I've changed around quite a few rules now, and brought the game back to one of my original intentions: making a customizable deck-based card game.
From the beginning, I wanted to make this some kind of collectable
card game, but after making so many initial cards, and getting some burnout
after struggling to come up with so many unique ones, I thought I would run out
of ideas and would never be able to make a full-fledged CCG. However, I've got a few ways to expand rules
and gameplay styles, so I think I can fulfill the bigger vision I had. Of course, being that this is free and you
don't buy random boosters, this will be closer in spirit to a "living card
game"... or something. I'll be rounding
out the starter pack (what I've been working on so far), and then I'll start
coming up with expansions later.
The rules have been modified in a lot of ways, some minor,
some major. One of the big ones was in
figuring out how to allow players to take other players' cards without getting
them mixed up. Naturally, I already have
that in place by not allowing more than one color of Devotee in a deck to begin
with. So if you're Blue, and you have
some Red cards, then at the end of the game you can just look through your Deck
and Fearful Pile and hand them back. So
there's no way there can be any confusion.
But I did have to alter rules so when you use Rogations,
they don't get mixed up in the Vortex.
Instead, you just Discard them after using them. Similarly, if you kill a Zealot, the attached
Frenzy just goes in the appropriate player's Discard Pile, rather than the
Vortex, so those don't get mixed up either.
I'm thinking there will soon be some cards that force Frenzies and
Rogations into a Player's Fearful Pile, so it's out of the game, but won't get
mixed up in the Vortex Pile.
A few fixed Location cards. |
I did have to change the Paradox Location card, because
applying your Frenzy to another player's Devotee would cause confusion
later. Fortunately it's not a big loss
because I was never quite satisfied with Paradox anyway. So I've got a new version that works much
better. While I was at it, I fixed a few
other Locations I wasn't happy with, though primarily for their placeholder art
and flavor text, so there's no gameplay change with those.
Next, I added a term: "Crusader" just means
"A Devotee or a Zealot in the Field of Play". I managed to cut out a lot of text from the
rules and cards by adding that one new term.
This is especially helpful on the cards where the text real estate is
small. However, now a single color card
might be referenced by about four terms, so I hope it doesn't get too
confusing.
I have also now made it so Refill is one of the actions you
can take, instead of happening every turn automatically. So basically, a Location card is flipped
over, and each player can do one thing (unless they play a Rogation), and then
the next Round begins with a new Location card.
That required fixing a couple of other Location cards,
particularly Excursion. If Excursion
stayed the way it was, it would be basically Capitalia, so I changed the rules
on Excursion to provide more variety.
Plains of Filth had to be similarly modified to work with
the new way the Refill Phase works, and I reworded Waterfall just for
clarification.
Also, now, the rule that used to affect Red only at the end
of the game, where Red gets extra points for Killed Devotees, has been changed
so everyone gets a bonus. Basically each
player gets a bonus based on the number of Killed Devotees of other colors, so
their own color Killed Devotees don't count for them.
Speaking of endgame, the game doesn't end after all
Locations have been played. Instead, the
game is a Last Man Standing fight, where a Player loses when they have no more
Devotees to Crusade with. The points
only come into play with house rules, where you can limit the game to a time
limit or turn limit. I've put a few
house rules in the instructions, and I'll probably add more to help with quick
games and beginner games.
I've also gone through the Rogations that same way I went
through Locations: adding new art, flavor text, and making sure the rules are
clear enough. Also, since the game is
now a deck-building game, and players are not randomly dealt Rogations anymore,
a lot more balance has to be created with them.
There is already a piece of a "cost" involved, in that a
player must meet a certain requirement about how many Crusaders are in play at
the time, but I'm not sure if that's enough.
Having lots of Rogations might be a prime strategy, and I don't
necessarily want it to be that way; I'd prefer if players could create decks
with different strengths and ratios of card types, and have many play styles be
equal. So one player may concentrate on
Devotees, another on Frenzies, and another on Rogations, and they still have an
even chance at each other. But that will
come through in testing.
In any case, here are the reworked Rogations:
Some are wordy. Click to enlarge. |
Blessing has been hugely clarified in the text, although it
is basically the same. I think it's far
more wordy this way, but there should be no questions about how it works.
Miracle and Rapture are both the same as they were before,
though with Miracle, I think I changed the "<" to a "1"
for requirement, and put the "less than" aspect in the text. That way you have to have at least one
Crusader in play to play it. Continuity!
