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heavenly angel goddess
Crew

PostPosted: Mon Sep 08, 2008 9:12 pm


Welcome to the Battle Cards Demo Match, this shows step by step the battle system used in the Battle Cards role-play, and will be described with as MUCH detail as possible, should anyone have questions about what they read, see, and so forth please PM me. ONLY ME AND CRUSH CRUSH SHALL POST IN HERE, please PM ME QUESTIONS, don't post in this thread and cause an interruption
PostPosted: Wed Sep 10, 2008 8:28 pm


first off, this here

Name: Lord Adofire
Type: Human Lord (Melee Hero)
Level: 6
Gender: Male
Health Points: 80
Armor Class: 24
Initiative: +6
Fortitude: 20
Reflex: 15
Will: 17
Abilities: Mount(Horse) (Unit is mounted), Mobility(Unit can move and attack), Leadership III (+2 Attack, +2 Armor Class, +1 Initiative, +1 Damage to all allied units), Powerful Charge (+4 attack when charging)
Attack: Heavy Sword +11 (23 damage)

is a battle card, a little shocking at first, but in reality its fairly simple to read.

Name, Type, Level, and Gender talk about the character itself, while it is part of the card you do not need to know anything about this, just ignore it 3nodding

Health Points - While you play battle cards you have to keep track of each cards health points. Keeping a piece of paper or including them in your posts is a fairly easy method. When a monsters health points hit zero it dies.

Armor Class - This is the units armor, if a roll to attack meets or beats this number the card is delt damage which is then taken off the cards Health Points.

Initiative - This is how quick the card is, higher initiatives tend to give cards better chances at going first or if they get a poor roll they still are not last.

Fortitude, Reflex, and Will are defense against various spells, while melee and ranged attacks strike at the Armor Class, most spells strike one of these three defenses

Abilities - special skills or abilities about the unit, they read just as they state.

Spells - Spell casting units have spells. On the card it will look like this

Spells (#): the # is how many spells the unit can cast before its tired, after the : are the list of spells the unit can cast.

Attack - the biggest part of the card, the attack. The attack will state what kind of weapon it uses, some cards will have more then one weapon, but more into that later. In the case of this card, It says

Heavy Sword - thats the type of weapon, the +11 after that is how much of a chance it has to hit. When you declare an attack with a weapon you roll a D20 and add the + number. In this case D20 + 11. after you roll and add the two together you take this number vs the target of your attack's Armor Class and if you hit you then deal the damage indicated in the brackets.

That is all there is to a card

heavenly angel goddess
Crew

heavenly angel goddess rolled 1 20-sided dice: 14 Total: 14 (1-20)

heavenly angel goddess
Crew

PostPosted: Wed Sep 10, 2008 8:45 pm


Hopefully you understand what everything with the card is, does, and so forth. Next up we have the battle field

User Image - Blocked by "Display Image" Settings. Click to show.

This is just an image, it won't be used for games, its just a visual reference.

The battle field is made up of two sides, if there is more then one player you simply add another. Every player has 3 zones.

A Main Line

A Defense Line

and a Reserve's line.

The main line is where most fighting takes place and most melee characters are found here. The Defense line is where most spell casters and ranged units are, the reserves line is where cards that have not been played sit.

When you prepair for a game, first thing you do is Set rules, that would be what kind of cards are played, and how many. ONCE you decide on that both players roll a D20 and the one who scored highest chooses who has to play fist or second.

Crush, please roll a D20
Crush Crush rolled 1 20-sided dice: 14 Total: 14 (1-20)
PostPosted: Wed Sep 10, 2008 8:52 pm


Blah, it was being lame.

Crush Crush

Demonic Businessman

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heavenly angel goddess
Crew

PostPosted: Wed Sep 10, 2008 9:05 pm


oh wonderful crush... WE TIED xd ... well.. that kind of works, OK

in the event of a tie we'd normally reroll surprised but in this case, I will hand over the choice to Crusher, does he wish to play the first card, or does he wish me to play the first card 3nodding .

