Author Topic: Kingdom at War ccg thread  (Read 27520 times)

Dragoon

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Kingdom at War ccg thread
« on: June 11, 2010, 09:42:44 am »
The king and his three sons are murdered, right in front of the guards eyes. Without any heir, the lords and ladies  of the great houses are all trying to claim the empty throne. The warriors of ferlan reach and the wizards of Dragon's Peak are in an uprise. The Guard is trying to maintain the little piece left in the war torn kingdom. Rebels,barbarian clans and monsters are gathering at the kingdoms borders, ready to pillage everything.

When the fog of war is lifted, the only victor will be Death.


This is the thread about my new card game "Kingdom at War". It is a game about war, politics, corruption and diplomacy. The game is designed with multiplayer in it's mind, and the major rules will be about multiplayer.

Updatelist can be found here: http://kingdomatwarccg.webs.com/ocg/updatelist.txt

Rulebook can be found here.

Quick Reference Sheet can be found here

Please ask only questions about the game, cards, and rules in this thread.

Please ask questions or issues with the plugin at the plugin thread.
« Last Edit: July 16, 2011, 12:47:10 pm by Dragoon »

Don88

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Re: Kingdom at War ccg thread
« Reply #1 on: June 12, 2010, 10:33:39 am »
I'm intrigued! Would love to hear more about this =)

Dragoon

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Re: Kingdom at War ccg thread
« Reply #2 on: June 16, 2010, 04:30:00 am »
Faction Information

House Feryn
Long-time rivals of House Margol, they were forced to join Theun the Conquerer to beat Ferlan Reach. suspected to take bribes from the northern barbarians and traitors and smuggeling goods out and into the country. Now the king has died, there is no mistake where House Feryn's loyality lies - by itself.

We know more of you than you know of yourself.


The Guard
Once formed to protect Theun and his bloodline from any danger and to protect the order in the kingdom, allowing everyone into it's ranks, from lowly commoner, to the highest prince. However, because the king died in front of the guard, many people are questioning it's effectiveness. However, they are the only thing that prevents the kingdom from falling apart.

"We won't allow disorder!"


Sial Crusade
The religious followers of Sial were once peaceful. However, since darkness began to gather, and the king's men did nothing to disperse the evil. They began to take arms against the evil. Becoming more and more fanatic after the king's death, they help the commoners and march against any evil they can find - which is easy in this age of chaos.

"Walk in Sail's light."


House Margol
House Margol has been gathering wealth and technology since Theon began his conquest. One of the first great houses to support Theun the Conquerer, House Margol is the kingdom's loyal dog. After the king died, House Margol began to gather support for their claim on the throne, using their wealth and powerful technology to remove any opposition.

"I paid for your weapons, my dear friend."


Ferlan Reach
The clans of Ferlan reach are proud and powerful. Living in ice they value only power. They were the last to join the kingdom. Even after joining the kingdom, the clans retained autonomy and did only follow the kingdom's rule if necessary. Ferlan Reach was the first to rebel against the kindom after the kings death. Determined to gain and hold their freedom forever.

"We won't break again!"


Dragon's Peak
Once the Dragon's Peak was the home of a great dragon. after the dragon left, people gathered there to study the use of alchemy, technology, and magic. When Theun the Conquerer began to gather the clans and houses to form a kingdom, Dragon's Peak was the first to support him, but only if they were able to study in peace. Now, with the king death and being a target of the Sial Crusade, they declared themselves free of any rule, except their own.

"Steel meets steel. Magic meets magic."

Dragoon

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Re: Kingdom at War ccg thread
« Reply #3 on: June 17, 2010, 07:26:13 am »
Victory Conditions:

You win if
- You control 3 or more locations.
- You have the most influence when a kingsmeet is called.
- You are the only player left.

You lose if
- your draw deck is empty
- your leader is destroyed.


Calling a kingsmeet
Any player who has 20 or more influence, or through card effects, may call a kingsmeet. When a kingsmeet is called, the game continues. At the end of the NEXT round, the player with the most influence wins the game. This doesn't have to be the player who called the kingsmeet.

Influence
Influence is gained by putting cards from your draw deck into your influence pool. If influence is lost, that amount of cards is put from your influence pool on the bottom of your draw deck.


