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Game Mechanics
Mechanics for the Card Game element of the game
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Your HP: Amount of damage you take before you concede the fight
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Your opponent's HP: The amount of damage your opponent can take before they concede the fight
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Combo meter: number of combos you have played in succession.
- The combo meter increases by one when you successfully land a combo.
- When you land 3 of the same combo in a row, you get an extra 3 combo points added to your meter
- When you land a 4th of the same combo in a row, your combo meter is halved, rounded down.
- If a card is played outside of a combo, your combo meter decreases by 2^n, where n is the number of cards played since the last combo.
- SP (Spectacle Points): A point system to represent how ‘enjoyable’ a fight was to watch, used as the primary scoring system.
- Each card will have a number of SP associated with it.
- SP are calculated by adding up the SP on each card in a combo, multiplying it by the combo meter and adding it to your current score.
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Block: Number of hits the player can block in the enemy phase
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Currency: Outside of battle, you can buy things in the shop using the currency you gained on the way. The currency is calculated by getting the sqrt(SP) at the end of the match, rounded to the nearest 5.
- Starting Phase:
- Player draws 4 cards to their hand from the deck. Their HP meter is full. They have 0 combo and 0 SP
- Player Phase: This is when your character plays their cards.
- At the beginning of the turn, you draw to 4 cards in hand from the deck.
- When a card is played, it goes to the discard pile.
- The player phase ends when they cannot play any more cards or when they choose to.
- There is no limit on how many cards to play in a turn, as long as they are in hand and the player has the cost.
- Enemy Phase: This is the phase where the opponents attack
- The opponent will randomly perform a move pulled from a list of moves specific to that enemy type.
- This can be either: Attack, Block, Effect or Combo(High level)
- If the enemy blocks a move from a combo, the combo no longer takes effect.
- Status effects: Only one can be applied at one time. The new status effect overrides the previous effect.
- Grapple: An effect that, if applied by you or your opponent, both gain the effect of grappled.
- Juggled: Applied to the opponent. The opponent is in the air for the remainder of the round or if pulled back down by the player.
- Grounded: Applied to the opponent. The opponent is prone for the remainder of the round or if pulled back up by the player.
- Blocking: Playing a block card increases your block number by the number denoted on the card.
- A card can block either upper attacks, lower attacks, or both (Stronger late-game cards).
- During the enemy phase, while the block number is greater than 0, it negates 1 hit, and the block number decreases by 1.
- Healing: Adds to HP
- Healing between fights: Purchase wine from shops along the way, which act as health potions
- Healing during fights
- Stunned
- If an enemy has block, it removes all block
- If an enemy doesn't have block, enemy loses next turn
Type of Card | Title | Modifier | Position | Damage | Upper Block | Lower Block | Heal | Draw | Discard | Spectacle Points | Extra effect |
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Attack | Punch | Upper | 2 | 1 | 10 | ||||||
Attack | Kick | Lower | 5 | 1 | 10 | ||||||
Attack | Gladius | Upper | 7 | 1 | 10 | 2x SP against Juggle | |||||
Attack | Headbutt | Upper | 10 | 1 | 30 | Deals 5 damage to yourself | |||||
Attack | Reckless Open | Lower | 5 | 3 | 3 | 5 | Stuns Enemy | ||||
Attack | Judo Throw | Upper | 3 | 10 | 3x Damage and SP against Grappled opponent | ||||||
Attack | Gallic Suplex | Grappled | Upper | 8 | 1 | 35 | Can Only Target Grappled Opponents | ||||
Attack | Lariat | Grounded | Upper | 3 | 1 | 20 | If target is blocking: Cancelled and target gets 2x damage buff against you | ||||
Attack | Flying Cross Body | Grounded | Lower | 6 | 8 | Hits up to 3 targets, SP multiplied by targets, damage divided by targets | |||||
Attack | Calling Card | Lower | 1 | 1 | 1 | If this attack kills an enemy, the card permanently gains +1 attack and +5SP. | |||||
Attack | Dropkick | Lower | 3 | 10 | ground user | ||||||
Attack | Spartackle | Lower | 5 | 10 | x2 Damage on Grounded Enemy | ||||||
Modifier | Throw | Juggled | 10 | ||||||||
Modifier | Trip | Grounded | 10 | ||||||||
Modifer | Grapple | Grappled | 10 | ||||||||
Modifier | Kip Up | 5 | 15 | Removes Grounded | |||||||
Modifier | Showoff | 15 | 1 | Double SP on next combo | |||||||
Modifier | Dramatic Tattoo Reveal | 15 | Reduce attack of all enemies by 25% next turn. | ||||||||
Modifier | Shout Your Move Name | All enemies gain 1 block. Gain 10 SP on subsequent cards played this turn (unique for turn) | |||||||||
Block | Upper Block | 1 | 0 | Add 1 upper block | |||||||
Block | Lower Block | 1 | 0 | Add 1 lower block | |||||||
Block | Full Block | 2 | 0 | Add 1 upper and lower block | |||||||
Block | Come Closer | 10 | If an enemy attacks you this turn, deal 5 damage and gain 10SP. | ||||||||
Draw | Kiss the Ring | 4 | 0 | ||||||||
Draw | Blood on the Sand | 6 | 20 | Deal 5 damage to yourself | |||||||
Draw | Please the Crowd | At end of turn: 20 SP + 2 Cards per enemy defeated |
CARA'S CRAZY KARD CONCEPTS KORNER
These are card concepts I am throwing out that vaguely match the flavour of the card name. Don't even know if they are combos or cards. I'm not adding specific values because they would probably be unbalanced anyway, so feel free to tinker with these or consign them to the Sewers.
