Skip to Content
 

Mana costs

3 replies [Last post]
questccg
questccg's picture
Offline
Joined: 04/16/2011

Hi all,

In an earlier post, I checked to see what you designers would say to having *mana costs printed on the reverse of cards* (hidden information) to avoid player's cheating when it comes to conjuring units (http://www.bgdf.com/node/8039).

This brought up the issue that player's could GUESS the card that is being conjured.

So I thought that I could mix things up - by costing 3 mana to summon a level 1 unit. That works well for level 1 units BUT... it makes it that 3 mana = level 1 unit. Player's can determine the level of the unit.

As such, I will have to mix mana costs ACROSS levels, such that it could take only 3 mana to summon a level 2 or 3 unit... There are a total of 5 levels for units (1-5). So it could be a level 1-3 unit... Or maybe 1-4 units (stronger unit with weak ability - as an offset for the lower cost to summon).

Anybody want to comment?

Does this sound like a reasonable solution?

Anybody have any other suggestions?

questccg
questccg's picture
Offline
Joined: 04/16/2011
This is what I currently have

I currently have 8 mana groups comprised of 3 colors each.

Basically the mana cost to conjure a unit is 3 mana points comprised of 3 different/distinct colors.

Example: Green-Red-White (is one mana group). To conjure a unit in this group, you need one Green mana, one Red mana and one White mana (one of each of those colors).

There are 8 groups in total, so about 4 cards per group (since there are 30 unit cards).

I believe this will make it TOUGHER to figure out what cards a player has conjured before the initial strike (either on Attack or Defense). Those 3 color combinations are hard to remember and look very alike (Just looking at them in the Spreadsheet and I have difficulty distinguishing between them). Basically the cards at the TOP of your stacks will be the MOST visible. And adding to the strategy, a player can speculate which color is behind that card.

Since you roll 5 dice, different combinations could unfold. For example, you might be able to conjure a unit (because of the colors) but not have a unit for that group in your hand. Or the opposite can be true: you have the unit but don't have enough mana to conjure it.

Given these two (2) scenarios, I believe that on each turn you can conjure (at the minimum) one unit (if you choose to do so - Conjuring costs 1 Action Point (AP)). This is because the dice start at 1... not 0. So the worst case scenario is that you can only conjure one unit on your turn.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Update

This is an update to the post...

Okay so now what I have done by tweaking the various units, I now have groups of 4 or 5 units.

In each of these groups corresponds to units defined by the mana. So if it is Green-Blue-Red, well I may have 1 Green, 2 Blue, and 1 Red (as an example).

Here is the kicker: each unit is from a different level. So levels go either 1 to 4 or 1 to 5.

Basically it is impossible to predict which unit is hidden underneath (color and level). This is great news because it adds an element of surprise to battles.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Update 2x

So using the 3 color combinations (like Green-Blue-Black), if makes it difficult to guess which unit and level is under the card.

BUT using that color combination, it is possible to determine the BEST possible card to play.

For example: Green-Blue-Black is the mana on the card.

Well if you examine the RPS-5 chart, you will see that Blue beats both Black and Green. So in this situation the BEST card to play is BLUE. Either you will be the same (Blue vs. Blue) or you will have either a Defensive or Offensive bonus (against Black and Green - again if you play Blue).

So you may not be able to GUESS which card to play, you can determine the best possible odds. Level of a unit is still remains to be determined. You CANNOT guess the level of the card...

Syndicate content


forum | by Dr. Radut