Start up
To play, each player needs the following
- A 61-card draw deck.
- A 20-card fate deck.
- 2 lands.

First, each player puts their lands in the middle of the play field. Each player must be able to reach them.
Each player search their decks for a character card, and put it into play as their leader. If this character is destroyed, you lose the game! So make sure you pick a good character.
Then, each player shuffle their fate and draw decks. These decks must stay seperated.
At last, each player draws five cards, and put the top four cards of their deck in their influence pool.
« Last Edit: July 04, 2010, 10:10:55 am by Dragoon »

Dragoon

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Re: Kingdom at War ccg thread
« Reply #4 on: June 18, 2010, 02:27:39 pm »
Card previews! Still working on the rules...
The left card can be chosen as the leader, while the right card can't.

« Last Edit: June 18, 2010, 02:31:55 pm by Dragoon »

Dragoon

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Re: Kingdom at War ccg thread
« Reply #5 on: June 21, 2010, 05:59:02 am »
Reworking both card design and resource generation.

EDIT: Removed the leader.. Didn't work out with card design etc...
« Last Edit: June 23, 2010, 01:22:41 pm by Dragoon »

Dragoon

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Re: Kingdom at War ccg thread
« Reply #6 on: July 04, 2010, 10:10:15 am »
UPDATE AT LAST!

Reworked both the turn system, resource system, & combat system.


Influence
Each player starts the game with four influence tokens in his or her influence pool. With card effects, players can gain or lose influence tokens. Players can never have less than three influence tokens. When spending influence tokens, move that many tokens to that card (When using a card ability) or to your spend pool. Spend influence isn't lost. Influence tokens on cards and the spend pool count towards your victory.
At the start of each round, each player moves all influence tokens from cards & spend pool to their influence pool.


Resources
Each card may be played upside down as a resource. Resources have a number on it, meaning how much that resource is worth. Players may play only one resource each round.

Player has 2 resources, one of 1 and one of 2, and four unspend influence tokens.

To pay resources for a card or other costs, move that many influence tokens to resources worth that much. You may use multiple resources to pay for costs.

player has paid for a card cost 2, and he has 1 resource remaining and two influence tokens.

Also, new card previews with the new layout.

Dragoon

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Re: Kingdom at War ccg thread
« Reply #7 on: July 09, 2010, 07:19:11 am »
[Round system removed due many issues. Am now testing normal turn structure to see what fits better.]

Rule Change
Character -> Unit

Uniqueness
Cards with a solid dot before their name are unique. When an unique card enters play while there is another unique card in play, it enters play with a imposter token on it. Cards with imposter tokens are considered imposters and may not use any unique reactions or actions. Several cards care if you have imposters or not.

In this example, Kharv can exhaust units even if he is an imposter. However, only the original Kharv can damage exhausted characters.
« Last Edit: July 17, 2010, 10:31:12 am by Dragoon »

laser12

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Re: Kingdom at War ccg thread
« Reply #8 on: August 17, 2010, 03:47:18 am »
Great post I must say.. Simple but yet entertaining and engaging.. Keep up the good work!

Greg 1

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Re: Kingdom at War ccg thread
« Reply #9 on: September 25, 2010, 05:29:00 pm »
Looks like a very interesting project!  A few questions:

1.  Don't you need the rules, more or less, before you can design cards?  Do you have more of the rules than you have shown us?

2.  It would be good to know more about the strengths and weaknesses of the various factions.  How is playing House Feryn different mechanically from playing The Guard, Sial, Margon, Ferlan or Dragon's Peak?

3.  It would be good to be a little clearer on the character and attitudes of the various factions.  You comment on their history, which helps, but it would be most helpful to simply be told their character rather than having to work it out from their actions.

Dragoon

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Re: Kingdom at War ccg thread
« Reply #10 on: September 26, 2010, 06:38:37 am »
1.  Don't you need the rules, more or less, before you can design cards?  Do you have more of the rules than you have shown us?
I usually make them when I go along with the ride. :P.

2.  It would be good to know more about the strengths and weaknesses of the various factions.  How is playing House Feryn different mechanically from playing The Guard, Sial, Margon, Ferlan or Dragon's Peak?

