marks on all allies to another kind of Mark.


Berserker:
[9] Barbarism
Health +2
Combat: Flip this > You are Leadership +4.
Combat: Flip this > You are Strength +2.
Combat: Remove 2 tokens from Barbarism to ready it.

[3] Enrage
Health +3
Combat: Flip this > You are Leadership +1 for each token on Barbarism.

[3] Battle Fury
Combat: Exert this > Roll a D6, place X tokens on Barbarism. X is the result of the die.

[3] Shield Block
Combat: Exert this > You are health +6.

[3] Heart Strike
Strength +1
Combat: Flip this > You are Strength +1 for each token on Barbarism.

[3] Battle Cry
Combat: Exert this > All dmg dealt by you is doubled during this combat.

We've not yet finalized the Berserker Promo cards.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on August 26, 2010, 11:20:04 AM
Damn, no differnent trees for berserker & cleric...

Also, why an different card called "improved Invigorate" instead of a "sanctified Invigorate" version?

Berserker promo card

[9] Berserk
Flip this, remove it from the game > You can't die this turn.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 26, 2010, 12:26:31 PM
There are 2 trees in both of them actually. I just forgot to separate them!

Clerics have a healing tree, and a buff/debuff tree.
Berserk has a tank tree and a melee tree.

Improved Invigorate is a separate rune to improve the normal invigorate.

And that's an interesting rune idea...
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 28, 2010, 04:10:18 PM
Up today is one of the bosses from the first Raid Encounter!

Odier The Soul Capturer:
Strength: 9
Health: 260
Game Text: At the start of each Combat, take control of the enemy with the most Leadership and place a Shadow Mark on it.

Each time you take control of an enemy character, deal 10 Shadow dmg to each other enemy.

Characters with 2 or more Shadow Marks cannot be taken control of.
All dmg dealt to you by enemies with a Shadow Mark is ignored.

_____________

Marks play a huge part in almost every Raid fight, that's why Clerics are so important to the game. However, they're not always strong enough (healing wise). So you have to put your team together just right.

You cannot change your team or runes until you have killed the final boss or you give up and restart.
Raids Teams will be teams of 5 characters (a tank, a healer and 3 dmg dealers, or however you want to do it. Perhaps a tank, a healer, 2 dmg dealers and a cleric or bard, depends on your raid makeup.)
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Cyrus on August 28, 2010, 07:08:38 PM
Quote from: briggs on August 28, 2010, 04:10:18 PM
Characters with 2 or more Shadow Marks cannot be taken control of.

I think this should be written "You cannot take control of Characters with 2 or more Shadow Marks on them."

Besides that, this game is coming together interestingly. I think I'd have to play it/see it played to fully grasp it and make a fair judgment on it.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 28, 2010, 08:27:23 PM
Yeah, the grammar on everything is really sloppy because we didn't take the time to fix it when we change the game text.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 30, 2010, 03:32:58 PM
Understudy Eregar:
Strength: 10
Health: 200
Game Text: you are strength +1 for each flipped or exerted enemy rune.
At the start of each Combat, deal 5 dmg to each enemy.

[4] Sunder
Power Down: Flip this > Deal 8 dmg to the enemy tank and 4 dmg to the character to its right.

[4] Berserk
This rune comes into play exerted.
At the end of each combat, exert Berserk.
While Berserk is ready, all dmg deal by you is doubled.

[2] Haunt (x5)
Place this beneath an enemy.
At the end of each combat, exert Haunt.
While Haunt is ready, bearer must deal 3 dmg to itself to use a runes effect.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on August 31, 2010, 01:08:30 PM
Who is this, another boss? Also, are these runes his runes? However, he seems much lower in level than the last guy..
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on August 31, 2010, 05:07:08 PM
Yes to all 3 of those!
Some of the bosses are harder than others.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on September 01, 2010, 05:59:43 PM
We are currently play testing the 4th Raid Encounter, which consists of 5 bosses that you fight all at once!

Council Member Ariara:
Spell: 2
Health: 200
Game Text:
Each critical hit dealt by you heals 3 dmg on each other Council Member.

Council Member Varguq:
Spell: 4
Health: 300
Game Text:
Each critical hit dealt by you deals 4 Nature dmg to each enemy.

Council Member Goreth:
Strength: 10
Health: 500
Game Text:
Council Members are Critical Strike +2.

Council Member Raqush:
Mana: 3
Health: 300
Game Text:
(2) > Heal 10 dmg on target Council Member.

Council Member Houdoun:
Strength: 6
Health: 220
Control: 6
Game Text:
You are Control +1 for each other Council Member.

