12 July 2017

Iteration 2: Hero Plus Minions

This is related to the idea I posted the other day, where this one turns into a combination of card and skirmish game. You pick out a hero and then you get a handful of cards unique to that particular hero. If you're playing the Dwarf King, you get cards about how your dudes are really resilient, and cards that make the Dwarf King good at fighting. If you're playing the Elvish Sorcerer, you get cards about throwing fireballs and having had really good planning. And so on.

And then the other half of the cards come from the units you select. Units have a cost, and come with their own special cards. Some cards might only boost their own powers, but some might have unique benefits. Some cards benefit their entire team, or part of it, or maybe care about card types.

I imagine, especially, a low cost Peasant unit that only does a little bit of something- maybe the Peasants just have a card that says "Discard this card and draw another card," so if you have an army of Peasants they're not doing much, but it leaves more room for your Hero to do stuff all the time.

All the heroes and all of the cards have their own health, armor, and damage values. They also have a range, which just tells you what row they can attack from. Everybody's in two rows- frontline or back. Ranged units can attack into the frontline from the backline, where they are mostly protected from harm. It's difficult to attack the backline, but backline units always have minimal health so they need to be protected. On your turn, you can play a card and attack with any of your units that aren't exhausted. [1] Units that are in combat deal damage to each other equal to their attack values minus the other unit's armor. Health is not replenished except by special effects. Armor applies to each attack- if you are attacked for 3 four times and you have an armor of 2, you take 4 damage. If you took all 12 damage at once, you would take 10 damage.

Play passes back and forth between the units. Each slain unit is worth its cost value. Heroes are worth their supply value (the currency you buy units with). [2] The side with the most points at the end of the game wins. The bigger the difference in score, the more one-sided the game was.

Other Ideas:
Scholars card that has really good card draw but sucks in actual combat.
A monstrous creature that has negative cards that must be played, and then their other cards are excellent. Balancing the risk of having dangerous creatures around that can turn on you... Probably cost 6-8 or so, the Dwarf King and his pet dragon makes for a pretty cool encounter on its own.
Clerics/Paladins that are good melee warriors with a strong heal. Probably just 2 sets of doubles: A card that heals a little and draws you a card, and then a card that heals everybody without the card draw. Cost 4.
Horse Archers unit that can negate an attack while dealing minor damage, making engaging them frustrating to deal with, plus cards about removing enemy resources. Cost 3 maybe?
Heavy Knights who have a big benefit from additional heavy mounted allies, making a valorous charge, plus they have cards about making all their attacking allies better if they're not attacking. Probably cost 5 or 4.
Backline archers that do more damage with other archers. These guys should cost 2, I think, they are effective but taking too many is risky.
Ranger unit that can shift between front or back line, with their ability cards split between defensive frontliner and aggressive backliner.. Cost 1, but he's got two cards.
Berserker unit that gets stronger when it's alone and outnumbered. (like "Berserkers gets damage bonus minus two for each friendly frontline unit," and "Berserkers gains X armor for the turn, where X is the number of enemy frontliners," and then something where they take damage to land a big attack.
Militia- are frontline, but can attack from the backline with a card. Their other card heals them, since there's never a shortage of Militia. Cost 2
A real dwarfy dwarf who likes other dwarfs. Maybe a captain or something. He comes with its own sub-unit of two dwarfs, who do not have cards. Cost 3 or 4.
Dwarf warriors because you have to have them. Cost 3, they can look at the enemy's cards and gives everybody armor for a turn if you're being attacked.
An elf captain, this guy is 1 more than the Dwarf Captain because he's more of a solo hero. Has a team attack buff, a personal defense buff, a decent AoE attack, and something else.
These are elf commandos, so they have a good attack but bad armor. They have evasive cards though.

This is mostly brainstorming for my own benefit, but if anybody reads this then hopefully you can see what I'm talking about, lol

[1] Exhausted units can't attack. Exhaustion mostly comes from special effects- it's not like tapping in Magic where you tap to attack and all that.

[2] Heroes have 10 supply value by default, but there's no real reason they can't have less.

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