I will tell you soon when I update to the latest version.

3.  It would be good to be a little clearer on the character and attitudes of the various factions.  You comment on their history, which helps, but it would be most helpful to simply be told their character rather than having to work it out from their actions.

See under 2.

Dragoon

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Re: Kingdom at War ccg thread
« Reply #11 on: October 23, 2010, 01:18:48 pm »
Update 23/10
Sorry for the lack of updates, but I was busy.. However, holiday has arrived :D

I updated the CCG at a few points
1. I am unsatisfied by using "units", so they will switch back to "character" again.

2. Card layout received an update.

3. A new global stat has been added, Morale. Each player starts out with 0 morale and can have a maxium of 5 morale. Certain cards can increase or lower morale. Also, winning or losing battles increases/decreases morale. Morale can be used for three things. It can be used to reduce the cost of a card by 1. (limit once for each card) It can be used to increase your combat stat once a combat. And certain cards use morale to improve.

4. As of now, Dragon's Peak isn't a major faction anymore. Instead, they will appear on neutral cards and cards from other factions with the trait "Dragon's Peak" This change is made because magic is a bit rare, and it will cause imbalance in the factions. Also, they are the only faction with no clear motivation for war.

5. Combat has been revised, more info will appear later this week.

Dragoon

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Re: Kingdom at War ccg thread
« Reply #12 on: October 24, 2010, 04:02:38 pm »
New card image!


More info tomorrow
EDIT: image link broken -_-

Dragoon

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Re: Kingdom at War ccg thread
« Reply #13 on: October 27, 2010, 02:15:19 pm »
House Feryn

Long-time rivals of House Margol, they were forced to join Theun the Conquerer to beat Ferlan Reach. Suspected to take bribes from the northern barbarians and traitors and smuggeling goods out and into the country. Now the king has died, there is no mistake where House Feryn's loyality lies - by itself.

Feryn doesn't have the toughest characters out there, however, they have some of the most powerful manipulation effects. Exhausting and readying, card draw and discard, and influence movement. Many cards are themed around politic combat. They lack, however, means to remove enemies from the field.

The Guard


Once formed to protect Theun and his bloodline from any danger and to protect the order in the kingdom, allowing everyone into it's ranks, from lowly commoner, to the highest prince. However, because the king died in front of the guard, many people are questioning it's effectiveness. However, they are the only thing that prevents the kingdom from falling apart.

The guard's characters aren't tough, but numerous. Rallying many cards with cost 3 or less, and having the best morale rising effects in the game, they will stand tall in any defense. Their attacking options, though, are rather limited. The guard thrives on conquest combat.

Sial Crusade

The religious followers of Sial were once peaceful. However, since darkness began to gather, and the king's men did nothing to disperse the evil. They began to take arms against the evil. Becoming more and more fanatic after the king's death, they help the commoners and march against any evil they can find - which is easy in this age of chaos.

The sial crusade excels in survial, not by having a tough defense, but by calling on the lightbringer for their prayers. They can call characters from the grave and remove imposters from the field. Being event heavy, they lack means to use supports and cards against supports. Sial crusade is powerful in religion combat.

House Margol

House Margol has been gathering wealth and technology since Theon began his conquest. One of the first great houses to support Theun the Conquerer, House Margol is the kingdom's loyal dog. After the king died, House Margol began to gather support for their claim on the throne, using their wealth and powerful technology to remove any opposition.

House Margol has the most useful and powerful support cards in the game. Using attachment manipulation, deck searching and even direct kill, they will walk out of the battlefield alive and unharmed. Margol is powerful in politic and conquest combat.

Ferlan's Reach

The clans of Ferlan reach are proud and powerful. Living in ice they value only power. They were the last to join the kingdom. Even after joining the kingdom, the clans retained autonomy and did only follow the kingdom's rule if necessary. Ferlan Reach was the first to rebel against the kindom after the kings death. Determined to gain and hold their freedom forever.

The Ferlans seems barbarians, they can rely on the (unfocused) attention of their gods. Event cancels, strategy manipulation and forceful attacks are their handiwork. Ferlan's Reach lack a proper defence, and ways to avoid annoying characters. Ferlans march on war and religious combat.

