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Rituals & Incantations

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questccg
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Joined: 04/16/2011

Let me start by explaining some basics first:

  • There are 5 schools of magic
  • Each magician has no "Arcane Power" (AP) at the beginning of the game
  • When a player completes a RITUAL, they are granted the "AP" of that card
  • A player wins when he completes a ritual in all five (5) schools of magic

My problem is with "Arcane Powers" (AP)... Although I could determine many different rituals, I don't know what the Arcane Power of the CARD can do?

Am I making myself understood? It's difficult for me to describe.

Perhaps I can start with this and see what designers think/have questions...

Note: I would want "Arcane Powers" to be HIGHLY flexible in the magnitude of say "Magic: The Gathering" cards... Something highly flexible. Just not certain how to define AP.

questccg
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Joined: 04/16/2011
Added complexity

What if the CARDS you pick, reveal the RITUALS for your OPPONENT. So say there are five (5) cards, one for each school of magic and "somehow" they get chosen by the player...

And those are the rituals the opponent must COMPLETE.

So then you have to balance between HARD rituals and TOO POWERFUL "Arcane Power" (AP). Once the opponent performs the ritual, he gains the AP...

Still not sure WHAT the APs will be... but this is sort of a step in the right direction, no?

JewellGames
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Joined: 06/03/2012
So what does AP allow you to

So what does AP allow you to do? Complete more rituals?
Could you give examples of how the game works?

Casamyr
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Joined: 07/28/2008
questccg wrote: My problem is

questccg wrote:

My problem is with "Arcane Powers" (AP)... Although I could determine many different rituals, I don't know what the Arcane Power of the CARD can do?

I think this is the crux of the problem. What are arcane powers? Do they break the rules in some way? Do they alter how a ritual is completed? Without this knowledge, it might be tough to move on.

questccg
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Joined: 04/16/2011
Let me clarify

JewellGames wrote:
So what does AP allow you to do? Complete more rituals?
Could you give examples of how the game works?

I have been "revisiting" the gameplay. I had the idea of several win conditions, that just made the game TOO LONG. So I have shortened the game and setup time using these simple rules:

  1. Players shuffle 5 piles individually, each with 5 cards in them
  2. Cards are dual-sided, one side the ritual, the other the AP
  3. Player then rolls 5d6s, with a custom STAR instead of 6
  4. For each roll, use that card as the ritual for that school of magic
  5. If you roll STAR, you pick the card for that school

So to WIN, all you need to do is complete five (5) rituals. Each time you complete a ritual, you earn the benefit of that card (AP).

You never know which ritual a player is trying to complete and you don't SEE it either... You only know the APs that your opponent can acquire.

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