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| NBarden |
Posted: Sun Feb 25, 2007 8:11 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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Hey there! I’m designing a new TCG. Here are the main card types.
Card types
Structures- Military Base, Fort, Outpost, Production Plant, Airfield, Resource Generator, etc.
Locations- Capital, Inner Defenses, Outer Defenses, No-Man’s Land
Units-
Aircraft- Interceptor, Fighter, Fighter/Bomber, Bomber, Reconnaissance, Transport.
Tanks- Heavy, Light, Medium, AAA, Radar.
Infantry- Paratrooper, Marine, Trooper.
Enhancements- Gives bonus to anything. Permanent on a unit.
Tactics- Enhancements, only discarded as soon as they’re played.
It uses a lot of mechanics of Battletech, only not. It also uses a hitpoint system.
The rules are this, the object of the game is to capture your opponent’s Capital (a location) A location is captured when your opponent’s forces are destroyed.
The game starts with one Military Base, one outpost to be placed in any location, [10] worth of Resource Generators and [10] worth of units. ([X] means X resources.)
There is a limit on how many structures may be played in a certain location. One in the capital, 5 in the first zone, 10 in the second zone, and 15 in the third zone. The point of the game is to maximize the production and then destroy your opponent, much like Battletech.
All units have attack, hitpoints, and shielding. Attack determines the damage done to your opponent that round of combat. (Not turn). When units fight, the person with initiative goes first, by default the defender. However, all battles involving guerrilla troops give the attacker initiative while not fighting against troops with guerrilla.
The turn has four phases, deployment, maneuver, combat, and regroup. During the deployment phase, you get your guys into play. During the maneuver phase, you begin your advance (one zone per unit per turn) and deal long-range fire. During the combat phase, you fight, and after each combat phase, you may regroup.
Deployment- Transfer all units from resource generators to the zone in which the resource generator is built. Scrap units to add resources, destroyed units are scrapped at one-half their scrap value. Tap resource generators to add resources to your resource pool. Use those resources to play units on a resource generator. Play upgrades.
Maneuver- Advance up to one occupied zone or two unoccupied zones per unit. Defender reinforces zone from one zone away. Assign long-range damage (Assigned exactly like archery fire in LotR). Units are assigned based on units in zone.
Combat- Exchange blows, one on one combat (usually). If attacker does not have guerrilla, or defender does have guerrilla, then defender has initiative and begins. Plays tactics. Damage is then assigned, person with initiative assigns first. After damage is assigned, a number of damage tokens equal to the unit’s shielding is removed. If a unit then has an amount of damage equal to its hitpoints, it is then destroyed, that unit does not deal its damage.
Regroup- After an opponent deals a round of damage, the person receiving the damage may regroup by retreating one zone, or continue exchange. If exchange is continued, repeat combat phase.
You then end your turn and play passes to your opponent.
Example cards...
•London [England]
Location • Capital
Attack: 5
Technology - (each resource generator produces + resources)
Efficiency 2- (choose a production plant. You may play 2 additional units on that plant.)
 Military Base [England]
Structure • Military Base
Attack: 10
Shielding: 10
Hitpoints: 200
Reveal: 0 (each unit within 0 zones of this unit is revealed) in other words, each unit in that zone
Military base is attack +2 for each unit garrisoned here.
(garrisoning is basically stacking)
 Outpost [England]
Structure • Outpost
Attack: 5
Shielding: 5
Hitpoints: 100
Reveal: 1
 Strategic Bomber [England]
Unit • Bomber
Attack: 3
Shielding: 15
Hitpoints: 50
AircraftMust be based at an Airfield
Stealth 1 (Roll die. If number is less than 1, unit is not detected)
Range +6 (This unit may travel an additional 6 zones, including regrouping)
Deal 20 damage to target structure. Defender destroys on unit stacked on structure. If target structure is destroyed, all units garrisoned are also destroyed. Scrap garrisoned units instantly.
 Interceptor [England]
Unit • Interceptor
Attack: 10
Shielding: 15
Hitpoints: 20
Aircraft Must be based at an airfield
Range +4
Target any detected aircraft. Bearer may not target other units.
Light Vehicle [England]
Unit • Ground Vehicle
Attack: 5
Shielding: 0
Hitpoints: 20
Combat: Roll die. Prevent X damage where X is the number shown on die.
Foot Soldier
Unit • Trooper
Attack: 1
Shielding: 1
Hitpoints: 10
Response: If bearer is about to take damage, roll die. If number is greater than 4, unit is shielding +5 until the end of this phase.
How does it look? And would anyone be interested in helping me design cards? |
-Trade With Me
Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about?
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Spotlight on....Sense of Obligation. |
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| NBarden |
Posted: Tue Feb 27, 2007 3:31 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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| DáinIronfoot |
Posted: Tue Feb 27, 2007 4:07 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Looks pretty cool, but between my five DC sets and real life, I’m already pretty booked. Sorry.  |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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| shieldelf |
Posted: Tue Feb 27, 2007 9:34 pm |
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Joined: 06 Jan 2007
Posts: 351
Location: Mirkwood
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| Ninja Gimli |
Posted: Wed Feb 28, 2007 3:41 pm |
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Joined: 26 Jan 2007
Posts: 35
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| it looks very fun, I might be able to once debate season is over and you know when that is, I might be able to now but it wouldn’t be very consistent. |
| visit my website, http://www.xanga.com/debater92 |
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| masswelter13 |
Posted: Thu Mar 01, 2007 11:37 am |
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Joined: 24 Feb 2007
Posts: 27
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I think it looks pretty neat. If I can find the time, I can help design cards.
I won’t be able to design the layout of the cards, but I could help out with some pics, and the abilitie text...
Just give me some stuff to work with.. |
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| NBarden |
Posted: Thu Mar 01, 2007 11:51 am |
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Joined: 28 Dec 2006
Posts: 5468
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| masswelter13 |
Posted: Thu Mar 01, 2007 1:09 pm |
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Joined: 24 Feb 2007
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