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Clan Crusade (New Game - Basic Rules and Concept)

Hello this is my first time posting a game idea online, this game is still in the design phase but the core concept are an evolution of game designs i've been working on for the last couple of years (and critiques from friends). I'd very much appreciate any advice/ideas at this point.

Game Name:
Clan Crusade (this may change but it doesn't appear to be in use and it fits the game and theme well).

Game Story:
The King has decided to establish a new lordship and intends to give the title and area to the clan who can best complete his quests and gain the necessary prestige. You are the leader of one such a clan competing with other clans for the honor, but unbeknownst to others your clan also has a secret identity and a secret goal of it's own.

Game Components:

  • 6x Clan Cards (3 stats - Wit, Might, Luck) (prestige tracker - 0-100%) (unique clan ability) [Landscape]
  • 6x Secret Identity Cards (3 stat modifiers - Wit, Might, Luck) (reveal triggered action) (unique secret identity ability) (unique goal - alternate win condition)[Landscape]
  • 60x Normal Loot Cards (permanent abilities or one use actions)[Normal]
  • 6 decks of 10x Clan Loot Cards (clan specific loot cards)[Normal]
  • 6 decks of 5x Secret Identity Loot Cards (secret identity specific loot cards)[Normal]
  • 50x Quest Cards (requirements - combination of stats - Wit, Might, Luck) (reward - for success) (punishment - for failure) (type of quest) [landscape]
  • Stat tokens (+1 and +5)
  • Mercenary tokens (D4)
  • Dice (D4 and D6)

Game Setup:

  1. Each player receives 1 face up Clan Card (at random), 1 face down Secret Identity Card (at random), 10 Normal Loot Cards (at random), 2 Dice (1 D4, 1 D6) and the 10 Clan Loot Cards for their assigned clan.
  2. Each player shuffles together their normal and clan loot cards into a single 20 card loot deck.
  3. Each player looks at (without revealing) their Secret Identity Card
  4. The Stat tokens, Mercenary Tokens and decks of Secret Identity Loot cards are placed off to the side
  5. The Quest cards are shuffled together and the top [N-1] (where N is the number of players) cards are revealed.

Clans:
The current 6 clans are (this is open to change, I have a much larger list of potential clans for expansions etc. but I cut it down to these 6 for the base game):

  1. Amazons (fierce female warrior tribe)
  2. Barbarians (powerful but not overly bright)
  3. Dwarves (Short but cunning and strong)
  4. Elves (Wise and Powerful)
  5. Goblins (superstitious and vicious)
  6. Ronin (strong in their code of honor)

Secret Identities:
The current 6 secret identities (like the clans this is open to change and there are many more potential options):

  1. Ninjas (masters of stealth and assassination)
  2. Pirates (greedy for treasure)
  3. Vampires (secretive and able to influence others)
  4. Werewolves (powerfully vicious)
  5. Technomancers (Steampunk style, intelligent and tech loving)
  6. Cultists (Cthulu style, chaotic)

Game Play:

  • Simultaneous Turn Play.
  • Anytime Actions:
    1. Playing a loot card from hand (permanent abilities remain in play single use cards are removed from the game),
    2. Activating a Clan/Secret Identity ability,
    3. Revealing your secret identity (only once per game, when this occurs all abilities/modifiers etc. become active and you shuffle the related 5 Secret Identity Loot Card deck into your Loot Deck)
  • Turn Phases:
    1. Action Phase - take 2 different actions (the actions are: 1. Draw a Loot card, 2. Train a stat (get a permanent +1 to the trained stat), 3. Hire a Mercenary (get a one use D4 token that can be traded in for a + equal to the roll of a D4), 4. Do Good Deeds (get a +5% to prestige))
    2. Quest Claiming Phase - assign numbers to the revealed quest cards and to the top unrevealed quest card, players simultaneously announce which quest they want (using hidden dice), any ties result in a contest for the quest - the player with the highest prestige rolls a D6 and other players roll a D4 and the winner gains the quest, repeat quest claiming until each player has a quest.
    3. Questing Phase - compare the stats of the clan to the quest's requirements adding any boosts to the mix, if the stats meet the requirements the quest succeeds and the clan takes the actions listed under the reward, if the stats fail (even partially) to meet the requirements the quest fails and the clan takes the actions listed under the punishment.
    4. End Phase - reveal [N-1] new quests from the top of the quest deck and reset every players actions.
  • Winning the Game: The game is won whenever a player reaches 100% prestige or achieves the goal listed on their Secret Identity. Winning the game cannot be responded to. If more than one player would win the game at the same time then the player with the highest prestige is the winner, if the players are tied for prestige their clans fight by comparing all 3 stats (highest total), if no winner can be decided from stats the players must roll dice and the player with the highest roll is the winner.

Afterword:
So that's the core of my game so far, I am currently working on the design and balancing of the individual cards (a bit of a huge task with 212 cards in the game). Thanks to everyone who took the time to give this a read through and if anyone has any opinions, constructive criticisms or other advice i'd very much like to hear them.
These are a few questions i'm particularly thinking about at the moment:

  1. Should I add a board/s into the game? Strictly speaking it doesn't need it but at least single board where the Quests can be spread out on and the stat and mercenary tokens could be placed especially if it had a theme appropriate design (king's castle and quests, training field and mercenary camp for instance) would add to the feeling of the game. On the other hand there is the cost consideration.
  2. What size should I make the cards? The various Loot cards are all normal card layout and I was thinking a normal card size (for ease of getting sleeves) would be best, The Clan/Secret Identity/Quest cards on the other hand are landscape layout and I was wondering if they might not be better with a larger than normal card size.
  3. How many of the tokens should I include? The mercenary tokens are single use so they probably don't need as many but the stat tokens (which i'm thinking +1 and +5) are permanent and will only be removed if they are swapping +1 for +5 (or if an ability/loot card does something to them).
  4. Are there any other components I should add? things like a prestige track marker for each player (or maybe a combined prestige track), changing the tokens to be stat specific (I am giving each stat a color and design on the cards), a track and markers for the number of actions available (this can be increased by cards/abilities), phase order and action list cards for each player (the info will all be in the rules but maybe a handy guide for each player would be worthwhile) ...
  5. What is your overall impression? I know that this style of game isn't for everyone but i've been trying to make this relatively light fun game but to add a bit more depth of strategy than something like Munchkin.
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