Skip to Content

new/ hero/villain dice card game

124 replies [Last post]
jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Flaming man3.jpg
Flaming man2.jpg
champion card.png
champion dice.png
DICES.png
Flaming man22.jpg
champion 2 dice.png
action MISS.jpg
action double element.jpg
action element.jpg
action speech.jpg
action Range.jpg
action melee.jpg
reaction MISS.jpg
reaction double element.jpg
reaction element.jpg
reaction speech.jpg
reaction heart.jpg
reaction shield.jpg
Quick fire.jpg
Flaming man.jpg
Vixen.jpg
water boy.jpg
Viper.jpg
Tarock.jpg
Steel hand.jpg
water man.jpg
Flaming mantest.jpg
cyberman.jpg
Flaming man4.jpg
Flaming man5.jpg

So while i was working on my current hero/villain card game i was thinking. how can i make it better? the truth is, this is how far it's going to get, so i decided to think of a new game but keep the hero/villain theme and i came up with a dice mechanic card game

Here are my previous posts to get you up to speed with my process

Draft rules for card game
http://www.bgdf.com/forum/game-creation/proofreading/draft-rules-hero-v-...

the design aspect of the card game
http://www.bgdf.com/forum/game-creation/design-theory/background-designs...

It was a decent idea, in my head anyway but i believe a direct combat card game is only for a select few player base (people who like Pokemon, Yugioh, magic etc)

If i want a wider audience i need a different type of play style, and i decided a mix of cards and dice rolls. I could have done a board game as that is where most of the player base is but i can't design board games as it will end up like snakes and ladders or something, so I'm sticking with card base.

Here is an image of my idea on top of the post
Hard to understand right? well that is my process when it comes to designing games, but I'll explain how it works

You will have a deck of hero/villain cards, hadn't decided if it will be a draw from deck randomly or just choosing a hero you want to use from your deck.

So each hero/villain card has a dice mechanic, abilities, and score
the number of dice symbols on the character card determines its life

Each player gets to use a dice with different symbols on it

The action dice section was a scrapped mechanic, i was planning on adding quest cards that you can use to complete to add to your final score but it didn't look right as it will be too difficult to do as ill need different quest type cards (good and bad) for the hero and villain side.

So i decided on using the combat dice instead and focus solely on the character cards

Ok now the symbols of the dice are not final and may change but basically, the dice do the combat

So both players use 2 element dice, 2 combat dice and 1 hero/villain die (which probably won't be separated into a hero only and villain only die) so it will just be called a character die or something

As explained before the characters have a dice mechanic on their cards, an example, the hero card is a fire type and it has multiple symbols which are punch, punch, kick, kick water, water, water, ground. you will need to roll these symbols to kill the character card. you can't do it on 1 turn unless you roll a reroll symbol, so you can place counters on the symbols that you rolled onto the character card. the other dice you roll during your roll phase is the ability die, each character card has an ability that if you roll an ability symbol you can use your characters special ability, it could be gain an addition element type when you roll an element or remove a counter from your character card or something like that. I had another symbol on the ability die which was arrest/escape which you need to roll to be able to defeat the character card but it just didn't work out, i didn't want to have 2 separate dice for both hero and the villain side and it won't make sense if a villain used an arresting symbol.

Each character card also comes with a score if you defeat that hero, the score is added to your final score and once you reach the total amount you win the game. Each hero/villain cards will have a different score to each other.

I also still want to include the heroes speciality trait some how, if you read my previous posts each character had either speed, power, defence or tactician trait.

So that is basically what i have come up with so far, any help to improve on the mechanic is much appreciated.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Do you guys prefer the old

Do you guys prefer the old game idea i posted previously or this dice mechanic might be interesting to you?

let-off studios
let-off studios's picture
Offline
Joined: 02/07/2011
Decision Points

I see what you're doing here, but it seems to be different from your card game only in the sense that players are relying on dice to resolve conflict as opposed to choosing cards.

I imagine playing this game, as you have written it here, is as follows:

1. Players choose a hero or villain.

2. Players take turns rolling dice to see which character is defeated first.

I imagine that if you make these dice and cards for a prototype, then you'll likely see this playing out in front of you.