Dragon's Peak, Wildlings, Clansman, minor houses[/b
Like said, these cards will apear either neutral, or affliated to one of the five major factions. Minor factions will share traits and focus of major factions, but will have a different twist.

Watermarks
Each card will now have a watermark to show it's affliation with one of the factions. Both major and minor factions will have different watermarks.

Dragoon

  • Guest
Re: Kingdom at War ccg thread
« Reply #14 on: November 12, 2010, 02:21:18 pm »
War is coming...
The turn structure has been completely changed from the start. Each player has it's own turn, divided in phases. When a turn is over, the next player's turn begins. Now the turn structure works as the following, with the player whose turn it currently is as refered to the active player:
I. Fate Phase: The active player puts a event token on the top card of his event deck, then if the amount of event tokens is equal or more than the number of event points the top card of the active player's event discard pile has, the active player plays the top card of his/her event deck. The active player resolves any actions of the event card, then put it in his/her event discard pile. The event tokens are removed from the event deck.
II. Combat Phase: See the section that handles combat below.
III. Resource Phase: The active player readies all exhausted cards, and restores one routed character he commands. Then he moves all influence from cards he/she commands to his/her influence pool, if the active player has less than four influence, the active player gains influence until he/she has four influence. Then the active player draws two cards.
IV. Marshalling Phase: The active player may play character and support cards from his hand. Those cards may exhaust immedetly.

During each phase, except for the combat phase, each player may take player actions. Player actions include any action a character or support can take and playing strategy cards.

...in all it's glory...
During the combat phase, you want to claim lands and influence, as they are the major victory conditions in the game. As simpely annihilating your adversaries is impossible. During your combat phase, you may assign any number of characters you command to lands in play. When you assign a character to a land, you exhaust them and choose if they either march in the front line, or in the back line. After the attacker assigned his/her attacking characters, any other player may choose to march into the land, assigning their characters to their front and back line, thus exhausting them. Exhausted characters can't participate in combat.

When the armies are set, each player in combat may put a card from his/her hand face down as a tactic. Players may also either put the top card of his/her fate deck face down as a tactic, or play a strategy. When a strategy is played, it is paid for and is played face up. It's actions resolve. Now each player flips his/her tactic face up. The combat stats on the tactic indicate your basic strength. Then each character in the back line adds it's strength to the total strength. The player with the highest strength wins the combat, and may place on of his/her conquest tokens on the land. Also, he must execute his claim. What is claimed depends on the type of tactic is used. Claim results:
War: One character in combat takes one damage for each character in the victor's front line. Characters in the front line must be killed or removed from combat before the back line can be damaged. A character is usually killed with one damage, but characters with high resistance will live longer. Characters outside of combat may not be damaged.
Politic: Each character in the front line claims 1 influence.
Intimidate: One character is routed for each character in the victor's front line. Characters outside of combat may not be routed.
Conquest: The victor may put one additional conquest token on the land for each character in his/her front line.

...and it's horror.
No matter who won, the player that has conquest tokens on a land equal to it's resistance, claims it for himself/herself. When a land is claimed, all conquest tokens are removed from it and it's newfound owner gains an certain amount of influence from it. A claimed land gives one additional total strength to it's owner.

The price has been paid...
Cards discarded from a player's hand, characters and supports that are discard from play are put into it's owner's discard pile. Any character that is killed is put into it's owners graveyard. Any influence on characters and supports that leave play are lost - forever.
When a unique character is played, it gains an imposter token if a non-imposting character with the same name is already in play or any graveyard.
When a routed character is restored, it becomes exhausted.
When you pay influence for character or support actions, said influence is put on the character or support. Influence paid to play cards is put into the player's spend influence pool.

and we emerged victorious!
A player wins if he owns over the half of lands in play at the beginning of his/her turn.
A player wins if he/she called the council last turn. You may call the council during your marshalling phase at the cost of 30 influence.
A player wins if he/she matched a card's victory condition.
A player loses if he/she cannot draw or discard the top card of his/her deck when instructed to do so.
A player loses if he/she matched a card's lose condition.

My excuses for the massive wall of text. Pic's will follow later.
- Dragoon