While this is a demo, in tournament games there are strick rules. Before the roll to decide who calls first or second, both players must send the cards they will be using for the game to the designated ref. This way people can't change their cards while the cards are being placed and prevents people from stacking their side to easily counter the foe. It forces you to take risks, and hope for the best, or play a balanced game. Friendly games don't enforce this rule but if you want me to be a "temp" ref or someone you both trust be a temp ref I won't stop you.

Now Crush, as my opponent, you have "won" the first or second call roll.

This match is a 5 card match, in Battle Cards players play the selected cards they chose on the battle map. Because you won, you get to decide if you want to play the first card on the map or if I am to play the first card.

In most cases its usually smart to make your opponent go first if you win because he has to reveal the first card, which can effect how you place your cards. Some players may choose to go first if they win because they have a good battle plan, ultimately the choice is up to you, but given the chance its better to make your opponent go first. SO Crush, do I play first or second?
PostPosted: Wed Sep 10, 2008 9:08 pm


Well, you go first, cause that way I can follow your lead XP Plus yeah, I would have made you go first anyways. ;p

Crush Crush

Demonic Businessman

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heavenly angel goddess
Crew

PostPosted: Wed Sep 10, 2008 9:25 pm


ok, as Crush has chosen for me to go first I must play a card.

that is where the battle map comes in

incase you forget its up top

On the battle map, there are 10 spots, 5 on the main line, 5 on the defensive line. In larger games you can only have a max of 10 cards on the board at one time. Anything else is placed in the reserves part which can hold as many cards as you want.

In any game you can place cards in reserve, but they can only be put into play on your turn. (get to that later). Should you lose all cards CURRENTLY in play, and then are attacked, you lose.

While this seems unusual, Reserves serves an important purpose, any card in the reserves line is IMMUNE TO ALL ATTACKS, while they themself can't attack, its a way to keep vulnerable or weaker characters safe until the dangers have been cleared out.

Back to the main focus. When you play a card it can be placed anywhere on the two front lines. Just select a spot and both players mark it down

I place my character Grath the Orclord on position 3.

Name: Grath the Orclord
Type: Orc Warlord (Melee Hero)
Level: 6
Gender: Male
Health Points: 75
Armor Class: 25
Initiative: -4
Fortitude: 22
Reflex: 16
Will: 19
Abilities: Leadership II (+1 attack, damage, initiative, and armor class to all allies)
Attack: Great Sword +13 (30 damage)

is now marked down on position three on my main line(which is on the bottom, crush's is on the top)

Units on the main line tend to be powerful melee fighters, or very strong defensive characters, that is why I put my strong hero card right up front so he can attack and protect me. Now Crusher plays a card on his battle map
PostPosted: Wed Sep 10, 2008 9:36 pm


Well, I'll just match that move cause it seems like a good idea.

I place my Lord Adofire on position 3

Name: Lord Adofire
Type: Human Lord (Melee Hero)
Level: 6
Gender: Male
Health Points: 80
Armor Class: 24
Initiative: +6
Fortitude: 20
Reflex: 15
Will: 17
Abilities: Mount(Horse) (Unit is mounted), Mobility(Unit can move and attack), Leadership III (+2 Attack, +2 Armor Class, +1 Initiative, +1 Damage to all allied units), Powerful Charge (+4 attack when charging)
Attack: Heavy Sword +11 (23 damage)

Crush Crush

Demonic Businessman

18,000 Points
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  • Citizen 200
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heavenly angel goddess
Crew

PostPosted: Wed Sep 10, 2008 9:47 pm


on a side note, on the "lines", on the main line it does not matter where you place characters, they can attack from anywhere on the line, its this where placing units counts the most.

OK now we each have a unit on space three in our main line.

I play Slither the Unholy in slot 8

Name: Slither the Unholy
Type: Orc Necromancer (Spellcaster PC)
Level: 3
Gender: Male
Health Points: 25
Armor Class: 14
Initiative: +6
Fortitude: 13
Reflex: 15
Will: 13
Abilities: no abilities
Spells(2): Summon(Skeleton) (summons a creature of the named type), Fear +4 vs will (causes fear effect), Sickness +4 vs fortitude (causes sickness effect),
Inflict Wounds (+5 Health Points for undead) +4 vs Reflex (5 damage to target), Doom +4 vs will (-2 Armor class to target), Leech Life (unit gains steal life)
Attack: Dark bolt +7 (10 damage)

Slither is a spell caster, placing characters on the line is where this next part comes in.

