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Game Mechanics

Dru edited this page May 21, 2024 · 36 revisions

Mechanics for the Card Game element of the game

List of Mechanics

Resources

  • Your HP: Amount of damage you take before you concede the fight

  • Your opponent's HP: The amount of damage your opponent can take before they concede the fight

  • 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.
  • Block: Number of hits the player can block in the enemy phase

  • 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.

Game Phases

  • 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.

Other Effects

  • 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

Card List

Type of Card Title Modifier Position Damage Upper Block Lower Block Heal Draw Discard Spectacle Points Extra effect
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.


Combo List

Title Card 1 Card 2 Card 3 Card 4 Effect - Damage Effect Heal Effect - Draw Effect Discard Effect - SPs Effect - Other
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

Card Drafting

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

Flowchart Of Core Gameplay Loop

Untitled Diagram drawio

A flowchart of the main gameplay loop