Welcome to Wonderland~
Mar 25, 2015 21:34:45 GMT -8
Post by Daiwa Scarlet on Mar 25, 2015 21:34:45 GMT -8
[smear:0f006e]As Cheshire's hopes and dreams blew up with billions of Monochis firing lasers in his school, he decided to return to Wonderland and recreate it~ Wonderland had been nagging for him to return since the start of that odd little game and the disappearance of "rules at the end finally allowed him to leave~
The Queen of Hearts caught wind of his return with a dissatisfied grimace. She never did care for how his head wouldn't roll even after she ordered it cut, so she was quite content with him gone.
Mostly just looking for feedback~ Will just be a mini game for players to fool around in between seasons, if it happens at all..~
There are four factions representing the card suits with an alliance between the reds and blacks. Players start at their faction base as pawns. Players can control up to three pieces in addition to their own. At the start of the game, there will be pieces of their faction set around the field (in a formation chosen by the player) and players will have three pawns under their control.
Each player can move their piece and the pieces they control five times per phase. They can move the pieces onto or neighboring an area that their faction controls. Controlled areas are those which link to a king with at least one piece on every area in between. Four npc groups can be moved per phase (and more if there is a difference in player number per faction). If there are inactive players then the active ones can move npc pieces in their place.
There are three decks (or more depending on the number of players). Players gain two cards per phase. Defeated pieces also drop a card of their rank (or lower if there are no more cards of their rank). Players can hold five cards and replace an older card with a new drop if they wish. The cards can be used to create a pawn or permanently replace a pawn with another piece. While out of battle, cards can also be used to heal and/or modify the stats of a piece of the same rank. The modifications will apply to every piece of the type under the player's control and faction control (so all npc knights would have the same stats as the knights of the last player to modify). Modifications can switch health for power and vice versa. Non player controlled pawns will spawn for each faction every so often and can also be ranked up. The amount of pawns spawning may depend on the disparity between factions (so some factions do not fall behind hopelessly).
Player pieces will not fall until the pieces they control in a battle are defeated. If they are reduced to 0 health, then they will fall with their last piece. Defeated players lose half their cards at random (rounded down so two cards will be lost out of a full hand) and respawn the next phase. They can use a card to respawn as a higher ranked piece.
During a battle, a player can choose which pieces the ones they control will target. The turns that pass during the phase depend on the moves that the pieces have left. Each move gives three turns in a battle. After three turns, a player can use a move to retreat. It does not cost moves to retaliate from an attack. If a player is the only one of the faction in the battle then the npc pieces of their faction will also be under their control if there are any around. Otherwise the control is shared or the pieces attack by rng. If a player is attacking npc pieces, then players of the faction can take control of the pieces for the battle. Pieces recover all their health after a phase.
The board may change size and shape, but for now it will be 12 by 12. Each faction will control a 4 by 4 corner where they can spawn pieces anywhere within. A non player controlled king and queen will be within the area. At the end of the phase, faction with enemy pieces within their area will be alerted and pieces in the middle area will be shown to everyone. A faction can normally have four pieces in an area, but the king allows an extra piece. Different areas may have different effects on the pieces in them.
The main objective is to defeat a combination of x (to be determined) kings from any of the opposing factions.
There may be rogue pieces for various reasons. They may be related to another objective.
If there is any, plot will be scattered around the board and passing pieces over has a chance (50% per piece) to discover it while pieces on the location at the end of the phase will search the area and find it.
The ranks are pawn, knight, bishop, rook, queen, and king.
Piece (cards related)- attack/health (amount of modification possible)
Ability
Pawns (2-9)- 1/1 (1-2 after ranking up)
Pawns upgrade to 2/2 if they were one of the strikes that defeated of an enemy and 3/3 if they landed the last hit on a higher ranking enemy. They gain +1/1 for the battle if they land the last hit on an enemy afterwards.
Knight (A)- 3/3 (1-2)
Knights can strike pieces under one layer of protection (aka a king protected by two pieces will not be a viable target).
Bishop (10)- 3/3 (1-2)
Bishops can protect themselves from (dodge) the hit that would knock them over.
Rook (J)- 5/5 (1-2)
Rooks can protect another piece.
A player can only control two rooks.
Queen (Q)- 9/9 (1-2)
Queens can strike two pieces with half damage.
There can only be two queens on a faction and a player can only control one.
