garykac / woven

A tabletop game of tactical magecraft
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Playtest #2 comment thread #2

Closed garykac closed 6 years ago

garykac commented 6 years ago

Comments here will be organized and folded into the playtest summary doc: https://github.com/garykac/blockchain/blob/master/playtests/2018-05-22-playtest-2.md

garykac commented 6 years ago

For next playtest:

blinks commented 6 years ago

Writing up my general thoughts as a minimal rules outline.

Components

Setup

Play

Recover a die from your matrix or a spell you've charged, then spend up to three action points.

AP Cost Action
1 Gain an elemental power point.
1 Move one hex on a road.
2 Move one hex not on a road.
2 Draw a card and add it to your matrix.
3 Cast a chain of spells.

Elemental Power

You may only have one element at a time. If you gain power in an element, your other elements reset to zero.

Movement and Control

If you're the only pawn on a space, you may place your control marker there. Scenarios can care about control for victory conditions.

Matrix

When you add a card to your matrix, it must overlap at least one of the 2x3 boxes. If you place it where you have dice, reroll those dice to your pool.

Cast a Chain

Place dice from your pool on boxes. With each die, if you can include that die in a spell's pattern, you may cast that spell.

Some spells charge up a future effect; these will take a die from the pattern immediately to represent the charge, so you can't use them for future spells in the chain.

Basic Spells

The six basic spells:

There are technically two 2d colorless spell patterns and two of each 1d colored spell patterns, not including constraints, but the basics allow either, for flexibility.

garykac commented 6 years ago

Suggestion from Sverre: Have the top 2 Matrix cards visible so that players can choose either one.

blinks commented 6 years ago

Charges: need a symbol for "spend a charge, get an effect", and then you open up space for charge manipulation, and you can get symmetry for elemental power (which are just four types of charges that you can increase each turn).

Then, "1d+W: pull an elemental charge. [spend a charge]: prevent 1 damage."

blinks commented 6 years ago

Also, then you can just have a pool of charge tokens, in four colors / symbols for the four elements. Only allowing one color is probably unnecessary, too.

(To avoid the token requirement, you could just use your matrix's symbols as those charge tokens, and you cover up the symbols when you use the "charge", and uncover them to recharge. That'd solve a lot of side problems here...)

garykac commented 6 years ago

Because of the amount of time it took to build up the ability to cast a spell from the shared queue, when someone sniped a spell that you were working on felt really bad because you usually needed to start over again.

Making spells cast faster (but have longer teardown) removes this.