Units that are placed on the defensive line gain cover if they are placed behind a unit in the main line. Remember what i said earlier, Main line is heavy melee and defensive characters surprised and Defense line is for ranged and spell casters. As you can see compared to either of our current characters out, Slither is pretty weak, although looking at what those spells can do he's a serious threat, placing him behind my hero or another unit on the main line is a sure fire way to make sure Slither remains safe.

Ok Crush, next card

we may have to finish tomorrow, I got to go soon sweatdrop
PostPosted: Wed Sep 10, 2008 9:52 pm


I play Father Andrew in slot 8

Name: Father Andrew
Type: Human Bishop (Spell caster PC)
Level: 4
Gender: Male
Health Points: 30
Armor Class: 17
Initiative: +5
Fortitude: 14
Reflex: 15
Will: 16
Abilities: Quick Caster (can move and cast a spell)
Spells(4): Bless (+2 attack to selected unit) Bane +5 vs will (-2 attack to selected unit), Cure Moderate Wounds (+15 health points to target unit) +5 vs reflex (15 damage vs undead) Protect (+2 Armor Class to Target Unit), Fear +5 vs will (unit gains fear), Restore (return unit to normal condition)
Attack: Holy Lance +7 (5 damage, 10 damage against undead)

Crush Crush

Demonic Businessman

18,000 Points
  • Tycoon 200
  • Citizen 200
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heavenly angel goddess
Crew

PostPosted: Wed Sep 10, 2008 9:58 pm


lol... stop copying me xd

due to a fairly bad headacke and the fact I am about ready to get key board keys on my face, I am going to have to sign off, we shall finish this tomorrow...

sorry Crush... my head is killing me
PostPosted: Wed Sep 10, 2008 10:03 pm


It seemed like a good stratagy, don't worry, I'll do something new for the next three cards, you'll see.

Crush Crush

Demonic Businessman

18,000 Points
  • Tycoon 200
  • Citizen 200
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heavenly angel goddess rolled 2 20-sided dice: 2, 9 Total: 11 (2-40)

heavenly angel goddess
Crew

PostPosted: Sat Sep 13, 2008 6:57 pm


normally we'd continue placing cards till we have 5 but since we both have "similar" units that are required we can continue like this.

After playing your 5 cards you would then roll 5 D20

in this case we shall roll 2 D20.

Using these D20 give you your initiative values surprised

initiative is how we determine which character will go first, its a characters reaction speed, along with a few other things that determine the initiative value.

After you roll these D20 you give one number rolled to each character. These numbers will determine the combat round order.

This can be used to your advantage. A good example is the fact one of Crush's units is a healer. He may want Father Andrew to go first so that he can heal injured units before I have a chance to strike.

In my case, my hero is bogged down by his really heavy armor(that is why his AC is very high) because of this he is really slow and chances of him going first are not very high. I could give one of my higher dice values to him so that he has a greater chance of going first.

After every combat round(each character has made some kind of action) the players take their turn. In larger games they could take units from reserve and place them in play, they can change their initiative values so other characters may go sooner, or they can withdraw characters to the reserves zone.

Withdrawing does not heal characters but it does protect injured and weakened characters from harm until they are played again.

Initiative values can only be rolled once. If you are not happy with what you roll ON YOUR STARTING INITIATIVE ROLL, you will be allowed to try and reroll. HOWEVER ALL DICE MUST BE REROLLED and you must accept the second result EVEN IF YOU ROLL WORSE.

This can only be done once.

Ok Crush, please give me 2 D20 rolls surprised
Crush Crush rolled 2 20-sided dice: 5, 4 Total: 9 (2-40)
PostPosted: Sat Sep 13, 2008 7:30 pm


Hopefully I get a good roll. ^^

Crush Crush

Demonic Businessman

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