King (K)- 4/4 (1-3)
Kings can command an extra piece and can be protected by any piece of their suit, but the battle is also lost when they fall. The piece protecting can still use its ability.
There can only be two kings on a faction and a player can only control one.
? ? ?[/smear:c700ff]
The Queen of Hearts caught wind of his return with a dissatisfied grimace. She never did care for how his head wouldn't roll even after she ordered it cut, so she was quite content with him gone.
Mostly just looking for feedback~ Will just be a mini game for players to fool around in between seasons, if it happens at all..~
There are four factions representing the card suits with an alliance between the reds and blacks. Players start at their faction base as pawns. Players can control up to three pieces in addition to their own. At the start of the game, there will be pieces of their faction set around the field (in a formation chosen by the player) and players will have three pawns under their control.
Each player can move their piece and the pieces they control five times per phase. They can move the pieces onto or neighboring an area that their faction controls. Controlled areas are those which link to a king with at least one piece on every area in between. Four npc groups can be moved per phase (and more if there is a difference in player number per faction). If there are inactive players then the active ones can move npc pieces in their place.
There are three decks (or more depending on the number of players). Players gain two cards per phase. Defeated pieces also drop a card of their rank (or lower if there are no more cards of their rank). Players can hold five cards and replace an older card with a new drop if they wish. The cards can be used to create a pawn or permanently replace a pawn with another piece. While out of battle, cards can also be used to heal and/or modify the stats of a piece of the same rank. The modifications will apply to every piece of the type under the player's control and faction control (so all npc knights would have the same stats as the knights of the last player to modify). Modifications can switch health for power and vice versa. Non player controlled pawns will spawn for each faction every so often and can also be ranked up. The amount of pawns spawning may depend on the disparity between factions (so some factions do not fall behind hopelessly).
Player pieces will not fall until the pieces they control in a battle are defeated. If they are reduced to 0 health, then they will fall with their last piece. Defeated players lose half their cards at random (rounded down so two cards will be lost out of a full hand) and respawn the next phase. They can use a card to respawn as a higher ranked piece.
During a battle, a player can choose which pieces the ones they control will target. The turns that pass during the phase depend on the moves that the pieces have left. Each move gives three turns in a battle. After three turns, a player can use a move to retreat. It does not cost moves to retaliate from an attack. If a player is the only one of the faction in the battle then the npc pieces of their faction will also be under their control if there are any around. Otherwise the control is shared or the pieces attack by rng. If a player is attacking npc pieces, then players of the faction can take control of the pieces for the battle. Pieces recover all their health after a phase.
The board may change size and shape, but for now it will be 12 by 12. Each faction will control a 4 by 4 corner where they can spawn pieces anywhere within. A non player controlled king and queen will be within the area. At the end of the phase, faction with enemy pieces within their area will be alerted and pieces in the middle area will be shown to everyone. A faction can normally have four pieces in an area, but the king allows an extra piece. Different areas may have different effects on the pieces in them.
The main objective is to defeat a combination of x (to be determined) kings from any of the opposing factions.
There may be rogue pieces for various reasons. They may be related to another objective.
If there is any, plot will be scattered around the board and passing pieces over has a chance (50% per piece) to discover it while pieces on the location at the end of the phase will search the area and find it.
The ranks are pawn, knight, bishop, rook, queen, and king.
Piece (cards related)- attack/health (amount of modification possible)
Ability
Pawns (2-9)- 1/1 (1-2 after ranking up)
Pawns upgrade to 2/2 if they were one of the strikes that defeated of an enemy and 3/3 if they landed the last hit on a higher ranking enemy. They gain +1/1 for the battle if they land the last hit on an enemy afterwards.
Knight (A)- 3/3 (1-2)
Knights can strike pieces under one layer of protection (aka a king protected by two pieces will not be a viable target).
Bishop (10)- 3/3 (1-2)
Bishops can protect themselves from (dodge) the hit that would knock them over.
Rook (J)- 5/5 (1-2)
Rooks can protect another piece.
A player can only control two rooks.
Queen (Q)- 9/9 (1-2)
Queens can strike two pieces with half damage.
There can only be two queens on a faction and a player can only control one.
King (K)- 4/4 (1-3)
Kings can command an extra piece and can be protected by any piece of their suit, but the battle is also lost when they fall. The piece protecting can still use its ability.
There can only be two kings on a faction and a player can only control one.
? ? ?[/smear:c700ff]