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Species Abilities - Explained

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questccg
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Okay so I am re-investing some time into "Monster Keep" because the RPS Pokemon Duel(tm) idea really got me thinking that I could apply those game ideas into "Monster Keep" IF and ONLY IF "Monster Keep" was AGAIN a "Card Game"...

So version 3.0 (or 0.3) of "Monster Keep" is a Card Game! (Yay)

Take a look at the RPS-9 for the Monster "species" (or Classes):

I know, I know - it looks JUST AS BAD as Pokemon RPS rules. No worries, when I post up the "magic" table - it will be obvious.

The idea is to take "Monster Keep" to another LEVEL. And this "old" (because I had it - but didn't know what to do with it - so I am recycling this idea) RPS-9 which is now made NEW... I can maybe make a card game out of "Monster Keep" (which will be SUPER EASY to play with - and yet have deep strategy... or Luck if you prefer) ;)

Thanks for your input and feedback!

questccg
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Here are some of my "ideas"

After doing some thinking, this is what I have:

  • Order = Abilities require tokens (multiple buys possible)
  • Chaos = Abilities that use polyhedral dice (d8, d10, d12)
  • Fire = Abilities that use polyhedral dice (d4, d6, d8)
  • Frost = Abilities to paralyze an opponent (cannot strike back once paralyzed) + Saving throws
  • Life = Abilities to restore health when damaged
  • Death = Abilities to reclaim cards from the Graveyard
  • Earth = Abilities to poison an opponent (continued damage as the round continues) + Saving throws
  • Storm = Abilities that use polyhedral dice (d6, d8, d10)
  • Sky = Abilities to fly and attack first (first-strike - passive)

Feel free to suggestion other possibilities. For now this is what I have.

X3M
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Storm obvious has abilities

Storm obvious has abilities against sky. How about entanglement, esnare or a net?

questccg
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Saving Throws

Although this is a CARD GAME, I am going to ADD the concept of "Saving Throws" and this will happen by using a 1d20 (Polyhedral dice).

When afflicted with an "adverse" status, that player rolls 1d20 and depending of the value, he can break free from that status...

For example:

IF Player #1 plays "Fungus Man-mushroom" (Earth) and uses its "Advanced Tactic" Fungal Spray to try to POISON his opponent, Player #2, who plays "Cyclops" (Frost). Player #2 now must roll 1d20 and score higher than "13" (example). If he fails to do so, he is POISONED and will lose Health each sequential phase of the player's turn...

So say later on, in another player phase, Player #2 rolls a "14" on the 1d20. He is finally FREE of being poisoned and will no longer take damage in future player phases!

I think "borrowing" this AD&D mechanic is real nice - since it allows players to be engaged in the game even if it's not their turn or player phase.

questccg
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Good ideas!

X3M wrote:
How about entanglement, ensnare or a net?

All good ideas! Ok so "Entanglement" will work like "Paralysis". Another couple variants are "Frozen" and "Stone" which are special since you cannot take damage when you have those statuses.

"Ensnare or Net" might be for a specific Monster like a "Giant Spider". Such an arachnid might have an "Advanced Tactic" and also have a special "Basic" attack such as "Venomous bite".

So yeah I will include those somewhere down the line... Depending on which Monsters get selected for the BASE "Sets". I am thinking you CHOOSE a "Lord of the Keep" 1 out of 6 possibilities. And then you get 30 cards (identical) to each Lord.

And this would allow you to play versus 3 other players. It's a 4 person game... Since this is kinda a "mini" game - I want to keep the cost to produce low. And try to keep a low buy cost...

questccg
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You are correct

X3M wrote:
Storm obvious has abilities against sky.

Actually that is correct - but it means that ANY "Storm" beats ANY "Sky" Monster. That's an RPS-9 beats. But the problem is if you use too weak a "Storm" Monster, the other two (2) players can attack your "Storm" Monster and defeat it (more easily).