This is still in a very early stage of play testing, but I was so excited I just had to post it :D

And I don't believe I've touched on Spell dmg yet in any of the posts?
Spell dmg works different than Strength. Instead of rolling for hit, it's instant damage.
Each turn you place a Spell Token on your character. You deal an additional point of Spell dmg for each Spell Token on your character.
When you reach 6 total Spell dmg (including tokens) you start removing tokens each turn until you have 0 tokens. Then you start the process all over again!
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on September 30, 2010, 04:16:00 PM
A month! A month its been since I posted anything! omg... wow.
Ok, lots of updates, we've changed the name, and we decided to release the game online as a free Print to Play game. I'll be posting a link soon :D

Time to spoil another class and we've also added third trees to Mages and Paladins!

Shaman:
Cure Tree:
[10] Natures Cure
(10) > Heal 20 dmg on target.

[3] Improved Healing
You may reduce the mana cost of your next Natures Cure by any amount, but also reduce the healing by 2 for each point of mana you reduced its cost by.

[5] Mana Shock
Combat: Flip this > Deal 4 dmg to an ally to gain 2 mana.


Lightning Tree:
[8] Call of Thunder
Combat: (4) > Instantly deal Nature dmg equal to your total amount of Spell Tokens.

[2] Electrical Build Up
Flip this > Gain 3 mana (or 1 mana and heal 4 dmg on yourself).

[4] Power Surge
Combat: Flip this > Instantly deal Nature dmg equal to half of your total amount of Mana, then remove all your mana tokens and this rune from the game.

[4] Relic of the Titans
You gain an additional 2 mana each turn.



Paladin:
Combat Tree:
[8] Vengeance Strike
Combat: (3) > Deal 4 dmg to each enemy..

[4] Blessing of Fortification
Combat: Flip this > Your next Vengeance Strike no longer removes Mana tokens.

[6] Shield of Righteousness
Combat: Flip this > double the dmg done by your next Vengeance Strike.

Mage
Shadow Tree:
[3] Shadow bolt
Combat: (6) Flip this > Instantly deal Shadow dmg equal to your total amount of Spell Tokens.

[5] Chaos
Power Down: Remove X Spell Tokens to gain an equal amount of Mana.

[10] Heart of Darkness
Shadow dmg dealt by you is doubled.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on October 03, 2010, 07:33:26 PM
4 of the class icons!
(http://i11.photobucket.com/albums/a154/the_narnian/class-icons.jpg)
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: innuendo on October 03, 2010, 08:37:50 PM
As cool as the pages of notes are, a lute is so much more bardy than sheet music.  Bards would have had all of their songs memorized, never resorting to written history.  The whole point of bards was the share stories before things were written down...

Still, they all look nice.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on October 09, 2010, 05:57:24 PM
We're really close to having the product ready for open playtesting!

Version 0.1.1 will be available for testing later this month when we finish up the website.

Some of the big changes we've made over the past month:

The first raid encounter, "Archaran's Lair" will be available for testing at the same time as playtesting begins, and will consist of 8 Raid Bosses.

"The call of war has been sounded, and the march to victory has begun."
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on October 12, 2010, 01:00:19 PM
Quote from: briggs on October 09, 2010, 05:57:24 PM
We're really close to having the product ready for open playtesting!

Version 0.1.1 will be available for testing later this month when we finish up the website.

YAY

Quote from: briggs on October 09, 2010, 05:57:24 PM
Some of the big changes we've made over the past month:

  • Leadership Changes: All primary offensive runes now add leadership to that character.
    Before this change, the "tank" only needed 1 leadership to be the tank, we want the tank to have to earn more and more leadership throughout the game to prevent his allies from ever taking damage. By making each member on your team generate Leadership it helps provide an additional strategy to the game. And it's something you really have to watch out for.

Better than before. However, it sounds like it's still not smart to tank with a squishy mage :P.

Quote from: briggs on October 09, 2010, 05:57:24 PM
  • Classes Removed: Shamans and Clerics have been removed.
    We've revamped the Holy Paladin tree and it's far more efficient than the Shaman could be. And ultimately, Bards have become awesome healers and really defeated the purpose of Clerics.

Bad move. While I get how paladins could heal, I totally lack knowledge of bard healing... Also, I liked the cleric. [/list]
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on October 12, 2010, 05:54:15 PM
We found that we never, ever even considered using Clerics or Shamans when doing our in-house testing.

Clerics and Shamans both had the same problem of suffering from being healers only.
Paladins have always been the primary healing class, with powerful direct single target heals. More powerful than Clerics or Shamans could be.

Bards made the most sense to use in any environment, be that raids or larger pvp matches, because they have powerful team heals and buffs/debuffs.


But fear not, you may see the Cleric and/or Shamans return sometime in the future :D
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on October 14, 2010, 04:34:49 AM
Good to hear :D
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: briggs on October 31, 2010, 12:18:48 AM
The play test has been ready to go for several weeks but we're still working on the website...
If the website isn't ready by next weekend, I'll just upload it here.
Title: Re: PVP - this really ain't your brothers pokemon cards (thread 2.0)
Post by: Dragoon on October 31, 2010, 05:16:23 AM
Hell, it's about time!

Good to hear