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Mystery Card Game — Thinking of the suits that will work

Well this will be a bit of a "mysterious" BLOG entry. I have a military Card Game that I am working on with two (2) Factions. That's about as generic as it can be. Hehehe.

I had the idea of an "ATTACK" Value in the TOP-LEFT-HAND corner... But as I continued to design, I realized that instead of JUST "ATTACK" I could have several SUITS (Attack, Heal, Repair, etc. etc.)

My ISSUE is figuring out WHICH "suits" would be appropriate for the game.

A HEART could be HEAL. A SPADE could be REPAIR, a STAR could be ATTACK...

These are some embryonic ideas ATM. Not sure what could be a FOURTH. But I would think that these SUITS would be available to BOTH Factions (or maybe just to one...) Not sure about that just YET either!

If anyone has ideas for additional SUITS, feel free to reply. I will continue to ponder about more. Not sure how many I need... But we'll definitely think a bit more about these SUITS.

Cheers all.

Comments

RPS-5 and ALL Available Operations. Need INPUT!

Okay so after some research I have devised five (5) different Categories of Operations that can exist. These are performed when there is a MISSION occurring.

Here they are (as in the current version):

1> Scout
2> Invade
3> Defend
4> Cyber-War
5> Support

Mission #1: Scouting is required before Invasion of the enemy Base can occur.

Mission #2: Invading is done to try to win the game by capturing the enemy Base.

Okay here is where things get a bit FLUID:

Mission #3: Defending affects the "Invasion" efforts and provides ways to reduce the efficiency of an enemy Squad on your Base.

Mission #4: Cyber-War allows for BOOST to your "Invasion" efforts.

Mission #5: Support is a mix-bag of tactics that work in tandem with your Squads and other Mission cards.

Each of those Actions are divided into FIVE (5) Categories... That make up the RPS-5 used in the game. What do I mean???

Well there are FIVE (5) different TYPES of Units. They go as follows:

1> Melee 2> Explosive 3> Aerial 4> Stealth 5> Ranged 1> Melee.

Each TYPE of Unit has it's OWN "Mission" Ability.

For example: "Aerial" + "Support" = "Refuel" Action... OR

"Melee" + "Defend" = "Guard" Action...

There are in total 25 different Operations all revolving around the Unit RPS-5. Each Mission provides some kind of Operation/Effect based on the Unit (and the RPS-5 too)!

Each Mission has a COLOR too... Which makes it EASIER to understand WHICH "Operation" (think Action) is being conducted. So ALL "Scout" Missions are "GREEN" in color for ALL Units.

Enough said about all of that. It's ALL COOL...

***

My problem lies in how to STACK these Missions and HOW does a "Deployed" Unit get to go on a Mission!?

At first it was EASY (Too Easy): You just Flip the Card and Voila ... On a Mission.

The next version was the players need to Capture a Unit in Combat and then the Enemy's Captain is Captured and the Attacking Player's Captain is then allow to perform a Mission.

This seems a bit TOO COMPLICATED.

So...

***

Somehow I need a WAY to PERFORM Missions and I need for Combat to be relevant for some kind of reason.

Any and all feedback is welcome. If you have comments or questions, feel free to ask and I will do my best to answer. Clearly this is NOT an easy question and it makes up a good part of what the "core" of the players will be doing while PLAYING this game.

Sincerely.

Maybe I'm over-complicating matters... IDK

But I need two (2) things to make sense in the game:

1> First there needs to be a REASON for Combat among the two players.

This is very important because there needs to be a REASON to Deploy Units.

2> The next thing is that there needs to be a METHOD of going on Missions.

This is also important because Operations on Mission cards allow a player to get sufficient Scoring to WIN the Mission (Scout or Invade). There are other Missions as I explained in the previous comment, but they are OPTIONAL.

Some additional NOTES...

3> Deployed Units can Attack the Opponent's Deployed Units and then CAPTURE a Unit.

Captured Units CANNOT go on Missions. Enough said about that. That makes sense.

4> From "Ready" to ??? (Deploy and/or Mission)

This is MY PAIN-POINT ATM. This is the biggest issue that I currently have. I am unsure how to proceed with this particular problem.

I will ponder some more and report back in a day or two.

Feel free to add your ideas and/or share with us your thoughts on this matter.

Best!

Trying to figure out an alternative...

I DON'T like that Combat has (at the moment) TWO (2) effects:

1> That an opponent's Unit cards get "Captured".

2> That this somehow allows for the winning player to go on a "Mission".

Unlike most of these games which require TRADE as the engine for the game, my version is SPECIFIC in that it is focused on COMBAT.

So Point #1 about "capturing" an enemy unit... That makes sense and it works with the mechanics in the game.

My problem with Point #2 is HOW(?) do I get players' Units to "Go on a Mission". Essentially to either "Scout" or "Invade" the Enemy Base.

I've figured out that "Scouting" is done FIRST and once that is completed that "Mission Ends" and the next step is to "Invade" the Enemy Base to WIN the game.

That all makes 100% sense. But...

There still remains the HOW(?) to handle missions.

***

So Combat in itself can be a "Throttling" Effect. Why do you Battle the opponent??? Because this can LOWER the enemies capabilities to CYCLE their Deck. So you don't necessarily want to Battle ALL Units, only one here-and-there such that you break-up the speed at which the opponent may cycle his Deck.

