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Match Gameplay Rule Set
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.
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 (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.
- 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.
Please see The Mana System and Duck Dust Terminology for details.
Saving and Loading
Statistics tracking
- Statistics Tracking Overview
- Statistics Tracking
- User Statistics
- Champion Statistics
- Common Statistics
Game Play
APIs
- Section One: Pyramid Scheme Beginner's Guide
- Section Two: Getting Started
- Section Three: The Pyramid
- Section Four: Game Layout Explanation
- Section Five: Cards
- Section Six: Champions
- Section Seven: DuckDust
- Section: Eight: How to play Pyramid Scheme
- Section Nine: Ways to play
- Section Ten: Deck Building
- Section Eleven: How to Acquire Cards
- Section Twelve: Achievements
- Section Thirteen: Accessories
Other Guides
Design Guides
Overviews
- Architecture Overview
- UI Overview
- Main Menu Screen Overview
- Standardised Screen Graphics
- Overview of Graphics
Features
- Story Mode
- Cutscenes
- Beginners Guide Tutorial
- Clock
- Deckbuilding
- Card Deck Gallery
- Champion Roster
- Market Place
- Card Packs
- Game Settings
- Tool-tips
Animations
Splash Screen & Create Account Screen
Player Account Settings
AI
Duck Dust
Brainstorming
- Brainstorming - General
- Brainstorming - UI
- Brainstorming - Mechanics
- Brainstorming - Pyramid Design Discussion
- Brainstorming - Champions, Abilities and Design Mock-up
- Brainstorming - Achievement
Future Development