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Posted: Thu Nov 08, 2007 1:07 pm
Simply a place for suggesting rules and observing the (relatively) decided-upon ones. This post will, at some point, likely contain a list of those rules. But, until then, this will be used mainly for discussion, I suppose...
1. Start of Turn Phase >A. Beginning of Turn Step (Things that happen "at the beginning of your turn" activate.) >B. Draw Step (You draw a card.) >C. Gold Step (You gain 10(G).) 2. First Main Phase (Able to play User, Browse and Gaia cards.) 3. Combat Phase >A. Attack Loop (Repeats until you decide not to attack) >-i. Declare an Attacker Step (Choose a User you control who has not yet attacked this turn to attack a User an opponent controls.) >-ii. Post Loop (Continues until each player decides not to play a post.) >=-a. Post Step (You choose whether or not to play a Post; if you decide not to, your opponent may play one.) >=-b. Quote Step (Players (starting with you, and proceeding in turn order) may play Quotes on the post played in the Post Step, or on other Quotes played in the same Step.) >-iii. Attack Resolution >=-a. First Attack Step (If the Users in Combat have different Spam, the User with higher Spam deals damage to to the other now. If not, both deal damage to each other now. Destroy any Users with lethal damage on them.) >=-b. Second Attack Step (Same as First Attack Step, except for User with lower Spam.) 4. Second Main Phase (Same as First Main Phase.) 5. End of Turn Phase >A. End of Turn Step (Things that happen "at the end of your turn" or "at end of turn" activate now. Things that continue "until end of turn" end now.) >B. Discard Step (Discard down to your maximum hand size.) >C. Decide Winner Step (If a player is at 0 life or is for some other reason going to lose the game, that happens now.)
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Posted: Sat Nov 10, 2007 8:46 am
so how many cards can we have in our hand?
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Posted: Sat Nov 10, 2007 9:52 am
Since the minimum deck size is 30, I'd say you draw 5 at the start, and 8 in your hand maximum?
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Posted: Sat Nov 10, 2007 10:57 am
Clitical Hit! Since the minimum deck size is 30, I'd say you draw 5 at the start, and 8 in your hand maximum? I'll agree with that. If you mulligan, you draw 4 cards instead?(and so on and so forth)
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Posted: Sat Nov 10, 2007 12:10 pm
J 4 C K Clitical Hit! Since the minimum deck size is 30, I'd say you draw 5 at the start, and 8 in your hand maximum? I'll agree with that. If you mulligan, you draw 4 cards instead?(and so on and so forth)
Yupyup.
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Posted: Sat Nov 10, 2007 10:03 pm
Clitical Hit! J 4 C K Clitical Hit! Since the minimum deck size is 30, I'd say you draw 5 at the start, and 8 in your hand maximum? I'll agree with that. If you mulligan, you draw 4 cards instead?(and so on and so forth)
Yupyup. Sounds good to me, too; the rate the game looks like it'll go at means you'll need some extra hand space...
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Posted: Mon Jan 31, 2011 11:37 am
Alright, I'm going to go over my current rules revisions, briefly. I know nobody's here, but it'll help for me to have them written down, and in one place. And if someone stops in, all the better. sweatdrop
User, Browse, Gaia, and Post card types no longer cost Gold, though they may still have abilities that require gold payment. All cards have a Gold Value, displayed in the bottom-right corner of the card. Any time a card is used, discarded, or otherwise destroyed, it goes into your Gold Pile. Cards are removed from your Gold Pile (being placed on the bottom of your deck) in order to pay Gold Costs. You may play one User per turn. Most Users require a Hand Cost - a number of cards discarded in order to play them. This allows you to accumulate Gold (as the discarded cards go into your Gold Pile), but applies a limit to how quickly you can do so. Users no longer attack or defend - instead, each user may activate one equipped item, each turn. Whenever a user is dealt damage, it goes "offline"; when an "offline" user is dealt damage, it is discarded (thus, destroying a User requires you to deal damage twice - not just two damage). Offline Users cannot activate the abilities of their equipped items, or post Posts, and each turn, a player's "offline" Users become "online" once more, similar to being 'tapped' in Magic. Literacy, Intelligence, Spam, and Wit are now keyword abilities, with effects similar to their original ones (Literacy grants bonus damage, Intelligence requires more damage to go "offline", etc.). Posts may be played any time during your turn. Quotes are a unique instance of Posts, that may be played on either player's turn, but always target another Post. Since there is no longer a step devoted to combat, Posts and Quotes are no longer limited to it. Browse and Gaia cards are very similar to how they were - they can be played only on your turn, but they no longer cost Gold (I haven't decided whether they should carry Card Costs or not). Browse cards retain the keyword Sticky, as well as the types Announcement and Glitch; Gaia cards (I'm considering renaming them 'Community', or something similar) retain the types NPC, Locale, and Event.
So far, these changes have reduced a lot of the complexity issues for the game. You no longer have to keep track of how much Gold you have, as it's printed directly on the cards in your Gold Pile. Additionally, you're no longer required to keep track of Literacy, Intelligence, Wit, and Spam for every user - only the ones that carry those abilities. Users are now much harder to destroy, which is important since both card types Item and Post explicitly require them. The incidental accumulation of Gold (due to Card Costs) makes for much easier use of 'instant-speed' (reactionary) Gold Cost abilities - previously, you were forced to choose between playing on your turn, or saving your Gold for later. The biggest dilemma right now is what type of win condition to use - 'decking' an opponent is nearly impossible, since paying Gold Costs recycles cards into your deck; the default of reducing Life Points to 0 would work, but has very little resonance to the theme; the previous goal of trying to reach 100 Gold (wherein damage dealt to a player reduced his Gold by that much - this idea was scrapped, as playtesting showed that it was very difficult to win once you had started taking any damage). I'll be working with the Life Points one, most likely, but I'll also be looking for any alternatives.
As I said, these are very significant changes to the systems the game did have in place, but they also appear to make the game much more understandable, and much simpler to play. Anyone who does stop in and would like to make any suggestions, feel free... 3nodding
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Posted: Mon Jan 31, 2011 11:56 am
Revised Turn Order: 1. Start of Turn Phase >A. Beginning of Turn Step ("Beginning of turn" effects trigger) >B. Draw Step (Active player draws a card) 2. Main Phase >A. Play Step (Play a User, Browse, Gaia, Post, or Item cards, and activate Item abilities) 3. End of Turn Phase >A. Login Step (Your "offline" users become "online") >B. End of Turn Step ("End of turn" effects trigger)
As you can see, the turn order is vastly simplified under the new system, primarily due to the removal of combat - also removed were the Gold Step (defunct, as that system is gone), the Discard Step (defunct, as there is no longer a maximum hand size), the Decide Winner Step (the game now checks this as a state-based effect, instead)...
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