Although the world of heroes and villains seems interesting, there's no player choice involved and it's barely a simulation or model of anything. It seems a lot like a roulette table at this point. Personally, I'd prefer to see a lot more player choice in something I'm spending time to learn and play, particularly if I'm expected to come back to it.

What are you trying to create with this game? If it's a battle between characters, what can these characters do to possibly have an edge over their opponent? What sort of tactics can players choose to attempt in an effort to succeed where their opponents will fail? Is there some way for a player to win the game - or come closer to winning - even if they don't directly defeat their opponent?

A choice of tactics is one way to inject some player choice, player investment, and player excitement into a dice-roller game. Mechanically speaking, I'd say this dice version is a "roll-back" or devolution in development, because though I personally like using dice on occasion, this version you present has removed player choices that were present in the original.

It does boil down to what you already know and what you want to achieve as a designer with this game, so consider my opinion as just that: an outsider's view of what you're trying to make. Please don't be discouraged by one person's opinion.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Thank-you for your input, if

Thank-you for your input, if you think dice rolls are too random what if i change it up a bit, what if there is group of dice in the middle and you get to choose which dice to roll per turn or something like that

Reason i changed the game play style was that i didn't want to create too many different types of cards, character cards are easy but ability cards for a different type of elements would take too long.

Yeah game designing does take a long time, in general, its just mine was getting bit too complicated

FrankM
Offline
Joined: 01/27/2017
Using character cards to define the dice

Maybe each character has more than one option of dice pools to roll. Color-code the dice to indicate which are "higher powered" (more pips), but have a generic power symbol that gets defined by the character.

For example, a cold-based character might have a Frozen Fist attack that uses three of the green dice. The green die has six sides of:

Blank / miss
One fist
Two fists
One fist and one star
Two stars
Two stars

On the card, it says that a fist is a melee hit and a star is an elemental Cold hit. Other dice could pile on a lot of stars on some faces at the cost of more blank sides, etc. I could see a martial artist with an "standard" option that treats each star as two melee hits (but certainly not the only attack option).

A special ability might work only if a star is rolled (perhaps a die with two blanks and four single stars).

Anyway, just a thought of bringing decisions back to the player's turn. I also think there should be more than one way to defeat a character.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Hmm i kind of like using dice

Hmm, i kind of like using dice to activate your characters abilities, though having to roll dice to use abilities as well as using the dice to kill the enemy might seem confusing to some, as i said previously you will need to match dice symbols on the enemy card to kill it.

I just need a way to add both of those ideas into the game cause i do like having to roll dice for abilities.

though i could do a flat out health system for the characters like rolling a dice the results are punch punch fire, it does 1000 dmg or something an d enemy has like 3000 hp

instead of having to match symbols to kill the enemy, what do u think?

Edit: image added on top of the page.Well, this is a basic idea for my character card, the card doesn't seem too complicated, does it? I'm trying for a simple approach and easy to learn the game

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Basic mock up of my idea,

Basic mock up of my idea, just using my old design to add the new elements

FrankM
Offline
Joined: 01/27/2017
Using your example

Using your example card, the punch and kick would be two separate dice pools, probably using different color dice.

Imagine the things in [brackets] are icons.

Flaming Man takes half damage from [fire] (round down). Flaming Man takes triple damage from [cold].

Fire Punch: Roll [green] [green] [green]. Each [fist pip] gives one [brawling] damage. Each [star pip] gives one [fire] damage.

Flame Kick: Roll [orange] [orange] [orange] [orange]. Each [fist pip] gives one [brawling] damage. Each [star pip] gives one [fire] damage.

Burning Out of Control: Roll [black]. Each [star pip] forces opponent attacking Flaming Man to reroll one die.

let-off studios
let-off studios's picture
Offline
Joined: 02/07/2011
Same Dice, Different Desired Results

To make things a bit more compact, you can also consider having the same sides on all dice, and the choice for the player comes into it by attempting to roll a desired outcome. The Catan Dice Game does this effectively with the six different symbols evenly-distributed on all dice, and having different combinations rolled indicate a specific result.

https://danongames.files.wordpress.com/2016/03/img_0072-e1458450994473.j...

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Ok so i should be using 2

Ok so i should be using 2 different dice for punch and kick?
and what about the element dice? should they each be separate from eachother like 1 die for fire one die for water ect, is that what you are saying?

thats a lot of dice

FrankM
Offline
Joined: 01/27/2017
My explanation wasn't very clear

jedite1000 wrote:
Ok so i should be using 2 different dice for punch and kick?
and what about the element dice? should they each be separate from eachother like 1 die for fire one die for water ect, is that what you are saying?

thats a lot of dice


I was envisioning a bunch of colors of dice, but the only difference is the distribution of pips. They all have various combinations of blank, fist, and star pips. The "star" would mean different things for different characters. It's a generic placeholder for superpower effects, so you don't need fire dice and cold dice and lightning dice and so on.

So for the Fire Punch, the player would roll three "green" dice (just to pick a random color for illustration). The sum of the fist pips would be points of brawling damage, and the sum of star pips would be points of elemental-fire damage.

For the Flame Kick, the player would roll four "orange" dice (again, random color). The sum of fist pips would again be brawling damage, and the sum of star pips would be elemental-fire damage. Maybe the difference is that "orange" dice are weighted a bit more toward fist pips.

When using the Burning Out of Control power, the player would roll a single "black" die (maybe just star pips with sides 0-1-1-1-2-3) and here the star means something different. Every star forces the attacker to re-roll a die.

Of course, I didn't get into the cost of using powers at all, and given the numbers you're using a pip might be worth one hundred points of damage, but I wanted to get the basic idea across before getting lost in details.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
hmm still trying to figure it

hmm still trying to figure it out but i kind of understand

so i guess pips means the dots on the dice i assume

So you saying instead of rolling the correct symbols to do damage, each side of the die does some form of damage, so a punch does like 100 damage on its own if you roll it but if you do roll the correct symbols on the character card it will do lots of damage including the results you got from the dice

so example the card says punch, punch fire fire 2000 dmg, I roll and my results are punch kick fire fire, so i will do the individual result damage on the dice but since i didn't roll another punch i won't do the bonus damage that is on the card.

So i should add damage number on the dice that way you will always do damage to the enemy even if you don't get the correct results that are on the card

Sorry im a slow learner and takes me awhile to understand what people are saying, but i hope i got some of it of what you are trying to say

Ive been throwing out some ideas and i came up with 2 sperate classes a melee and range, still dont know how they will come in play but i thought it would be more diverse if i added some new mechanics, I updated the OP post with the image labed DICES

FrankM
Offline
Joined: 01/27/2017
There were two different ideas

There were two different ideas. LOS had the idea of using a bunch of identical customized dice, and the ability only works if your dice match the symbols necessary to activate that power. Presumably "simpler" powers would require fewer symbols matched (like a punch only needing to match one symbol when rolling six dice).

I had the idea of each power letting the player roll a different pool of dice, and it would work better if there were different kinds of dice to further differentiate things.

LOS's dice would have six distinct images, one for each face. Mine would have two kinds of pips/dots and the occasional blank side. For now I've been using "fist" pips to represent the kind of brawling often seen in superhero conflicts and "star" pips to represent special abilities like elemental fire damage.

Here's one possible breakdown for the multi-color dice. The @ would be a "fist" and the * would be a "star."

Color 1 2 3 4 5 6
Black * * ** ** ***
Gray * * * ** ** **
White * * * * * **
Red @@@ @@@ @@ @ @*
Orange @@@ @@ @ @* @*
Yellow @@ @ @* @* *
Green @ @* @* * **
Blue @* @* * ** **

In a typical attack, each @ would inflict, say, 100 normal damage, and a * would inflict, say, 100 elemental damage of a kind that depends on the character. In the specific example of Flaming Man, I suggested that he halve the pips (rounding down) if he's taking [fire] damage and triple the pips if he's taking [cold] damage.

Edit: to harden this against red-green colorblindness, replace the original green with a light blue and the original blue with purple. (See Figure 2 of this paper for waaaaaay more detail than anyone should ever need about picking colors.)

questccg
questccg's picture
Offline
Joined: 04/16/2011
Reading this ... an idea came to mind

Basically instead of only have two (2) symbols (@ and *), you could have a variety of symbols and maybe even sequences.

Like a Punch is two (2) "@@", etc. Leaving you with four (4) additional dice.

And you ROLL like six (6) custom dice - I would color-code the dice according to a "class" of heroes. Like all Blue would be "Captain of Americas"-like military Heroes, Red could be "Fire"-like heroes, Black could be "Villains", etc. Anyways that's neither here nor there...

Back to the dice.

The idea is this: you roll six (6) color-coded dice AND then you need to FIGURE out HOW BEST to use them against your opponent. There is the REAL strategy: how to max out your dice and attacks to best your opponent.

Could be interesting STRATEGICALLY-wise.

It's a bit like Dice-Drafting but instead of drafting from a common pool, each player has his own dice.

Update: Just as a FYI, with the color-coded dice, you could have a POOL of cards (like maybe 5 to start with) and those dice have SYMBOLS on the "cards in the pool" when you roll the six (6) dice, you can then see from the symbols in your hand (pool) what kind of attacks you can perform against your opponent.

This is reminding me about "Hero Realms" where each character has their OWN set of booster cards which give specialized powers to each extended character type.

You could include the same with the "core" game - and maybe use STRETCH GOALS to achieve more dice-cards combos.

Like say you start with THREE (3) Colors, that's the "core"/base game. It allows you to duel with any one of these three. Next you could have stretch goals for FIVE (5) more colors with corresponding "cards" attacks that go with each other.

Then you could have like TOURNAMENT rules, where you can AT MOST use three (3) colors when you build (Deck-Construction) your Hero's attack deck with those special "dice-cards" which give certain attacks.

I could really picture this WORKING. And superheroes is definitely COOL too!

Best of luck(!?) with your game.

FrankM
Offline
Joined: 01/27/2017
The other idea is growing on me

So the idea I described has fixed choices for each character, with variable outcomes due to dice. The other idea discussed here is variable choices available due to dice, with a fixed outcome for each. The latter seems more strategic to me especially if there are trade-offs in how you spend that one elemental die this turn.

Still willing to go into the variable-outcome if you'd like, but I like the other way too.

questccg
questccg's picture
Offline
Joined: 04/16/2011
About the elemental die

Could have two (2) effects. Let me give an example to clarify.

Either:

A> If your character is of the Flame-class and you roll a FLAME (on the custom elemental d6), you DOUBLE ALL your attacks this turn.
B> If your character is of the Flame-class and you roll a WATER DROP, you HALVE ALL your attacks this turn.
C> Other symbols result in NO BONUS or PENALTY.

You could manage this with an RPS-5 and one blank symbol on a custom 1d6.

The only thing why I DON'T LIKE this is this:

- If you have 3 characters classes (Fire, Water, Earth - as an example), using a custom d6 limits the possibilities. Because the dice has 6 faces and an RPS-5 only has 5. But with THREE (3) classes there are less possibilities to put on the dice.

So what I would suggest INSTEAD of having an "elemental" die, have cards that allow you to do MORE damage. Like a MULTIPLIER card you can PLAY like a Magic INSTANT card. Or your opponent can COUNTER...

Could be AMAZING to have COMBOS like 2x 2x 2x (three multiplier cards) gives a 6x bonus to an attack. To make some AWESOME combinations... You can create RESTRICTION based on what cards are allowed to be part of a COMBO or SEQUENCE.

Like your standard Punch = 100 points x 6 = 600 points. But your Flame Kick = 400 points (can't be combo-ed with a multiplier), etc.

Cheers.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Picture THIS:

You roll your dice and have TWO "@" First symbols for your Flame-Class character. In your hand you have THREE First Attack cards. You can play ALL THREE FISTS in one single COMBO attack! The cards themselves could dictate if you CAN or CANNOT combo the card.

So with two (2) dice "@@" you can do 300 damage (assuming that the standard Fist attack = 100 damage).

This is another route you can take.

Update: In order to roll a MORE POWERFUL combo you need "@@" and "*" this would mean you could COMBO your three (3) Fist attack and FINISH OFF with a Fire-Uppercut (Ability Card) and the damage would be attack x2 (Ability) so you would do 100 x 3 x 2 = 600 in Damage.

This to me is sounding very cool.

Personally the "Take-That" cards in my own game "TradeWorlds" makes a HUGE difference. A game with MORE of that kind of COMBO-ING/Multipliers/etc. would be very interesting to play.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Wow, a lot of replies since

Wow, a lot of replies since last time i checked, I'm kind of staying away from extra cards, its the reason i dropped my first hero/villain card game and turned it into a dice game. The character cards i think will be the only cards, since designing let's say a fireball image or ice blast spell, it takes up too much time and ill have to think of a lot of spells and abilities and then draw them.

Unless the extra cards is an image of dices with their combo symbols on the faces, that i can do as it doesn't require much to design as i can just draw a few squares. But saying that the character cards themselves will have no point of having dice combos on the cards as its all on the extra cards

So anyway thanks for all the suggestions ill see what i can do

FrankM
Offline
Joined: 01/27/2017
Okay, character cards + dice

Okay, so the likely verdict is character cards and dice of some sort. Let me take a crack at LOS and Quest's version. Again, imagine that stuff in brackets are icons.

The player rolls five action dice. For the moment, let's say all of those dice are identical with faces (1) [fist], (2) [bootprint], (3) [shield], (4) [arrow], (5) [textballoon], (6) [star].

There are some standard things that anyone can do, and these might be listed on a separate card for reference. Maybe:

  • [fist]: Do 1000 [brawling] damage.
  • [bootprint]: Do 1000 [brawling] damage.
  • [shield][shield]: Block or deflect to reduce incoming damage by 1000 points.
  • [move][move]: Dodge to reduce incoming damage by 1000 points.
  • [textballoon][textballoon][textballoon]: Make your foe hesitate, he/she rolls one less die next turn.

A character should be limited to only one attack per turn, so rolling multiple [fist]s doesn't do any good unless the character has some specific ability to use them. Some of these powers linger until the next turn, so the player should put the dice on the card's icons as a reminder. This includes the block, dodge and getting-in-your-opponent's-head banter abilities on the standard moves card.

Flaming Man example powers...

  • [fist][star]: Fire punch. Do 1000 [brawling] damage plus 1000 [fire] damage.
  • [bootprint][star]: Flaming kick. Do 2000 [brawling] damage plus 1000 [fire] damage.
  • [star][star]: Burning out of control. Force opponent attacking Flaming Man to reroll one die of your choosing.

Ninja example powers...

  • [fist][fist]: Fist of steel. Do 3000 [brawling] damage.
  • [bootprint][arrow]: Flying kick. Do 4000 [brawling] damage.
  • [shield][arrow][arrow]: Somersault. Completely avoid one incoming attack.

Fate Manipulator example powers...

  • [fist][arrow]: Lucky punch. Do 2000 [brawling] damage.
  • [star][textballoon]: Curse. Choose one of [shield], [arrow] or [textballoon]. Next turn, opponent cannot use any die showing that symbol.
  • [star]: Tempt fate. Set this die aside and reroll all remaining dice.

Players should be encouraged to ham up anything involving text balloons :-)

Standard [textballoon][textballoon][textballoon]: "I am your father."
Curse [star][textballoon] targeting [arrow]: "May you trip like a drunken millipede!"

questccg
questccg's picture
Offline
Joined: 04/16/2011
I understand your concerns

jedite1000 wrote:
Wow, a lot of replies since last time i checked, I'm kind of staying away from extra cards, its the reason i dropped my first hero/villain card game and turned it into a dice game. The character cards i think will be the only cards, since designing let's say a fireball image or ice blast spell, it takes up too much time and ill have to think of a lot of spells and abilities and then draw them...

Okay I understand. I was just thinking about "Hero Realms" how their "booster" packs with X cards change the ultimate "flavor" of how the game plays just with under 10 cards. My Developer brought it up and I watched a few videos about the way the game is played.

I was so convinced by the game -- that I purchased my own copy with all of the "Hero Boosters" packs too.

No worries... I just thought adding variable powers (via cards) would really add to the game. If you want to stick to dice "combinations" I get what you want to do. I just personally feel like a hand of cards really "changes" the way the game is played... Again though I understand you don't want the extra cards since it may over-complicate your design.

I was just thinking that "combos" not defined by dice might add a whole lot of "variability" to the game. Where as dice only, reduces to some table or chart which defines what are the possibilities. Hmm... not sold on this idea -- reminds me too much of wargames and requiring people to look into the rules constantly to understand what dice roll actually mean.

Best of luck(?!) with your game.

questccg
questccg's picture
Offline
Joined: 04/16/2011
No worries

jedite1000 wrote:
...since designing let's say a fireball image or ice blast spell, it takes up too much time and ill have to think of a lot of spells and abilities and then draw them...

Actually you can start "slowly". Have cards like "Punch", "Jab", "Uppercut" and add a type to it like "Regular", "Brassring", "Flaming"... Then move on to other MMA such as Kick-boxing "Leg Kick", "Body Kick", "Head Kick" and add a type to it like "Regular", "Speed", "Ultra" (more damage).

And you can continue along this way... You should be able to easily define a deck. Look just in my own EXAMPLE you get 18 different moves. And this is just a start. I know with "Cards" the difficulty is ARTWORK.

So no worries ... I'm just showing you HOW you can prototype the cards. Again I understand if you want to go in another direction!

FrankM
Offline
Joined: 01/27/2017
Seems a bit too pre-determined

The examples from a couple posts ago would lead to a lot of drawn-out brawling sessions... which is completely thematic for comic-book-style combat... but there will be times when a player knows ahead of time that his/her attack won't work.

Maybe the solution is to keep any dice not used in the attack as a reserve (placed in front of the card as a reminder). These dice can then be rolled in response to the next attack, making things like blocks and dodges (and special ability somersaults) uncertain again. If that happens, the number of dice needed to match should probably drop.

Here the Fate Manipulator could potentially roll several times hoping for a lucky break, each time a [star] lets him discard a die and try again with whatever is left.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Dice pools

How about "each player has a RED (Attack) and BLUE (Defense) set of dice". The way it could work, is that you "declare" an attack with X dice. Let's say three (3) Punch (300 points). Next your opponent rolls Y dice in his defense. Dice showing shields - for guard block the Punches.

Both sets of custom d6s have their own symbols (Red and Blue). And have different odds of rolling the symbols you need.

This would be instead of setting dice aside. Based on the number of dice used, the opponent can counter "X" RED dice with "Y" BLUE dice. It could vary per character and some could have BONUS defense dice (+1 Blue dice) for example...

Something along those lines.

FrankM
Offline
Joined: 01/27/2017
Picking dice

questccg wrote:
How about "each player has a RED (Attack) and BLUE (Defense) set of dice". The way it could work, is that you "declare" an attack with X dice. Let's say three (3) Punch (300 points). Next your opponent rolls Y dice in his defense. Dice showing shields - for guard block the Punches.

Both sets of custom d6s have their own symbols (Red and Blue). And have different odds of rolling the symbols you need.

This would be instead of setting dice aside. Based on the number of dice used, the opponent can counter "X" RED dice with "Y" BLUE dice. It could vary per character and some could have BONUS defense dice (+1 Blue dice) for example...

Something along those lines.


I had a slightly different idea that lends itself more to an expansion pack model.

First, the basic dice are white and each symbol gets assigned a color.

[fist] red
[bootprint] black
[shield] light blue
[arrow] orange
[textballoon] purple
[star] yellow

The game comes with two sets of basic white dice. Additional dice packs are available, with dice that are colored in pale versions of the symbol colors. A die of a given color will have its symbol appear in white for legibility, but the important thing is that the white symbol will appear twice. Some other symbol will get left off, though I'm not sure exactly how to decide which other symbol.

For example, perhaps a red die would have two [fist]s and no [shield].

The player can decide which dice to use before rolling (or once when bringing the character on the field, however it playtests better). The same dice are rolled for the reaction, so one doesn't want to get too focused. For example, one might choose two yellow dice and three white ones.

This expansion could work a number of ways, some of which could be more problematic than others.

My personal suggestion would be to just have one ginormous dice pack with all possible pale dice in it, enough that both players could use whatever dice they wanted.

You could also sell themed packs, each with five dice of a given color. This starts getting into pay-to-win which I don't really like.

Or you could have random packs, each with five dice of assorted colors in an opaque package. This gets even further into pay-to-win because there is no set price tag on getting the whole set.

To really go off the deep end with random packs, there could be rare non-pale dice with three sides showing the same symbol and marbled dice that have two each of two different symbols.

Like I said, I suggest just having it as one expansion... players are playing either the standard game or the expanded one. A second expansion might include the "rare" dice, though there should probably be a limit on how many of those can be used at once so that the game doesn't get predictable.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Just a quick comment

questccg wrote:
How about "each player has a RED (Attack) and BLUE (Defense) set of dice". The way it could work, is that you "declare" an attack with X dice. Let's say three (3) Punch (300 points). Next your opponent rolls Y dice in his defense. Dice showing shields - for guard block the Punches.

Both sets of custom d6s have their own symbols (Red and Blue). And have different odds of rolling the symbols you need.

This would be instead of setting dice aside. Based on the number of dice used, the opponent can counter "X" RED dice with "Y" BLUE dice. It could vary per character and some could have BONUS defense dice (+1 Blue dice) for example...

Something along those lines.

When I say "Each Player", what I meant is that the GAME comes with six (6) RED dice (for attacking) and six (6) BLUE dice (for defending). I didn't mean to express that "each player has their own set of dice". In my example above, the idea was to use the correct colored dice based on your relationship in combat. If you are ATTACKING you use RED and if you are DEFENDING you use BLUE.

As far a "expansion" is concerned, you could have "Black & White" (where Black is attack and White is defend), or "Purple & Orange", etc. Again the coloring of the dice is not what this thread is about... So it's neither here nor there. I'm just explaining you could ADD dice and Characters to the game based on some "classes" and "color".

questccg
questccg's picture
Offline
Joined: 04/16/2011
Another idea taken from Boxing

You could have "classes" of characters like "fly weight" to "Heavy weight". And the "fly weight" could be FAST (Speed) and can avoid attacks and the "Heavy weight" could deal MORE damage (Power). The "welter weight" characters are something "in-between" (Some Power and Some Speed). More of a "generalist" than specialized in Speed or Power.

Of course you can "create" your OWN classes. I'm just explaining how you may define them into categories and allow you to duke it out.

RED/BLUE = Welter weight
BLACK/WHITE = Heavy weight
PURPLE/ORANGE = Fly weight

And each class uses their dice accordingly IF they are the attacker or the defender. Something along those lines.

Again just some more ideas. If you don't like them... You can ignore them. I'm just presenting you with "expandable" ideas.

Update: So if you are a Welter weight Character and you are ATTACKING a Heavy weight Character, YOU would roll "RED" and your opponent would roll "WHITE". something like that...

Of course you can CHANGE the names to "Dreadnoughts" (for Heavy), "Captains" (for Welter) and "Slims" (for Fly)... To make it more "super-hero-ish". LOL

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Hmm, a lot more to think

Hmm, a lot more to think about, kind of like the idea of separate dice 1 player uses attack dice while other uses defend dice, which means both players can interact on the same turn.

Colored dice i think is irrelevant for now anyway, usually, i will just pick any colour though if i am going down the attack and defend dice route, i might have 2 specific colours for them like red and blue

though i probably should use more dice then attack and defend. and rolling the dice does damage to the other players but bonus if the results match what is on the card. Also thinking if i should have one character card out at a time or am able to bring multiple heroes at once

questccg
questccg's picture
Offline
Joined: 04/16/2011
Some more ideas

jedite1000 wrote:
Hmm, a lot more to think about, kind of like the idea of separate dice 1 player uses attack dice while other uses defend dice, which means both players can interact on the same turn.

Exactly both players are engaged in each turn, their turn and the opponent's turn.

jedite1000 wrote:
Colored dice i think is irrelevant for now anyway, usually, i will just pick any colour though if i am going down the attack and defend dice route, i might have 2 specific colours for them like red and blue

I have an idea based on @FrankM's comment. Use RED/BLUE and ADD another color dice to the attacker based on your Hero. Like your Flame hero rolls 6 RED DICE + 1 YELLOW DIE. That extra dice has to do with variable powers. Get like 6 other colored dice, each balanced for different classes... This way you introduce some randomness but up the odds of Special Abilities.

jedite1000 wrote:
Also thinking if i should have one character card out at a time or am able to bring multiple heroes at once

Maybe use a two-tiered system. One character at the front, you can rotate to another hero in your second line and maybe have three heroes in a player's area.

If a hero is too wounded, you could switch him with one of the other 2. And he can recover HP too. IDK. Just some ideas.

Maybe @FrankM can give some input???

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Very interesting with the

Very interesting with the card switch, these are super heroes/ villains they shouldn't fall so quickly so recovering hp per turn is a good idea

as for the extra die, you mean like an element die on its own? like fire only? but that's only 1 face, what would all the other faces have? would it have a different level of fire strength?

questccg
questccg's picture
Offline
Joined: 04/16/2011
About the elemental die

jedite1000 wrote:
...As for the extra die, you mean like an element die on its own? like fire only? but that's only 1 face, what would all the other faces have? would it have a different level of fire strength?

Maybe like a Risk-Reward dice. If you use your element dice, it can give you a boost like 1x (3 faces), 2x (2 faces) and Star (1 face). A multiplier if you prefer. But if you can introduce various colors with different odds. Like a Black die: Star (3 faces) and Fail (3 faces)... Where you have better odds of doing more damage... But also your attack could "Fail" too.

Maybe even a "Counter" option which allows the opponent to do some damage... IDK. Some kinda Push-Your-Luck option for when you are badly wounded and want to do some last try damage... LOL

FrankM
Offline
Joined: 01/27/2017
Red vs Blue

Nice idea of distinct "offense" and "defense" dice. I think a die of specific elements will be too hard to match to the player's needs... that's why I went with a generic [star] to represent whatever element the character uses.

Meanwhile I tried to come up with a list of concepts common in comic book (and movie adaptation) combat. What I came up with is:

Red action dice
[fist] Generally associated with punch/throw types of attacks
[bootprint] Generally associated with kicks or jumps
[crosshair] Generally associated with ranged attacks
[heart] Basically grit, determination, and inhuman endurance
[textballoon] Banter and insults, but also incantations
[star] General stand-in for elemental/mutant/magic stuff

Blue reaction dice
[shield] Generally associated with blocking and deflecting
[arrow] Generally associated with dodging and avoiding
[fourleafclover] Dumb luck reducing an opponent's effectiveness
[heart] "It's only a flesh wound!"
[textballoon] Banter, insults and distraction
[star] General stand-in for elemental/mutant/magic stuff

If there will be multiple characters on the field, then they should all share the same dice pool. Ranged attacks are a natural fit for the back row, but other support activities like healing make sense too.

So standard actions might include
[fist] Do 1000 [brawling] damage
[bootprint] Do 1000 [brawling] damage
[textballoon][textballoon][textballoon] Cause hesitation, reduce opponent's action dice by one next turn

And standard reactions might include
[shield][shield] Block 1000 damage
[arrow][arrow] Dodge 1000 damage
[fourleafclover][fourleafclover] Avoid 1000 damage
[heart][heart] Heal (actually more like ignore) 1000 damage
[heart][heart][heart] Heal (ignore) all current damage to one character

Then you get into specific character powers like [fist][star] for a Fire Punch, [crosshair] for Captain America's shield boomerang trick, and [arrow][heart] for a Somersault. That Fate Manipulator may be able to use any [fourleafclover]s as if they were [star]s.

Syndicate content


forum | by Dr. Radut