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RedFox0456 edited this page May 11, 2012 · 4 revisions

define #DECKSIZERANGE = {int minDeckSize, intMaxDeckSize}

define #NUMBEROFQUESTS = int numberOfQuestsToBeCompleted

define #CARDSDRAWNPERTURN = int numberOfCardsDrawnEachTurn

Two-Player Card Game:

A true victory of a duel may only be truly claimed in a bout of 6 (or 7) campaigns. Each player brings 3 different decks of #DECKSIZERANGE size, and one quest deck of #NUMBEROFQUESTS cards to the table. At the beginning of each campaign, a player may switch decks to any of the three with 2 conditions: each deck must be used at least once, and no two decks may be used the same number of times. (Hint, 1+2+3=6). At the end of the 6th campaign, if there is yet no clear victor (for example, each player has won 3 campaigns), then a 7th campaign will be played to break the tie.

The special 4th deck may only be comprised of quest cards. In order to win a campaign, you must succesfully complete all quests in your opponent's quest deck. Each time you complete a quest, the quest card's owner will place it in a completed pile, and draw cards equal to the number of cards in the completed pile.

Campaigns are played simultaneously, in a very orderly fashion. First is a reset phase, then a main phase, then a combat phase, then a resolution phase. Combat is subdivided into Attack, Defense, Counterattack, and Recapitulation (not to be confused with Decapitation, which may or may not occur. /whistle)

The Reset phase will refund any spent ability points of the previous turn, and will also cause any active turn specific effects to return to their unused states.

At the beginning of the Main Phase, each player draws #CARDSDRAWNPERTURN cards. A player may play any number of cards during the remaining phases of the turn, provided he or she satisfies the requirements to do so.

Party-based Multiplayer:

There is a single player pitted against a team of allied players. The single player fills the role of the Game Master (GM), having been granted the ability to control the difficulty of the game for the allied players. This is accomplished by having a special deck of quest modifiers for the GM. Some cards may be mercenaries to hire, or that get hired against the players. Some may provide an unexpected ally for a tough battle. Some may just add random flare to the game. It is up to the GM to decide how to implement the cards.

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