Skip to content
MagnusVortex edited this page May 16, 2012 · 4 revisions

Each player has at least one card in play that is character: their hero card, and any other allies they are controlling (minions, constructs, mercenaries, what have you). Each player may choose to attack with these characters during the attack phase at a cost of one energy. Each character may block an incoming attack at the cost of one energy.

Blocking reduces incoming damage by 60%, with final damage being rounded up (or since we're using computers, perhaps NOT rounded, but instead held behind the view as a float).

Incoming attacks can also be reduced by the armor being worn.

We've agreed that incoming attacks must be reduced by both a proportion and a constant (% reduction and -k damage). To make this effective, % must be applied first. We have not decided what kinds of defense are %'s, and what kinds are constants.

Some potential card ideas involving attack and defense:

  • Dagger: +1 Damage

  • Longsword: +3 Damage

  • Greatsword: +5 Damage

  • Warhammer: +4 Damage, Armor Penetration +1

  • Leather Armor: -1 Damage

  • Chainmail: -2 Damage

  • Full Plate: -4 Damage

  • Tower Shield: Blocking now reduces 75% of incoming damage

  • Kite Shield: Equipped character may block 1 attack per turn without paying the mana cost.

Each player's hero can gather equipment. These are permanent (or semi-permanent) cards to modify the hero. A very powerful piece of equipment would be termed an artifact, and will have special abilities that can only be activated under certain conditions (such as having the energy or kills etc. required).

An example would be a bloodthirster sword. If a hero gets the killing blow enough times it may activate and deal bonus damage for a small period of time before deactivating. The hero would then need to get enough kills to activate it again.

Another item would be a bandolier. Potions, spell components, etc. can be slotted into the bandolier - allowing the hero quick access to those items. One possible implementation would be to allow a player to use an item from his hand and one from his bandolier. Another version would be to have the bandolier come into play with a certain number of charges (such as a bandolier of health potions) and you expend those charges to get its effect.

Clone this wiki locally