Spotlight - Remove (?) block. Gain (?) SP per block removed
Cartwheel - Draw (?) cards. Gain (?) SP.
Gratuitous Backflip - Can only be played if you took no damage last turn. Gain (?) SP and draw (?) cards.
Vogue - Gain (?) SP. If you played a combo this turn, play this card again.
Soliloquy - Ground an enemy. Gain (?) SP per card played this turn.
Theme Music - For the next (?) turns, draw (?) extra card(s) during draw phase.
Dramatic Pause - Your next combo this turn is (played twice?) (double SP value?)
Crying - Lose (?) SP. Gain (?) Block.
Double Down - Draw a card and immediately play it twice.
Recite Poetry - Draw (?) cards, Stun (?) enemy. Gain or lose SP randomly within a range (e.g., -5 to +5)
Come Closer.... - Inflict Airborne on an enemy that attacked you last turn. Gain (?) SP.
Flashback - Choose a card you played last turn from your discard. Play it immediately.
Animal Companion - Gain (?) SP. Add the Heroic Sacrifice card to your hand next turn.
Heroic Sacrifice - Block (?) attacks this turn. Gain (?) SP. Both Animal Companion and this card are removed from your deck for the remainder of this battle.
Improvise - Add a random card to your hand. It's worth (x?) SP this turn.
Recurring Motif - Gain (?) SP. This card gains (+?) SP PERMANENTLY for the rest of the campaign.
Incite Riot - Lose (?) SP. Randomly ground or inflict airborne on (?) enemies.
Redemption Arc - Deal (?) damage to an enemy. Do (?) more damage if you lost SP this turn.
Blindfold - Your next (attack? combo?) does no damage but gains (x?) SP.
Shotcaller - Deal (?) damage to an enemy. Your next attack will inflict (Airborne/Grounded) on that enemy.
Ting! - Can only be played after a combo. Draw (?) cards.
Impromptu Musical Number - Gain (?) SP and draw (?) cards. You cannot play attacks for the remainder of the turn.
Exposition - Remove (?) block from yourself. Draw cards equal to block removed.
Mental Math - Deal damage to (?) enemies equal to the number of cards drawn + discarded this turn + number of enemies remaining.
Are You Not Entertained - Gain (?) SP per enemy grounded, stunned or made airborne this turn.
Play Possum - Gain (?) block. You cannot gain SP for ther emainder of the turn.
Previously Unrevealed Grappling Hook - Gain (?) SP, deal (?) damage to an enemy, (+?) if they are grounded or airborne.
Dervish - Deal (?) damage to all enemies.
Vexing Grin - Deal (?) damage to an enemy. (add? multiply) damage based on your current Block.
Reveal Demonic Heritage - Every attack plaed this turn deals (+?) damage. Every card played this turn reduces your SP by (?).
Double Down - Play only after playing the same card twice in a row this turn. Deal )?) damage to an enemy and gain (?) SP.
Title | Card 1 | Card 2 | Card 3 | Card 4 | Effect - Damage | Effect Heal | Effect - Draw | Effect Discard | Effect - SPs | Effect - Other |
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Pummel | Punch | Punch | - | 1 | 10 | - | ||||
Machine Gun Kicks | Kick | Kick | Kick | 20 | Combo x 2 | |||||
The Antithinker | Headbutt | Headbutt | Headbutt | 10 | 20 | Ends turn and all block cards discarded | ||||
... And stay there | Lariat | Kick | Throw | 20 | Opponent doesn't land on their turn | |||||
Another Day Another Denari | Punch | Punch | Block | 1 | 10 | |||||
Hadrian's Wall | Block | Block | Block | 2 | 20 | |||||
Overwhelm | Throw | Gladius | Lariat | Spartackle | 40 | Stuns Enemy | ||||
Footwork / Is It The Sandals? | Showoff | Come Closer | Trip | Dropkick | 100 | x4 Damage | ||||
Through Hardship, These Scars | Block | Block | Blood on the sand | 20 | Gain additional SP equal to damage taken this turn. Gain 1 of each block next turn. | |||||
Gladiate | Gladius | Throw | Gladius | 5 | 20 | |||||
Gratuitous Backflip | Kip Up | Showoff | Reckless Open | 50 | if Reckless Open blocked, user stunned | |||||
Swear Vengeance | Please the Crowd | Headbutt | Calling Card | if Enemy health < 20%, enemy dies. If player Health < 20%, +50 SP | ||||||
Scotch Mist | Shout Your Move Name | Flying Cross Body | Headbutt | 5 | 40 | Damage to all targets | ||||
Incite Riot | Come Closer | Dramatic Tattoo Reveal | Block | 20 | 10 damage to random enemy | |||||
Et Too Brutal | Grapple | Judo Throw | Blood on the Sand | 9 | 50 | 5 damage to self | ||||
Gore'um Ipsum | Grapple | Gallic Suplex | Full Block | 5 | 1 | 50 | ||||
Handspring | Dropkick | Kip Up | 100 | |||||||
Get Political | Kiss the Ring | Reckless Open | Blood on the Sand | 30 | removes 1 random block from all enemies |
When card drafting happens, the player will be given the option between 3 different "Packs"
Packs are a collection of 1 or more cards that are added to the players' deck
Packs are made of either 1 card multiple times, or 2 cards that work together plus 1 wildcard
- Packs List
- Lariat 2-3
- Dropkick 2-3 / Kip Up 1-2
- Trip 1-2/ Slam 1-2
- Grapple 1-2/ Gallic Suplex 2-3
- Gladius 2-3
- Headbutt 2-3
- Reckless Open 1-2