So the RED arrows = RPS-9 beats. BLUE arrows are mutual combat (both parties engage in combat) and BLACK arrows are uni-directional only. Single arrows will inflict "Basic" amount of damage unless an "Advanced Tactic" is used.

questccg
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What's up with all the coins?

I have been researching Pokemon cards and I can't believe how many require "coin tossing" as a mechanic?!

It seems like things like "toss three (3) coins" and "for each head do X damage". This is just an example, but there seem to be A LOT of those types of cards. Coin tossing seems to be everywhere...

So #1: no coin tossing! I will add Polyhedral dice to the mix to add a flavor of randomness - but no coin tossing (repeated for clarity).

Any Pokemon players like to chime in and tell me if this is a fact or just dumb odds that I've seen one too many similar cards Google Searching for Pokemon cards?!

questccg
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Here is the RPS Table!

I hope the relationships are MUCH more EASIER to read?! On the cards themselves, the representation is EVEN EASIER!!!

questccg
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<Bump>

Does anyone else have ideas for Monster species (classes)???

Or do you know of additional "Status Conditions" I should ADD to the game?! (I will research Pokemon further - for more inspiration)

Currently these are the statuses that I have noted are:

  • Paralyzed: lasts for one game turn (all player phases)
  • Frozen: cannot attack or be damaged
  • Stone: cannot attack or be damaged
  • Poison: last for one game turn (all player phases)
  • Fear: last for one battle only

Not 100% certain about all these... Just some early ideas!

X3M
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Plenty of basic attacks. But

Plenty of basic attacks. But i think you are searching for special attacks like, heal, slow or haste.

You can do a lot of slowing down variants on enemies. Some do more damage than slowing down or vice versa. Better to think of basic mechanics first. Then combine them. And finaly give a proper name???

questccg
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Bribery!

X3M wrote:
Plenty of basic attacks. But i think you are searching for special attacks like, heal, slow or haste.

What about one "type" of "Status condition" per species (class):

  • (Order) Bless: gives a damage absorption (in one game turn)
  • (Chaos) Stone: cannot attack or be damaged
  • (Fire) Burn: lasts for one game turn (all player phases)
  • (Frost) Freeze: cannot attack or be damaged
  • (Life) Heal: restores damage caused (in one battle)
  • (Death) Fear: last for one battle only
  • (Earth) Poison: last for one game turn (all player phases)
  • (Storm) Paralyze: lasts for one game turn (all player phases)
  • (Sky) Haste: allows you to go first (in one battle)

Do these sound appropriate? Comments & feedback welcomed!

Also when facing an opponent of the same species (like Earth vs. Earth), you cannot use such a tactic (immune to Poison). That's the exception to the Duel rule...

X3M wrote:
Better to think of basic mechanics first. Then combine them. And finally give a proper name???

Basic attack are going to be pretty simple:

  • First attack is FREE - so you do X damage to your opponent
  • If he is still alive, he can counter and attack you (see RPS-9)
  • If you are still alive, you may PAY to attack again (see bribing)
  • If you bribe and attack again and your opponent is still alive, he may counter a second time - if he chooses to bribe his Monster

So "Basic attack" goes something like that. Now you can have ONE (1) "Advanced Tactic" which you must bribe your Monster to perform. Some are one-time (per battle) other are a form of "Advanced attack" and can be bribed multiple time, etc.

The Monsters are LAZY sobs! You need to bribe them if you want them to battle for you... Unless specified otherwise, a Monster will only launch one (1) "Basic attack" for free. :P

X3M
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Sounds weird. To lazy to

Sounds weird. To lazy to defend oneself. Better to pay mana instead for refreshing the monster that turn.

But i like the mechanic in general. Sounds like providing ammunition when needed.

You could do so that multiple monsters can block an attacking one. And that if the attacker cant fight any more. The defender might continieu to fight back.

But i leave that up to you.

It is smart to have an equal ammount of special attacks for each type. Of course it starts by one. But some have the same mechanic? Like not being able to damage or do damage. Maybe turn this into a certain ammount of blocking power. Where stone has more than ice. Of course stone will be more expensive. But a counter would ve that if an enemy can go through the armor. That stone or ice monster will attack back for free.

It sounds like a fun game so far.

questccg
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LAZY they are... not like Monsters in the Wild.

X3M wrote:
Sounds weird. To lazy to defend oneself. Better to pay mana instead for refreshing the monster that turn.

Well the premise of the game is that you are the Lord of your Keep. In your keep you have various Monsters. But each Monster has "needs" to be motivated in battling for the Lord. There are three (3) attributes: Hunger, Greed and Bloodlust.

X3M wrote:
It sounds like a fun game so far.

IDK yet. Still need to playtest a prototype... to see if THIS can actually be a game or not.

Keep you updated!

questccg
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Lord Extras

As I mentioned each player chooses the Lord of his Keep. Each Lord has a special bonus that affects game play in some fashion.

Lords Extras:

  1. Lord Asinius [Fat Bald Merchant]: Once per battle, replace one required token by a food token.
  2. Lord Kane [Cut-throat Master Thief]: When a Monster is sent to your Graveyard, steal one (1) token of your choice from your opponent.
  3. Lord Duncan [A Forsaken Knight]: Two free Basic Attacks for each player's Battle Phase.
  4. Lord Rex [A Draconian King]: Can retreat one Monster per turn back into your hand instead of the Graveyard.
  5. Lord Taurin [A Bullish Minotaur]: When using an "Advanced Tactic", the cost for battle is reduced by 1.
  6. Lord Sandor [A Dark Warlock]: When a Monster is sent to your Graveyard, collect one (1) treasure token.

These are just some early ideas... Not set in stone - any input or feedback would be much appreciated!

Thank you.

X3M
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Do you have some sort of

Do you have some sort of complete picture, saved somewhere for me to read?

Suddenly I see "tokens". Where they come from? What they do? You know, I need to know the basics before I give an opinion about your lords and their effects.

questccg
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Nothing firm - just ideas

X3M wrote:
Do you have some sort of complete picture, saved somewhere for me to read?

I only have bits and pieces... Because the "some" of the concept comes from another (other) game(s).

X3M wrote:
Suddenly I see "tokens". Where they come from? What they do? You know, I need to know the basics before I give an opinion about your lords and their effects.

Well it's something like at the beginning of each game, each player gets three (3) FOOD, TREASURE and BATTLE tokens. Then it's a player's turn and they receive their Lord's BONUS (Lord Asinius: +2 FOOD). As such there is another mechanic "Resource Planning".

At the end of each turn, VPs are computed: for the player whose turn it was +2 VPs per card (up to 3 cards, so up to +6 VPs) and each other player +1 per card (maximum of 1 card, so +1 VP)...

More on tokens:

There are three (3) Monster attributes (and therefore three tokens):

  1. Hunger: how much a Monster savors FOOD.
  2. Greed: how much a Monster prizes TREASURE.
  3. Bloodlust: how much a Monster craves BATTLE.

The number of tokens (3 each) at the start is arbitrary - but may need to be increased - for sufficient battling. You want players to DUEL and use the RPS-9 "BEATS" system for quick victories.

Update: I am thinking ONE (1) PASSIVE ability, means that the Monster does not have "Advanced Attack" or "Advanced Tactic", instead they have a token bonus like "+1 FOOD, +1 TREASURE" each Battle Phase. This could be cool also because it's a way to INCREASE your tokens.

Tokens could be seen as "Mana". It requires tokens to motivate Monsters and some Monster have the capability of earning bonus tokens...

Update 2: I don't want players trying to figure out if they should "SAVE" tokens for VPs. Instead it becomes "Resource Planning" and players need to optimally USE their tokens. If you are too aggressive early on - you may not have enough tokens when needed...

And I don't want players to "HOG" tokens either. It's enough that you need to plan HOW and WHEN you are going to use them.

Note: I do have a TXT document with "some" of the details. But it's like chicken scratch - pieces of the major elements in the game. It's easier if I explain the various parts - since the document does not go into much detail. Also I like to BLOG about the game, so that I have traces of the ideas about a game...

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