That WORKS and it's a different effect than Missions.

There is a REASON for Combat/Battles. And it works as explained.

But the "Mission" ASPECT which is NEEDED to PLAY and WIN the game... Doesn't have this same kind of REASON.

Yes I know that "Missions " are REQUIRED to PLAY and WIN. But HOW(?) does one manage to get a Unit to "Go on the Mission" is my issue!?!?

***

ATM I don't know. Knowing this would tremendously IMPROVE the design. And could maybe lead to a PROTOTYPING phase (as we move beyond the design and test out what remains).

Again if anyone has ideas or wants to share their thoughts, feel free to reply and give feedback. I know it's a bit HARD since these are intrinsically deep aspects in the design... But you never know what might come up and strike you as something that could finalize the design.

So cheers all and thank you for your collaboration!

Some additional thoughts

One point is this:

questccg wrote:
If a Unit is "Captured" it CANNOT go on a "Mission". In addition this affects the capacity to "Relatively Cycle" a Deck. Meaning that you MUST STOP on a Captured Unit and this requires the use of one (1) Action Point to move to the next Unit in a player's Deck.

So Combat has it's place and is useful for two (2) very different REASONS.

***

"Missions" are the NEXT BIG thing in the game.

questccg wrote:
One or more units can go on a "Mission" to Scout the Enemy Base. Aside from this... Units on a Mission CANNOT "Battle". This also makes 100% sense. Once the Enemy Base is "scouted", the NEXT Mission is "Invasion" and that's required to complete to WIN the game.

Again it all MAKES SENSE... But for one (1) SMALL (maybe TINY) aspect is HOW(?) to allow for "Missions" to take place???

I'm still thinking about this... And I'm fresh out of NEW ideas for this particular aspect of the game.

Again any help is muchly appreciated whether you have a fix or maybe some ideas that I have not covered ... Your feedback is welcome. I know it's a bit hard to THINK about since nobody is in the full details of the game... This is as simple as I can express the existing challenge/issue right now.

Cheers all.

Still a bit "embryonic" but...

The idea would be to INTRODUCE a "special" Unit known as a "Captain" which is the card that allows a player to "go on a Mission"!

You can ONLY have ONE (1) Captain per Stack and obviously you can ONLY have one (1) Stack for a maximum of 3 units plus the "Captain".

Without a "Captain", you can have a Squad of maximum three (3) Units. And this Stack may ONLY be used for "Combat".

So you can have a NORMAL Squad of 3 units and then ADD a "Captain" to the mix to TRIGGER a "Mission". When you do this, all 3 other Units get flipped over to their "Mission Side" and then as that player can determine if you have enough "Mission Points" to "Scout" the Enemy Base (or "Invade" it if it has already been Scouted).

This seems to have the BEST way to GLUE everything TOGETHER. Yes it DOES introduce a NEW Type of Card ("Captain") but it would change the Booster Packs to having ONE (1) "Captain" per pack.

You are ONLY allowed TWO (2) "Captains" Per Deck (Deck Construction restriction). This is taking a lot of THOUGHT because it seems to do everything I WANT to do... All the while "re-using" the Squad configuration.

I will ponder this solution a bit more... As I THINK it has the most amount of potential.

Keep you all posted...!

Note #1: I say it's a bit "embryonic" because I'm not 100% sure how the "Captain" card will work. Yes, yes ... It will cause the Squad to FLIP and ALL "go on a Mission"... But there is the question of INSUFFICIENT points to "accomplish" the "Mission"!

I will think about it and see if I can IRON out all the issues and address the various question about HOW(?) this will all work.

TBD. Let me think about it some more and I'll come back with better results and more accurate design with this "Captain" card.

Sergeant looks to be the actual Officer for a Squad

So I'm thinking about using "Sergeant" instead of a "Captain". A "Captain" leads 3 to 4 Squads and that's a "Platoon".

This is just some "Fact Checking"... What's more logical in Modern Warfare Today and what feels more "authentic". I'm not trying to aim for realism... But if the design leans more towards a more REALISTIC setting ... Nothing wrong with that IMHO.

"Sergeant" works good thematically. And is "somewhat" a real officer that would command a Squad of Soldier.

I'm trying HARD not to make this a "memory" game. Meaning if you have a GREAT memory ... You'll have a much easier time to win. I don't really like that and so I'm trying to figure out how to BALANCE "relative" vs. "absolute" cycling...

Because "absolute" would blow past a "sergeant" unit ... But a "relative" unit would be ideal to "transform" your Squad for a "Mission".

Again I have more to think about: how it can work fully work without no hiccups... So-to-speak!

Cordially.

Further thought has led to an interesting outcome

So I was thinking that WHEN you "Cycle" to your "Sergeant", you can FLIP over the Active Squad Units and SEE IF you accomplish the mission.

If you DO NOT, you flip the Squad Units back and you can choose to EXHAUST from 1 to 3 Units to the bottom of the Deck.

Then you need to "Cycle" back to one of your two "Sergeants" and repeat the process to see IF you have enough "Operational Power" to perform the mission successfully.

Something like that FEELS DO-ABLE... Still will ponder on this to see what the results look like from a Gaming perspective. Maybe other ideas may come to mind ... We'll have to wait and see.

Cheers!

Balancing act TBD???

Okay so it's official, I think I got the "Missions" aspect of the game locked-down. GREAT! But that's not the entire story well ... At least not 100% of what I have to figure out.

Some general direction that I have goes like this:

A Stack has three (3) Units in it. Until you reach THREE (3) you CANNOT take on a "Mission" and it's in a way better to have three (3) Units due to Initiative.

Therefore there are some interesting FACTS to consider.

1.> If you have three (3) Units you may attack an opponent for the cost of 3 "Action Points". Each turn you get 3 APs and therefore combat requires all of them to strike at the enemy.

2.> If you defeat the opposing Stack, the opponent's TOPMOST Unit gets Captured (flip over and 180 degrees) and you must "exhaust" one (1) of your Units from your Stack to the bottom of your Deck. That unit is NOT captured just recovering from Combat and can be back in action on the next full Cycle of your Deck.

3.> To "ready" a Unit, simply use 1 AP and place that card in your Stack (at any position you like - but remember at MOST 3 Units in the Stack)

***

All that SOUNDS good. But there is something UNCLEAR when we consider the BALANCE of it all. So let's say (for some reason) you want to BATTLE your opponent (why? - I'm not 100% sure about this...) and this means that SOME HOW you must MATCH the opponent's Stack (in terms of Units).

More Units means HIGHER "Initiative". And that works out for several reasons because each additional Unit (up to 3 maximum) adds to the TOTAL "Initiative" which could have DIRE consequences IF you don't MATCH UP.

***

For the sake of discussions, it's ALWAYS "best" to put your STRONGEST OFFENSIVE unit on the TOP of your Stack (Card #1). This is your RAW "Firepower" and the Higher it IS... The more likely it's HIGHER than the combine "Resistance" (think Defense) which is ADDED UP and DIVIDED by the number of Units.

So STRONG Firepower doesn't equal Combat Victory. Instead you pair the enemy's Resistance (Added up and divided). If your "Firepower" is GREATER than your enemy's "Resistance" (Combined), you Capture that Unit. And you must "exhaust" one (1) of your Units from Combat.

***

What happens when you have NO Units in your Stack???

Well the easiest fix for this is the CURRENT Unit in-hand (if "ready") becomes the "Deployed" Unit and it's a Stack vs. one (1) Unit.

Something like this is starting to make sense and "all of the pieces" seem to be falling together and fitting in-place for this design.

I will continue to ponder it some more and see what I can work-out. Is the Balance RESTORED or not!? IDK ATM. We'll let these ideas simmer and see what comes of them.

Sincerely.

Changing the Stack Component of the Game

So initially I had planned to use ALL three (3) of the Units for Combat against your opponent. "Initiative" was added from all three Units and had meaning for all the various results that went above the opposing "Initiative", that would allow for different options for Combat.

Firepower was the primary Unit and the Resistance (think Defense) was ADDING all of the Units and dividing by the number of Units.

All of that sounded as "GOOD" ideas but in TRUTH it lead to many issues which include "turtling", hard division, illogical "exhaustion", etc. etc.

***

After chatting with @X3M ... He told me some of his ideas for a "Card Game" or a "Miniatures Game" and what struck me was his idea of "Movement". He explained that according to his ideas, a card could move from 1 to 3 positions.

That got me thinking about "Initiative". Could it be a "Matching Mechanic"???

What do I mean?

Well when you have a Stack the TOPMOST Card is visible. And you know both Player's TOPMOST Card (and therefore the "Initiative" of both).

So the ATTACKER "Declares" his ATTACKING "Initiative". Let's say "3".

The defending player now has the option of using ANY "3 Initiative" Unit in his Stack or PASS (because he doesn't have a card of that value).

Combat takes place with the BOTH Units (if there is a MATCH) and costs 1 Action Point (AP). The result determines who is okay and who gets captured. All of that works the SAME as BEFORE.

***

This means that you can "turtle" all you want, it only reveals your WEAKNESS. And obviously because you WANT to go on "Missions" to WIN the game ... You will decide to DEPLOY "Ready" Units and therefore have units for Combat.

There is no FUNKY "Division" by 2 or 3... There is no overkill on "Initiative" either. Which is also very important because all of that led to more confusion.

And also now Combat is 1 vs. 1. Which card gets Captured and Exhausted are LOGICAL NOW: the ones used to Battle!

Of course as with ANY plans to alter a design, I will of course ponder and think about these changes further. Once I have had enough time to figure things out only then can I determine if these changes offer the BALANCE that I am looking for.

So far... So good!

Fog Of War (FOW) - 2nd attempt at it???

@X3M revealed than my initial Battle Concept could have "Fog Of War" (FOW) and what that means is that the Units used in battle would be "Unknown" before the Battle ensues.

And I thought about this and responded ... "It's not really FOW if you keep track of the Units being put into the Stack." In addition, the TOPMOST Unit from your Stack would be revealed and visible. Felt more like a BROKEN MECHANIC TBH...

***

So I thought some more and figured: "What if the Stack of Units is placed BEHIND the "Base" and its Mission Card? This would mean that ALL Cards would be SECRET unless someone remembers something from when they were "deployed" into the Stack.

This made for an even BETTER FOW that the initial concept because NOW NO Units would be visible.

Again same principal as before, the Attacker DECLARES the "Initiative", the Defender responds with a Unit from their Stack or says "PASS" if he doesn't have the corresponding "Initiative" Unit.

***

The problem with FOW (required or optional) is that it makes the RESULT of battles LESS predictable. It's like shooting into a tunnel, once the bullets disappear, who knows where they go.

Similarly here, when DECLARING a Unit and their "Initiative" means that you are never sure IF you will BEAT your opponent. The outcome of the Battles is unpredictable.

***

This leads me to believe that FOW is NOT the "greatest" thing to have. And even if you do HAVE IT, it leads to "unpredictable combat results"!

Tell me what you all think? Feel free to offer your feedback, thoughts and make some further analysis on this particular Mechanic (FOW).

Cheers.

More thoughts about Fog Of War (FOW)

Okay so here are some FACTS about "Fog of War" (FOW) and I think they still merit more pondering and thought.

I can have a sort of "Perfect" FOW which means that Units in the Stack are hidden by the "Base" Card (Behind). And maybe someone remembers some Stats (or not) but generally speaking the idea would be to make "Combat" a bit of a surprise for BOTH players.

***

So when someone Declares an ATTACK, both player's FAN their Units from the "Base" and reveal them to both Players what each player has in their Stack. The "Fog of War" (FOW) is LIFTED and both players now see what Units are available.

The Attacker goes FIRST and declares an Attack on a Unit with the SAME "Initiative". NEXT, the Defender then checks his Stats versus the Attacker and the result is either Conquered, Nullified or Exhausted.

***

The ideas that I am putting forth is some kind of BALANCE between NO INFORMATION and PERFECT INFORMATION. And I realize that with those two (2) options, I have yet to determine what is the best for a Deterministic method of Combat which does NOT rely on Health Tracking.

I have some other options for Combat which I will explore further.

One is called "Resource Burn" which allows for "Complex, Tactical gameplay". The other option is called "Momentum Burst" which allows for "Aggressive gameplay". There was a "defensive" type of attack but it requires DIVISION and I don't want complicated MATH of Dividing by 3 ... or even 2 ... To be a part of the Combat Mechanic.

More on these two (2) Combat Options as I feel ONE (1) of them may be the KEY to solving my Stack issues.

Soon back with more feedback and explanations.

Cheers all!

FOW is now resolved...!

I had been struggling about deciding HOW(???) to handle Combat given that there could be FOW (Fog Of War). I had a Combat Mechanic that seemed to be very "backwards". Not because of it being too simple or anything like... It failed the LOGICAL way to do Battle. What do I mean? Let's take a look at the OLD version of Combat and then I'll discuss the NEW version of Combat.

***

Okay so the OLD method was that the "Attacker" would reveal one (1) Unit/Card from their Stack. This leads to PERFECT INFORMATION concerning the Unit and it also lead to PARTIAL INFORMATION for the composition of the "Attacker" Stack.

Next the Defending player would look at the "Attacker" Unit's Initiative and figure out what to play AGAINST that Unit/Card. So this yields control over to the "Defender" and gives him TOO GREAT of an "advantage".

Why(?) Because he knows the Initiative and how he can conquer it and he also knows the STATS: Firepower and Resistance.

Maybe the "Defender" doesn't have the BEST Unit/Card to COUNTER with but he could easily take over the Battle. And that's why it felt BACKWARDS: loss of control and the "Attacker" needing to play "catch-up".

***

How did we resolve this issue? It's not too hard of a fix TBH. Instead of just the "Attacker" revealing a Unit/Card... BOTH players choose to reveal one (1) Unit/Card per side: Attacker and Defender. It's done blindly and leads to a FAIR yet UNPREDICTABLE (a bit RANDOM) result and Combat ensues afterwards.

Maybe this could yield some "Table Trash Talking" to try to anticipate what the opposing player is planning on playing. This is a bit of a "Mind Game", a question of bluffing and planning...

***

That's the main difference between the two. Instead of the "Attacker" being on the end of a wrong pick of Unit... Now NEITHER player has an advantage at the start of Combat. It's a BIT of a "Random" start to combat depending on how the two (2) Players approach a Battle.

FOW is 100% and is reduced to 66.6% after the first card gets revealled.

PARTIAL INFORMATION not PERFECT INFORMATION (unless we are talking about the Units/Cards that have been revealed).

I think for now... I will let this simmer and think about it some more. I do like it, it's not PERFECT but I guess it's like in real life: On the Battlefield you never know who you will run into and so first encounters are a bit RANDOM too... And then it goes into REACTING and CONSEQUENCES of a Battle and how it ensues thereafter.

Best.

Not 100% just yet

Okay so the remaining ISSUE facing Combat is if the TOPMOST Unit/Card from your Deck should ALSO be a PART of Combat.

So what I am thinking is that the "Squad Leader" is the VISIBLE Unit/Card. On both sides. The "Squad Leader" doesn't partake in Combat at least not directly.

Instead Combat is a bit a type of "operation".

The idea as the "Squad Leader" is the ONLY Unit/Card that is AFFECTED by the END RESULT of Combat. There are only two (2) options for the outcome of the "Squad Leader": they are "Exhausted" or "Captured".

The REST of the Units/Cards in each Stack are used during Combat but are not directly affected by the outcome of Combat. Why am I thinking this way about "Combat"??? Well it feels something like "Missions" with the "Sergeant" but in this case is "Squad Leader" with the remaining of each player's Stack.

***

It's a SHIFTING of "States". Like a Transistor (1 or 0). "1" means "Captured" and "0" means "Exhausted". The Attacker has the choice to continue combat to TRY to "Capture" the opponent's "Squad Leader" if this does not happen with the first Unit/Card.

***

There can be a maximum of three (3) Units/Cards in a Stack. But Combat can occur when there is AS little as one (1) Unit/Card in BOTH players' Stack. This gives a PURPOSE to the "Active" Unit/Card in-hand.

I think Combat could be also like a SCORE (0 to 3 Points).

I need some more time to think about this ALTERNATE version of Combat!

TBD all... Needs more thinking. Now 95% (or 100% with the existing system).

What I am thinking about

My current thoughts seem to revolve around "forcing" a 3 Unit/Card Stack from the start of any game. You would obviously get the opportunity to swap Cards as you play, but each player would REQUIRE to maintain a 3 Unit/Card Stack at ALL TIMES.

This improves BALANCE quite a bit.

And it furthers my agenda when it comes to the "Combat Mechanics". How? Well it simply means that Combat could cost "1 AP" and involve all three (3) Units in the Stack. This would work BOTH ways with each of the Players seeing as there would not be any "weird" match-ups in Combat (3 vs. 1 or 2 vs. 1 or 3 vs. 2). It just SMOOTHES things over a bit and makes the overall experience "feel" more BALANCED.

The reason for this BALANCE is to enforce a "Scoring" Mechanic for Combat.

The result of Combat is a "Momentum Differential" Table which has actions according to the difference in scoring during Combat. This table looks very similar to the "Initiative Differential" but that is Order-specific this is Combat Result-specific.

Anyways Combat would FLOW more naturally if there were ALWAYS three (3) Units/Cards in each player's Stack and the Scoring could go from 0 to 0. to 3 to 0... Where as in the first scenario it would be a nullified result and in the latter scenario one player destroying his opponent.

This would all work much better and in all honesty, it's a SET-UP question. You can PERFECT it and this is fundamentally the same principle as DEPLOYING the first three (3) Units/Cards in your Deck.

I am still examining the ramification of this decision as I work through the design.

Cheers.

Fog Of War (FOW) - Continued analysis

I have come to the conclusion that Combat will have HIDDEN INFORMATION and reveal PARTIAL INFORMATION as Combat goes from one Round to the Next. For each Round, we reveal PERFECT INFORMATION for the revealed "Unit/Card" from the Stack. This means that as the FOW was dense and the Units/Cards UNKNOWN gradually lifts and this cause the FOW to be none as PERFECT INFORMATION reveals ALL the Units/Cards in-play.

Combat is a 3 Round mechanic and FOW at the end of Combat is NIL.

This means that even if one (or more) of your Units/Cards is still in your Stack, you MAY want to switch them up to other Units/Cards just to restore the FOW from your end of the Battlefield (in your Stack).

This makes for very FLUID dynamics and innovative design. As @X3M pointed out, FOW could also be the composition of your opponent's Deck. But since the game allows for "off-line" Deck Construction, the players can vary their Decks and which cards they favor to keep the experience NEW rather than rely on the SAME Units/Cards for every game.

Those are my conclusions so far. I've been getting some help to refine the design and make Combat a bit "tighter" and more BALANCED.

Sincerely.

More issues arise from FOW...!

I have discovered yet another "flaw" with the 3 Unit/Card Stack. The main issue is that "maintaining" that Stack is "troublesome". It would simply be easier to "somehow"(?) have Stacks of different sizes be COMPATIBLE. This would need for a way to ALLOW "Turtling" and not prevent an opponent from having a larger Stack and there needs to be no "real" penalty from having LESS of a Stack.

Basically you should be able to choose your Stack Size and it should go from zero (0) to three (3) without any issues to how Combat is resolved.

Okay that's a TALL ORDER!

It seems like it should be POSSIBLE. I just need to figure out HOW(???).

And so I leave you with these thought tonight. Let's see IF these issues can resolve themselves with a bit of rest and some further pondering.

Cheers.

Maintaining a Stack vs. Auto-Stack

The primary ideas that I had earlier were something like an "Auto-Stack" where the stack would always renew itself to "3-Units/Cards". But this is a very flawed idea since "Missions" require you to SELECT the Units/Cards to go on a "Mission" given a "Sergeant" Card.

So the Auto-Stack just doesn't at all work for the Theme nor the Concept that I am trying to achieve. If you BUILD a "Stack" it should be YOUR decision not because the opponent has a 3-Unit/Card Stack and suddenly you realize you need the same to stay competitive.

While this could be "partially true" it's not the absolute Truth. Watching what your opponent is doing can be "important"... But I want a player to be ABLE to "Turtle" if he wants to and focus on sorting his Deck rather than carrying out a "Mission" as soon as possible.

Different styles of play make for a more interesting experience because someone who may have SEEMED like they are far behind could result in the opposite and actually Win the game with some clever sorting of their Deck.

Is it the "recommended" way to play? Probably No. But then again, who am I to tell a player what Strategy they should employ. If it works for them... Well then that is what matters.

Short version of the story: I want Stacks to be 0 to 3 Units/Cards. And I want somehow for the Stacks to be "compatible" when performing Combat. Again HOW(?) this is to happen... IDK YET!

Let's see what may come... Cheers all.

0 Unit Stack = Automatic "Capture"

After MUCH thought and exploration... I came back to the original version of the Combat Mechanic which was like this:

questccg wrote:
The Attacker reveals the Attacking Unit and the Defender must now counter with a Unit of his own.

Obviously that was MASSIVELY broken since it reversed the order of Control from the Attacker to the Defender since the Attacker reveals his Unit FIRST. So next came another "idea" or Mechanic and it went like this:

questccg wrote:
Both Players randomly choose one (1) Unit to play.

This was a bit better but it causes too much RANDOMNESS. You already have "Squad Leaders" which don't participate in Combat but on whom the consequences or the results that are affected by Combat. This meant that because of the random factor... This was yet again ANOTHER useless Round of Combat.

So I came to the LEAST Favorite Mechanic which IMHO is probably the most FAIR method by which to RESOLVE Combat and it goes like this:

questccg wrote:
If the defender has 0 Units in his Stack, the "Squad Leader" is automatically "Captured". Sucks but it is fair... All we are asking if you WANT to "Turtle" to at least put one Defensive Unit into your Stack.

Next when Combat is initiated... Rather than in the first scenario where the Attacker plays a Unit FIRST and the then Defender RESPONDS (which actually inverts the control of the Combat...)

The DEFENDER must first choose a "Defensive" Unit he want to put into play in the First Round of Combat.

Then the ATTACKER can now determine HOW TO "respond" to that Unit.

It maintains that the ATTACKER is in the "stronger" position and has the ABILITY to "react" with the Best of his Stack Units given that he may or may not have more than one Unit/Card in his Stack. This actually works to have the Attacker maintain CONTROL of Combat since the ATTACKER has PERFECT INFORMATION concerning the "defensive" Unit now in play.

So this means that the ATTACKER (in terms of information and control) LEADS Combat. The Defender may have put up a "Strong" Unit but does not mean that he will WIN the Round given that the ATTACKER has the "last say".

This INVERTED Combat Mechanic seems to be the "fairest" since it maintains the ORDER of Combat and gives favor to the ATTACKER (as it should be since he is the one initiating Combat). That doesn't mean that the Combat Round(s) favor the ATTACKER ... It just means that CONTROL and INFORMATION are in favor of the ATTACKER.

How Combat concludes ... That is something that has yet to be seen. And with any Combat Mechanic there is much that can happen to affect the outcome.

But it means that there is BALANCE and ORDER and both of those are preserved into a Mechanic which is fair.

Please feel free to share with me your thoughts, feedback and any addition concerns or worries that I have not anticipated. But I did spend at least a WEEK working on creating the best possible experience given that there were a lot of moving parts for this Combat Mechanic and not too many options to resolve it.

Best!

Let me clarify a bit...

I honestly DON'T KNOW if there are ANY "alternatives" in HOW(?) to handle Combat and I'm not sure that there is ANOTHER method by which it could be possible to control the flow of Combat.

I THINK(!) that those are the THREE (3) OPTIONS that are available and I can't see anything other than those options.

Yes it is possible to have a automatic "reaction" to "Turtling" ... But it comes at no additional benefit to the "Combat Mechanic". It's like a "special case" and we all know that MAKING "exceptions" causes things to break in the long run.

So I've so far decided NOT to make ANY "exceptions" and keep something fair and balanced... Obviously IF a Player manages to get a "6" Initiative Unit into his or her Stack ... That is a SERIOUS issue depending on the Units Stats ... But even an AVERAGE Unit could have trouble with this sort of defensive posture.

That's why I say it is a FAIR Mechanic. It doesn't blow the heck out of a Player who wants to "Turtle" or is waiting on specific Units to perform a "Mission". As I've stated before ... I don't want to tell people HOW(?) they should play. If it works for them and they win using that method so be it... Turtle all you want.

More on this in the coming days... As I work to see IF this is the BEST possible solution to my Combat dilemma.

Sincerely.

Is it IMBALANCED or is it EXCITING???

Okay so I asked @X3M what he thought about the direction of my Combat Mechanic and he told me his impressions that it seemed IMBALANCED. So let me offer up a bit of that discussion here and see what anyone else thinks!

The discussion is surrounding a Unit known as the "Stealth Bomber" whose stats are 3/2/6: 3 Firepower, 2 Resistance and 6 Initiative.

From a Designer's POV this is a mid-ranged unit in that it's Average in Attack (3 FP) and Weak in Defense (2 RES) and has a very fluid Initiative (6 INI).

Clearly this is the type of Unit you can use as a Defensive or Attacking Player. How? Well if you are on the ATTACK, if a Defensive Player plays a "1 INI" Unit, you can automatically play this Unit and WIN Combat (6 - 1 = 5 INI difference).

So it's dangerous when in an ATTACKER's Stack.

Less so when it's in a Defender's Stack ... Because the Attacker gets to REACT based on the Unit played by the Defender (as per the current rules of Combat).

If the Initiative Differential is "5" that signals an INSTANT VICTORY. Enough said.

As a Defender, it's probably best to play a "2" or "3" INI Unit and see what the opponent plays to Attack with. One thing for sure it's NOT an Instant Victory... Good for that!

Unless you know the composition of the opponent's Stack (from a previous Combat situation in which the Units did not get "refreshed").

But generally speaking ... If the opponent SURVIVES the Initiative Differential, well then this Unit is pretty EASY to "Beat". It could gain +1 FP and therefore have 4/2/6 as Stats... Allowing it to do more Damage. But still it's weakness is its Resistance and it's plausible to "shoot it down"!

What does all this Analysis mean???

It's probably going to be a Trade-Off: 1 vs. 1 Combat Points even with the Bad Boy "Initiative" that scares everyone but those who see the Tactical side of matters.

Namely: "It can be shot down!"

So to conclude... "Is this Unit IMBALANCED?" No it just "feels" a bit scary and yeah... It's a Freaken Stealth Bomber... You'd better be worried if that card makes it into a Stack. Is it the end of the World?? Probably NOT. Like I said, it'll probably end in a Stalemate Round.

That's why I THINK(!) it's Balanced.

Cheers!

Note #1: Where it gets a bit MUDDY ... Is that with a "4 Firepower" the "Stealth Bomber" has GOOD Attack. Which is to be expected from such a Unit. So Countering this Unit is NOT EASY. Like I said before most of the time it'll be a stalemate with each side winning 1 Battle Point.

If it's the only Unit in the Stack.. That will lead to a Combat Differential of "0" and therefore BOTH Units get "exhausted", nobody is "Captured".

So yes... Bad AND scary just not as dangerous as it may initially seem!

Isn't It About Relative Power?

Well the clear question is how common are units which could survive an attack from the Stealth Bomber? If Initiative among all units averages out to like, 3, then the Stealth Bomber seems like a unit with a strong area that isn't completely insurmountable. Based on this scenario, it seems ok to me

After much debate, analysis, trial and error...

We have defined Combat as the following Sequence of Actions:

questccg wrote:
DECLARE -> POSTURE -> COMMIT -> REVEAL -> INITIATIVE -> MODIFIERS -> COMBAT -> CONSEQUENCES

So the Combat Mechanic is exactly those Actions in that order of the sequence. It does NOT rely on "Luck", introduces "Bluffing" and adds a LOT of Strategic Depth to the problem that is Combat. Let me explain...

1> DECLARE: The "Attacker" decides he is going to Attack his opponent.

2> POSTUDE: The "Defender" decides with his Stack what POSTURE he wants: Defensive, Normal or Offensive. This gives the opponent a chance to see how to respond to this information.

3> COMMIT: Both players secretly commit one (1) Unit from each of their Stack.

4> REVEAL: Simultaneous revealing of BOTH Units is done.

5> INITIATIVE: Initiative is compared and the INI Differential is established.

6> MODIFIERS: Modifiers given the INI Differential and POSTURE are then applied to alter the STATS that will be used in Combat.

7> COMBAT: Combat ensues according to the order determined by the Initiative.

8> CONSEQUENCES: The "Squad Leaders" are affected by the Combat Differential as determined by the Units/Cards played.

***

What were the DRAMATIC changes in the Combat Mechanic given the previous iteration simply decided that the Defender should reveal his Unit/Card FIRST.

Well it's not that much more complicated. Information at the POSTURE step is valid information that will decide the outcome of Combat. It is PARTIAL information and may lead to the wrong conclusion (BLUFFING).

Secret selection and simultaneous reveal is a bit RANDOM but not without PARTIAL information given by the Defending Player.

But in REALITY it is NOT RANDOM. And that's what I like about it...

Fog of War (FOW) is 100% on a new encounter. And if the Stack Sizes are less than 3... That means 0, 1 or 2 Combat Differential may occur changing the outcome of Combat.

The POSTURE phase of Combat reveals a lot about what the opponent is thinking. If he is Defensive that means he feels unsure that he can defeat his opponent AND that he is also capable of DEFENDING against an opponent.

Normal yields the information that the DEFENDER is comfortable with his Unit/Card and feels like he has a fair fight AS-IS.

Offensive is when it makes sense to go on the offensive threatening his OPPONENT with a casualty rather than mere "fear" of Combat. He is sort of saying: "Bring it on!"

***

The key take-aways is that you need to PLAY to your STRENTGHS. If you have a High Initiative and are an Average Offensive Unit... It may well stand to reason that you SHOULD go on the "offensive". Or if your Unit/Card is very tough and has a lot of Resistance, going Defensive may cheat your opponent from getting a 1 Combat Point victory making it a stalemate (0 to 0).

There is LOGIC in all of this.

I'm pretty certain THIS is the "Combat Mechanic" and Sequence that I will be using for this game.

***

If you have any questions, need clarification, or want to give feedback, please feel free to respond to this topic.

As with anything it takes time to come up with the BEST possible solution to the problem at hand and I believe that this NEW sequence and ordering is what will crystalize the Combat Mechanic.

Cheers all.

Another issue...

Well it looks like my "Sergeant" concept where each player may have "2" Sergeants per Deck is a bit of a conundrum. I will most probably NEED to add one (1) card per Pack to be a "Sergeant". This means trimming "Common" cards from 5 to 4.

Not really a big deal... But it does mean that I need plenty more Units in that category, if I want the Packs to make sense.

Anyhow... More to think about!

Taking a closer look at the "Sergeants"

So I have come to the conclusion that the "Sergeants" in the game ... Have an ENTIRE "Back-side" of the card available for "customization". How so??? Well with some analysis ... The Card's Ability will be "Mission". And since by the configuration rules of a Deck, you can have at MOST two (2) "Mission" cards, the result is "more" cards need to have the "Mission" Ability.

A "Mission" Unit will have a "STAR" beneath it's STATs to indicate that it CAN go on a mission.

Here's the interesting thing: "What do I do with the opposite side of the card?"

Obviously this TYPE of Card (Mission) is OPEN to figure out WHAT I can do with it... And ATM I have no idea. Only know that somehow this type of card/unit can do a few things (in the grander scheme of the game).

I don't NEED to have to worry much about the "Mission" cards because it's NOW an Ability to "Go on a mission".

This also opens up the Game to possible EXPANSION using OTHER types of cards and/or units.

I'll have to get back to you on the options that may be available. Right now it's wide open because it can be VIRTUALLY anything ATM.

Cheers.

Mission Leaders vs. Sergeants

So I found that the designation "Sergeants" was too limiting. It forced units to be categorized in a specific rank; and that was BAD. I've decided to call these units "Mission Leaders" without restrictions.

I've decided NOT to restrict "Mission Leaders" to ONLY two (2) Per Deck. Here's the thing:

Quote:
"Mission Leaders" when you decide to go on a mission provide some kind of KEY support of the mission and directly or indirectly affect the parameters of the mission itself.

"Mission Leaders" will have a STAR beneath their STATs to indicate the "special" nature of these Units. They contribute ZERO (0) Points to Missions as such players will need to BALANCE adding more than two (2) and not ruining their Deck's possibility to perform missions given Points.

The interesting thing about this is that it ACTS like "Mission Parameters" that affect the outcome of a mission (in some way or fashion).

***

Next I need to work on "Base" Cards... Because they too propose a similar issue when it comes to those cards too...

More on that soon enough. When I can gather my ideas. I am still working on "Mission Leaders" and that should get taken care of SOON ENOUGH!

There are still some "thoughts" as to HOW(?) the units work in-tandem with the other units in the game.

Soon ... One step at a time!

Given 5 TYPES of "Missions"

We land up with 6 DIFFERENT "Missions". Each with their own Tactical Feel and requirements. The five (5) Types are divided into two (2) Categories:

Strategic Setup and Territorial Outcome.

The player who controls his OWN "Base" card determine which Missions need to be performed before winning the game.

As explained previously, there is ONLY one (1) "Base" card per player's Deck.

To WIN, a player must complete one (1) Mission from each Category. This is WAY more FLEXIBLE than the previous setup and yields more variable CHALLENGES for the players to surmount.

I will have to work CLOSELY to ensure that each Mission is "possible" and can be accomplished. Some may be a bit HARDER, others a bit EASIER. Balance will need to be determined through the two (2) Categories.

Again still a moving target when it comes to the Design...

Still working on it! Cheers.

I am working on a better system than just

Two (2) TYPES of "Missions": Scout & Invade. Those were the original ones but I had three (3) more TYPES of "Missions" that I was wondering what to do with them.

Basically I've divided them into two (2) Categories which means that there are only three (3) Primary Missions and two (2) Secondary Missions. So from five (5) we get six (6) = 3 x 2.

This is much better since it breathes more flexibility and adds a HUGE amount of replayability and that is super important to keep the focus of players on determining the best possible way to determine the missions needed to WIN the game.

Anyhow ... This is good as gold. And I can firmly say this is a DEFINITE improvement and I will be keeping this SETUP.

When it comes to the "Mission Leader" Cards... I'm still working on those. They are a bit more challenging because you need sufficient variability to make them of any particular value. But I'm getting more ideas and will brainstorm more possibilities and produce a short list of "Mission Leader" TYPES.

We shall see ... More on that soon.

Best.

Change of a Game without EXTRA cards

This two (2) Categories makes for a more fluid decision during a game given that as a player you might become more familiar with the opponent's cards/units and choose a better secondary mission or a better primary mission.

I think I inverted the two in my previous post:

questccg wrote:
There are three (3) Secondary Missions and then there are only two (2) Primary Missions.

***

I'm still working on the "Mission Leader" ROLES. I have a LIST of twelve (12) of them... But we'll need to see. I have to flesh the out a bit... They're a bit VAGUE ATM. I had five (5) which were still not 100% yet. So I have to compare the five (5) with the list of twelve (12) and see what make sense and what is just "filler".

I'll get back to you all... When I get more time to review the "Mission Leaders" ROLES.

Cheers!

I'm up to some BIG BONUSES for my "Mission Leaders"

I'm working to BREAK all the balance with some AWESOME "Mission Leaders". I think I need to better define the "Possibility Space" for this specific set of Units such that I can determine all of the EXCITING ways that these Leaders can impact "Missions" in the game.

I currently have DEFINED four (4) "Mission Leader" abilities and I've got about eight (8) more ... We'll see how many I get through. It's hard because I have not yet determined the "Possibility Space" and so I am designing abilities based on what I know and can think of.

But no worries, I will continue to work on this. It's a bit elusive ATM. However I think that with some more time, I can flesh-out a bunch of abilities for different "Mission Leaders".

We shall see... More on this in the future!

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