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Abyssal 131: The Design Blog

First update:

Finally, I have cut out 108 squares of paper, placed them up against blank cards and slipped them into card protectors allowing me to see what the first deck of my game is going to look like. I even ran through a game mentally with the deck just to see what the flow would be like and how "mean" I made the Abyss deck. Here are some of my thoughts:

-- Being LEFT-HANDED sucks for cutting still. I have never mastered this skill in my nearly 40 years of life and I don't think I ever will!

-- I'm starting to build the rules as I play test myself in an attempt to see how the game goes. So far, I am thinking the Abyss wins if they are able to get 21 cards (7 rows of 3) onto the board, however if I am using the formula "n x 3" for the starting grid of face down cards a six person game would start with 18 cards in the Abyss there are a couple of cards that could end the game within a turn or two. Maybe 24? But that's a lot for a one or two person game -- "n x 3 +3"? We'll see.

-- n = number of players. Above.

-- There are some vicious combos of creatures in the Abyss already. Some I planned, some I did not plan. I like the surprises.

-- Two more decks to build. Order and Chaos. These are the cards the players will be using. Speaking of which...

-- I need to talk to Magic: the Gathering players, I need to understand from a wider variety of sources styles of play that are fun and fluid. I have six champions (3 order/3 chaos) and I would like to start with at least 8 that have a whole variety of styles of play.

-- Also, I need some mechanics variations in the cards. Something that makes this game different and stand-out. I know it will come with time and playtesting, but it's there. Right there.

-- Oh, I am going to need some playtesters. Lots of them.

Comments

GAME RULES:

Here are the rules as thought of.

Version 1.0:

-- Start by placing "n x 3" cards from the Abyss deck face down onto the game board. n = the number of players. Thus, in a three person game there will be 9 cards in the middle to begin the game.

-- At no time can there be less than "n x 3" face down cards. See game play below.

-- Determine which side will go first. Chaos or Order. If all players are using the same side, roll dice, rock-paper-scissors, etc.. figure out a way! Just no bloodshed.

-- Each player then must draw for their champion randomly.

-- The player that has been chosen to go first draws TWO cards, followed by the other players going to his/her left. From there we begin game play.

PHASES:

1. Draw two cards from your champion's deck. (Order champion from order)

2. Use any 'non-combat' champion power. Most champion powers are "reaction" to other played cards, but a few can act during this phase.

3. Turn over one face down Abyssal card. If it is a creature the champion MAY attack, if it is not a creature the player MUST deal with the consequences of the card.

4. Combat --> If the champion decides to attack, the champion may then use any combat cards in their hand FIRST. Another champion (going to the player's left) may use an interrupt card to disrupt or prevent the attacking champion from winning. Multiple opposing champions may play interruptions during this phase to prevent the attacker from winning.

Check attacking champion for reaction powers, some have them. However, if the attacking champion cannot beat the Abyssal creature's strength they lose combat for that round taking ONE point of health damage.

If the attacking champion ends with a higher attack then the Abyssal creature's strength, they win and take the creature as a follower. The creature's strength then goes towards the champion's point total for winning the game (See "winning the game")

5. After combat, or any removal of card from the Abyss the champion ends their turn by bringing back the Abyss' number of face up cards to "n x 3". The next player goes.

0 HEALTH:

-- If a champion is reduced to "0" health, they must discard all followers, attached powers, and any events in play by them are also discarded. They also must skip their next turn.

OR

-- In an elimination style game, their character is removed from the game.

WINNING THE GAME:

-- The first champion to END their turn with 20 points worth of followers wins the 131st layer of the Abyss.

LOSING THE GAME:

-- The Abyss ends up with "n x 3 + 4" face down cards at the end of one player's turn.

Any specific reason why the

Any specific reason why the monsters are face-down?

ElKobold wrote:Any specific

ElKobold wrote:
Any specific reason why the monsters are face-down?

Yes, gives the game a random chance. Some cards when flipped cause havoc to the players, while others are "boss" type monsters.

Blog 2: The Blog Strikes Back

The last of the decks (Order and Chaos) are ready to be cut out and made a reality. Kind of a excited, I must say. I am really looking forward to play testing this game to see what combinations of cards can be played that did not even occur to me during their creation.

Balance?

That's going to be the big thing here, why play certain champions if they aren't powerful enough to compete with another one. I have to make each of the champions enticing enough to play, yet somehow different enough that they game play seems new each time through.

Can a champion be nearly reduced to nothing and still have a chance?

I need to make sure that all players feel like they still have a chance to win at all times. I think I have left in enough possibilities that this is true, but I will find out when the play testing begins. However, I do not want to make the game PURE CHANCE, there has to be a level of skill involved here. Just got to find that combination.

PART THREE: The Quest for Playtesting.

So, here we are.

I have played 20 games one on one against the Abyss deck with various champions already. While a little boring and repetitive, I am taking very detailed notes so the game lasts around 45 mins + each time, and seeing some tweaks that might need to be done.

Based on my formula (n x 3 + 4 face-up cards) that I have adjusted from the original rules, I am currently sitting at a record of 4-16 against the Abyss. No champion has beaten the Abyss twice and I am playing it straight up -- for that part I am glad that I did not put art on my prototype deck because it forces me to read and react to each card every time I flip one. I don't know if it is a good record to have, or if that means the Abyss is too powerful and the champions need to be beefed up a little bit more to make it a more 50/50 split. However, I am thinking that I have just had some really bad luck. Obviously, more playtesting solo is needed.

That brings me to my next challenge. I am on the hunt for playtesters, face to face is preferred so I can actually see how they react to each card -- much like my poker, I like looking into people's eyes when they give me feedback. I am contemplating eventually going to one of those companies that you pay to playtest the game (and holy crap, I wish I thought of that company!) but not before I finalize the rules and make some changes to the cards.

Hopefully, I can get some Magic: The Gathering players at my local game shops to give it a chance because I have always respected the way that game gives people the chance to constructed "themed" decks based on a couple of combinations. And I'm not really familiar with any other card games that would be around -- I was a Spellfire player way back when.

Well, we will see how it goes.

Oh no. I have to start all

Oh no.

I have to start all over again. Came up with a better way for the game to work.

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