Open Vandivier opened 9 months ago
turn order, draw, deploy, battle. that's it. simple turn order resolution.
battle doesn't necessarily mean attack. it means each of your battlers can make a move (attack, defend, flee, use item, or use ability... a la jrpg)
All players draw 3d6 cards to start the game. rolling three-of-a-kind grants an extra card and straight 6s grants two extra cards for a total of 21. You do not claim the three-of-a-kind bonus if you roll straight 1s, and if you roll straight 1s you immediately go last. if all or no player rolls straight 1s, roll to determine turn order, with the highest roll going first and rolls continuing until all ties are broken.
all you need to play this game is a six-sided die and a card deck! you can see there is a significant advantage to having a deck of 21 or more cards, but that's not required.
if your deck runs out of cards you simply skip the draw phase. some card effects will allow you to return discarded cards into the deck, but it doesn't happen automatically. it's possible for a game to end in a tie.
data model stuff: a user has many UserCustomDecks and many UserGameCards
the UserCustomDeck is a list of UserGameCards w name+id and it can also include standard deck cards
dumb AI approaches...these can be split into various user stories
attack rules: if attacker power exceeds defender power then defender is hit. Usually, one hit kills the defender, although some cards have effects that let them take more hits
if the defender played defend last round then they cannot be hit unless their guard is broken. an attacker breaks guard if their power is double or higher compared to the defender power
cards can also have tags, so they can reference arc and chapter through a tag they also have optional description text
Some standard deck combos:
i think the goal is:
thinking about the tcgs i know, maybe or yu gi oh is the simplest fun systems? i think the tapping system makes magic more complicated.
so we will be similar to yu gi oh with a few differences: