Skip to Content

Archon: Circlet of the Heavens — 2nd Look

Something "loosely" ... I am trying to use my knowledge of a RPS-5 into a bunch of RPS-3 (10 combinations). And on ties, the winning player uses the Point Value instead. The goal is to capture the "Strongest" card in the Deck (5 Points).

This is sort of a "revival" of another game which I call "Archon: Circlet of the Heavens".

Each Micro Deck is composed of 15 cards and in a way, you play the cards in your Deck as you see fit. There can be some Deck Construction but there are clear rules for "customization".

1. There are only five (5) types of cards.

2. The values of those cards range from 1 to 5.

3. There are 5 colors for the cards (Red, Green, Blue, White and Black).

4. The Micro Deck has fifteen (15) cards inside.

Again you don't need "Deck Construction" ... But you may choose to use it. Meaning that you can "customize" your Micro Deck (unlike KeyForge).

The game is about KNOWLEDGE. How WELL do you KNOW your opponent's Deck! How/Why?! Well the first time through a Deck, you know nothing about your opponent. Then it becomes a balance between "keen" observation and knowing how to defeat your opponent. It becomes a virtual "tug-of-war" with the lower cards (in point value)... But more importantly learning the NATURE of the Ruling Card (5 Points).

Once you see your opponent's Ruling Card, you know the RPS and the color that can BEAT it... Then it becomes a matter of waiting for your deck to reveal to you the card that can beat the Ruling Card of your opponent.

I think I could scratch out a "The Game Crafter" (TGC) Game... Minus the "Artwork". I don't know. The game seems very "clever" and there is the ONE (1) issue of ensuring that ALL Decks can beat "each other" (lol).

That's my work on RPS in general. I don't have any other Designs which rely on RPS to work. Just thought I'd share since I have been working on this during the last week.

Note #1: Although I like some of these concepts... I can't help but find WAYS to "Break" a GOOD CONCEPT. Like what if some bad-@ss dude decides to build his DECK with ALL the SAME RPS-3. Like "Red->Green->Blue->Red"... There could be no knowledge of the deck and a game might go on forever. Or that deck could be "un-beatable" by most other decks.

See if you Ruling Card is a "Wizard" which is "Red->Green->Blue->Red" is the RPS-3 for that card and the REST of the cards are also the SAME RPS-3 ... I becomes impossible to PREDICT which card will be the "Wizard".

That SUCKS because the concept was "clever"... But you see what I DO: I break my own games with players out-thinking the game. And then I'm left with HALF a design ... Because it can be BROKEN.

Urrgghhhh! Mmmpphh... Lots more to think about!

Note #2: Working on some alternatives... Needs more thought for certain.


My First (1st) solution

Let us assume that someone is determined to "break" the game. And to do this they want to reveal the LEAST amount of "information" as possible. As I said, the best way to do this is group your cards into one (1) RPS-3 Category... Leaving nothing left to be "deciphered" and/or analyzed.

Of course this is petty and not in "the spirit of the game". But one thing you can count on: someone will "break" the game using this method.

We need to focus on a strategy much like a game of "Hearts"!

questccg wrote:

If you have the Queen of Spade she is worth 13 points. But if you have all the 13 hearts (each worth 1 point), you "shoot-the-moon" and you gain 0 meanwhile all your opponents gain 26 points. The game ends when one player reaches over 100 points, the winner is the player with the LEAST amount of points.

Therefore along that philosophy, I think that capturing the Ruling Card (5 Points) or Fodder Cards (5 x 1 Point each) could be something of a solution... I'm not 100% certain... It's just an idea ATM.

But add to this some kind a Deck Construction rules that MAYBE you need to have 5 out of 10 RPS-3 combinations... But this breaks the randomness of the Packs. So this is probably not a "good idea".

It may require something more "complex" when it comes to Deck Construction rules... IDK. Needs more thought.

If anyone has ideas/questions/feedback and want to share, feel free to respond. I'm open to anything that may be able to help solve this dilemma.

Mixing Custom Decks ... May be possible!

So one of the things that I realize that mixing of cards from a "customized" deck is POSSIBLE!

It just means that one (1) Deck is the "Light" and the 2nd is the "Dark". So you can get your "deck-out" by determining which player is "Light" and therefore this means his opponent is "Dark".

This allows you to mix-and-match cards giving a more "seamless"-type of experience. Since the Micro Decks only have fifteen (15) cards, that's not too much to "sort out" after a game is played and won.

Of course there will be two (2) distinct Decks available to purchase which means you know what you get. If you purchase a Pack, you can choose which one you want (some minor distinction).

Some advancement

Well I reviewed the number of RPS-3s out of an RPS-5 and it turns out that there are ONLY 5 combinations. This means if we set-up a rule such as three (3) of each, we get 3 x 5 = 15 cards! PERFECT.

The other point of interest is that I will ship sleeves with the RPS-3 cardbacks. There will be thirty (30) cardbacks and 100 sleeves (so you get a bit extra). The reason is that the game will be divided into two (2) parts: a commercial "cardbacks" available for $25 USD and a Print-aNd-Play (PNP) downloadable PDF which will come in a Low-Ink Version for $3 USD and in the future a $5 USD Full-Color Version.

The game is divided into two (2) sides: Light and Darkness.

PNP component is to reduce the price of purchase for the game. Once you get the "Box", you can purchase the PNP content of your choice and print-cut your own cards and CUSTOMIZE and CONFIGURE your Micro Deck!

I think this is a very INNOVATIVE way of offering Deck Construction in a way that doesn't BREAK the game (due to the 15 cardbacks which you MUST use in order to play).

But it makes the game somewhat "FLEXIBLE" in that you can CONFIGURE your Deck each time you play with a different "variation". And at the start of the game there is all "Hidden Information" and as players play it becomes "Partial Information" building the depth of strategy of the game WITHOUT "breaking it"...

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Syndicate content

blog | by Dr. Radut