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Match Gameplay Rule Set

Millie Macdonald edited this page Jan 18, 2017 · 1 revision

Overview

This page is created to lay out the rules and design of the game. All rules have been created in collaboration by @attacop (Fowl Play), @samliew1 (Leave Brittany Alone) & @hugokawamata (Lizards of the Coast). Discussion regarding game rules or this Wiki in general should be made as comments on ticket #29 - Unified Gameplay Ruleset.

Discussion and feedback on design choices is very welcome and anyone apart of the studio should absolutely feel free to partake in the conversation(s) about the different game mechanics and rulesets.

Initial Concepts and Possible Ideas by @samliew1 & @attacop respectively:

When rules between cards and this ruleset are in contest, cards will take precedence.

Rules

Win Condition

Each player starts with 40 health. In order to win you must reduce your opponents health to 0. If your deck (currently 24 cards) is empty at any point in the game, you lose the game upon the next instance of requiring cards in your deck (eg. pyramid repopulation).

Deck Mechanics and Entities

  • Deck (Unplayed cards, hidden)
  • Pyramid (Player hand)
  • Graveyard/Tomb (Discard)

You can have, at most, two copies of the same card in one deck. Both player decks are hidden during gameplay (face down). Both players' pyramid (hand) layout is visible to both players (facedown/blank), players can view cards within their own pyramid. (thought: showing/hiding opponent's pyramid via button). Used 'Action Cards' and killed 'Minion Cards' are sent to the graveyard/tomb

The player's hand (pyramid) will be (fully) repopulated automatically when exhausted. The player may choose to repopulate their pyramid at will during their turn - the cost of this action is that the player may not play any cards during the turn they take this action.

Card Types and Mechanics (To be added to)

  • Minion Cards
  • Action Cards

Minions: Minions cannot attack on the same turn that they are played. Minions must be played onto specific, unoccupied lanes. Minions may only attack the minions immediately opposite them (if the player chooses to attack). Minions who attack another minions will be dealt (half rounded down %) the attack value of the attacked minion. Players who are attacked by minions lose health equal to the minion's attack value. Minions who have less than or equal to zero health are 'killed' and sent to the graveyard/tomb. Minion health is not restored naturally.

% - as to incentivise aggression, causing the game to progress.

Actions: Action cards are discarded once their event has occurred.

Duck Dust Resource (mana system)

Please see The Mana System and Duck Dust Terminology for details.

Home

Saving and Loading

Statistics tracking

Game Play

APIs


Game Guide

Other Guides

Design Guides

Overviews

Features

Animations

Splash Screen & Create Account Screen

Player Account Settings

AI

Duck Dust


Brainstorming


Future Development


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