Brainwash was Bacchanalia, but it was rather absurd to require 4 Crusaders to play one Frenzy. After all, other simple actions like that are far cheaper. Brainwash corrects that.
Now with Resurrection, the Player can decide whether to put
the Devotee in their Fearful or Discard Pile.
Palm Reading
is basically the same, I think, just adjusted for the new lack of Refill Phase.
I've been going back and forth with myself on rules for Deck
Construction. I wouldn't want a Player
to spam certain cards, and Palm Reading is definitely one of them that could be
easily spammed. I've been considering a
cap on how many copies of a card allowed in a deck (generally one or two), but
now I'm also thinking that perhaps some Rogations might be discarded after
used, allowing them to come up again, while other, more powerful cards are
one-shots that must be sent to the Fearful Pile after use, so they can't be
spammed. That, combined with a
reasonable cap, might help to fix imbalances.
When I originally found the placeholder art for Pestilence, I knew it was one of the standards for how I wanted the game to feel. Although with other pieces of placeholder art, I've moved on when I couldn't find attribution, with this one, I knew I had to find it again. This art is excellent, and it stays. Oh... rules, right... the rules are the same, I think.
Burial Rites has been reworked to fit with the theme of the
card, so rather than a simple "No players may Frenzy", it is instead
a little more complex and wordy, but I think more interesting, and allows the
Player who uses it to get some breathing room, and also not feel it's too much
of a waste of a card.
Revelation has been adjusted so instead of looking at one
opponent's hand, or all of them, the number depends on how many Crusaders you
have in the Field. (I should probably
rename "the Field of Play" to just "the Field" for
brevity.
The needle in Tithe is coincidental, the one in Cure is intentional. I might make it a running theme if I can, though. |
Phantasmagoria and Charity are both relatively
untouched. I like Charity as it is
because it's like other Rogations that force Players to discard, but it's more
powerful, and so it comes at a cost to you.
Sermon is one of those cards that's probably overpowered
right now, especially if spammed. To get
rid of it, one player would have to waste a Crusade, knowing that their attempt
at True Conversion would fail. So this
is a prime candidate for a limited number in the deck, as well as having it
removed from the game after being played once.
Tithe has been fixed for the new Refill mechanic, but other
than that I think it remains steady.
Perhaps I added the "including yourself" part.
Cure originally said Frenzies got sent to the Vortex, but we
wouldn't want the Frenzies to get mixed up in there, so I changed it to the
Player's Discard Pile. Though I think
thematically it would work better to send the Frenzy to the Player's Fearful
Pile so it's removed from the game.
Prayer is untouched.
It's a simple card, and sometimes simple is better.
I considered adding flavor text to Warcry, but it would have just been "Rrrrrrraaaaaaaaaarrrrr!" |
Warcry used to allow the player to Crusade using any tactic,
but I changed it to only Killing. I'm
positive that soon I'll add a couple more Rogations for Crusading using the
other attributes to round it out.
I think Psalms used to force the (non-)Converted Crusader to
be discarded, but I prefer that it remains in play. Though this is basically Sermon for a
different Attribute, so I still need to think carefully about how to keep it
from being overpowered and spammable.
The flavor text from Goodwill came from a fortune cookie.
Hex is the simpler, less nasty version of Charity. It and Raindance are pretty much
untouched. Wedding has only been
clarified, but is still the same rules as it had before as well.
Rally going a bit more with the Amphitheater of Noise theme... |
Rally used to move cards from the Fearful Pile to the
Discard Pile, but I didn't feel that was true to the spirit of the card, nor
was it terribly useful. However,
immediately Reinforcing with those Fearful Devotees would be too powerful, so
the compromise is to put them in your uhand.
I think Mercy and Whispers here are both the same as they
were, just clarified a little in wording.
I could have said with Whispers "Immediately Reinforce", but
the wording of the rules in the rulebook gives you different options for
Reinforcing (you can also remove
cards from the Field if you wanted). So
this clarifies you only positively Reinforce.
As far as the complete instructions goes, I'll post the full
text of it later (posting it here would make this twice as long, and 90% of the
instructions remain the same as before anyway).
I've still got to finalize them, do some editing on them, and make sure
they're consistent.
After making sure the core rule set is up to snuff, and
after reworking the Frenzies and Devotee cards in the same way I've been doing
with the Rogations and Locations, then I'll either expand the core
"starter" set, or I'll come up with expansion sets.
I always overscope my projects...
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