Bones
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« on: July 16, 2011, 12:13:18 AM » |
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I found a random card battle example. Seemed kind of easy to modify so I started playing around with it.
Players & Goal ATM the players each get 60 cards in their deck, each player has 100 health points to start and 10 mana points. Each opponent must reduce the other’s HP or survive until the opponent has no more cards to play.
Player.health = 100/100 Player.manapool = 10/50
At the start of each turn the opposing player is asked to look away. To insure that the other player can't look at your cards without the card that allows you to, I've made it so the players must hold "Shift" down to view the cards in their hand. Also when a monster is attacking the hands are flipped so the opponent can't see it.
First turn On the first turn the Player can spawn a creature and attack his opponent but he cannot draw a new card.
At the start of your turn global.manapool+=1 Draw phase Unless it’s the first turn or you are cursed you must draw a card before you can end your turn. Spawn/spell phase Spawn creatures, use spells. Attack phase You are able to attack with a summon that is in the field, if there is no summon to attack the damage goes directly to the summon master. Attacking is based on if Attack > HP = Destroy blocking card
End turn When your turn is done you must click the end turn button. This will cause the rooms to change so that the player who’s turn just finished can look away from the screen.
Controls Left mouse button to activate card Right mouse button to discard or to activate spell Hold Spacebar to see your cards, release it with mouse over card to view card info.
Summon Card types Regular Fodder (average monsters)- Average ATK/Average HP Invisible Type (cannot be hit by creatures)- Low ATK/Low HP Heavy hitter Type- High ATK/Low HP Tank type (cannot by hit by magic)- Low ATK/High HP Wall Type (if one is on the field all creatures must attack it) 0 ATK/High HP
Summon Abilities (right click card while in play) Curse Opponent cannot draw a card next turn Sabotage Opponent discards (x) cards Rush Creates a timer for your opponents turn, they are damaged if they fail Combo Allows this creature to attack twice Heal Can heal the player Luck Draws a card if hand is not full Persistence If killed bring the card back (only works once) Spell Cards Sight Look at your opponents hand for 3 seconds Immunity Passive: Creature cannot be hurt by magic Infection Kill target creature Demolish Break down target wall Heal HP Heal +5 hp Sacrifice HP Use: Cast another creature Discard: Draw a card Cancel spell Buffs creature for one spell hit Refill MP Use: Fill a creature's MP Discard: Give yourself MP Toss Throws the target creature at the opponent for damage = attack
At the beginning of each game the players may choose a deck style each has its own cards and shares a few in common. Deck/Play Style Aggressive [Low-mana curve] Aims to win by producing maximum damage output in the shortest number of turns. This strategy often places a heavy emphasis on using creatures as efficient damage sources. By attempting to overwhelm the opponent's defenses and reduce them to 0 life.
High attack/Low health Buff damage Instant damage Increases attack damage
Sadistic (aggro+control) [Low-health curve] Less direct then the aggressive deck, this deck attempts to drain the opponents summons for health to stay alive, while sacrificing his own life to buff his summons or to gain an advantage in cards against the opposing player. This deck is likely difficult to play and could lead to suicide.
Drain Life Inflicts damage onto self Focuses on opponent deck count Damage per turn
Passive/Controlling [High-mana curve] Slows the game down. To do this, control decks attempt to interfere with, prevent, deny, or otherwise cancel the opponent's actions. Once a superior board position has been established, it can then deploy expensive threats that opposing decks would be unlikely to stop.
Lots of cannon fodder creatures Destroys creatures easily Adds to manapool + Drain MP Counter spells / deflect attacks
Defensive [High-health curve] Aims to "not lose much life". Players fortify their playing field, healing himself and using invisible creatures to avoid direct damage. This strategy is even less direct then any before it because there really is no way to win other then to hold out until your opponent has no more cards to play with. A good offense is a strong defense.
Main summons are walls and high defensive creatures Low attak but very high health Repairs player health Destroys walls easily
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