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TIGSource ForumsDeveloperDesignLocal two player card-battle
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Author Topic: Local two player card-battle  (Read 940 times)
Bones
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« on: July 16, 2011, 12:13:18 AM »

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
« Last Edit: July 16, 2011, 12:31:06 AM by Bones » Logged

Sit down and relax,
Keeping focus on your breath,
This may take a while.

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