Now that
we’ve settled on what kind of universe we’re going to be in – Paranormal – we
have to decide a few other things. First, and most important we need to find a
clear and decisive goal. What are our players playing towards? How do you win?
How do you lose? The second thing we need to talk about are concepts – how does
the game work?
How do we get from start to finish? And last, we’ll talk about resource
management and card advantage and how we want to approach these two concepts;
and what they are.
Before we
dive in to that, though, let’s clarify something. This game’s intention is to
cater to both competitive and casual players. How do we do that? With
simplicity. One of the big reasons we went with the paranormal idea (over the
other prominent ideas in the last article) is because it sounds simple.
Simplicity!
The ship idea, while cool and
original, sounded cluttered. This is streamlined. So our goal in this article
is to outline the rules, with as few rules as possible. The less rules, the
easier it is for new players to understand and the easier for experienced
players to explain more complicated cards.
Does that
sound like a paradox? It isn’t. Whenever you’re making a game this is a very
easy rule of thumb to follow; Make your game simple. Make its content
complicated.
Image property of Nintendo |
It’s the
same with the Pokemon
video games. You catch Pokemon. Those Pokemon learn four moves. Your goal is to
eliminate six of your opponents Pokemon. It’s the creatures and moves that add
complexity to the game.
This is the
formula we need to follow.
Let’s start
with our concept. Do we approach this as top-down or bottom-up? Since we’ve
already got the general flavor of our game it’s easy to say that the game will
– mostly – be designed top-down.
Conception – It’s a Concept
within a Concept!
Here’s the
concept:
Players bring Hunters
and Monsters to the table. Your Hunters fight your opponents Monsters.
Okay.
That’s a start. So we’ll obviously have cards that are ‘Hunters’ and ‘Monsters’.
Already, that’s a lot of design space. There are lots of different types of
Monsters, so in our pitch we specifically called out Urban legends.
American
folklore has a lot of different types of monsters from the popular Vampire to
the average Ghost. Even things like Gargoyles, Werewolves and Doppelgangers.
That helps a little bit, and even can help us narrow down a smaller part of the
game – the location. (We won’t make a new world, it can be set in a dark
America.)
Is that it?
Probably
not. Hunters usually carry different types of equipment around with them, so we
can assume we’ll have a kind of ‘Equipment’ card that gives Hunters different
benefits while fighting certain enemies. For example, we can have Silver
Bullets that give our heroes a bonus to Werewolves.
In our
original pitch for this game we talked about bringing two decks (one for
Hunters and one for Monsters) to play. There’s a lot of design space for
Monsters. We could have different types of monsters, in varying degrees of
power and/or leadership from various cities/covens/dens all around the world.
So there’s plenty of design space there.
Is the same
true for Hunters? This is one of my major concerns from the original pitch.
There are other card games out there that work fine when bringing two decks to
play – one that comes to mind is Legend
of the Five Rings.
As far as
design goes, though, Hunters have a sense of being contained. There aren’t as
many Hunters as there are Monsters. One Hunter might travel around hitting different
dens. Or he might stay in his city defending from a whole coven. While there’s
a lot of design space for Hunters – it’s not nearly as wide of a field as
Monsters are.
So let’s
figure out a way to fix this. We could do something like Decipher’s Lord of the Rings
where decks are mixed together – with heroes and enemies. We could even adopt a
similar resource system – where playing cards of one faction gives your
opponent resources to play the opposite faction. This was a very unique design
and creates a constant sense of balance.
Even if
your opponent were to open up with a rush of enemies, you would always have
equal amounts of resources to counter-act. The problem with this system is the
amount of chance involved. If you hold lots of enemies in your hand, and so
does your opponent, then you’re playing two separate games. You can’t defend
your opponents enemies – and your opponent can’t defend your enemies.
While this
might not be such a huge deal it creates an amount of inconsistency that I’m
not particularly fond of.
It also
means that Monsters and Hunters should be made on the same level – and that’s
not exactly appropriate. Monsters should be more abundant than Hunters to give
a solid representation of the atmosphere we’re aiming for.
So that
doesn’t work as well as hoped.
On the
track of Heroes, we could look at the other Lord
of the Rings game. In FFG’s LCG of the Tolkein’s epic, players create a
pool of “Heroes” in that battle against the game. The Heroes are more powerful
than other cards, but are rare and limited.
Let’s take
that. So Hunters are powerful and important – they’re an integral part of the
game. But they start the game outside of your deck and already in play. This
allows the deck you bring to have just
Monsters in it.
That
completes our “concept”. You bring a deck filled with Monsters, and a group of
Hunters to defeat your opponents Monsters.
Don’t Shoot Until You see
the Whites of Their Eyes
But how do you win? In most
card games the typical form of victory is combat. In Magic and Yu-Gi-Oh! Players play monsters and
creatures in order to deal damage to a point value their opponent has. The goal
is to reduce that value to 0.
Flavorwise,
in Magic you
represent a Planeswalker fighting against an opposing Planeswalker. Reducing
your life to 0 makes sense. In this game, though, you aren’t represented by
anything so having the point value isn’t as meaningful. It also makes the
importance of the Hunter smaller. You could just have two different groups of
Monsters battling one another if you wanted to have a life total.
So, it’s
safe to say that if a player has no Hunters left, they lose the game. Since the
concept is to
have the Hunters fighting against Monsters, it makes sense that if there are no
Hunters the Monsters win.
But how do
the Hunters win? We could say that they have to defeat all the Monsters, but
that has an ambiguous meaning. Do they have to defeat all the Monsters that are
on the field? Because then they would win turn one when an opponent has no
Monsters. Do they have to defeat all the Monsters in a deck? Because that could
take a while.
Let’s take
a look at other win conditions from popular games. In Pokemon players have to defeat 6 of
their opponents Pocket Monsters to end the game. On paper, this is a cool
concept but I have a problem with the way Pokemon
does it.
In Pokemon, before the
game starts, you remove six cards from your deck to become “Prize” cards that
you can’t look at. Every time you defeat one of your opponents characters you receive
one of your “Prize” cards. Some more powerful Pokemon allow your opponent to
take two of their Prizes instead.
The biggest
problem with this is randomization and chance – again. If you remove six of
your key pieces, then you start the game at a serious disadvantage. This might
not always be a problem, but when it is a problem it can limit the amount of
interaction that players have.
Star Wars: The Card Game,
the FFG LCG, has a similar concept but it’s used backwards. Each player has
“objective” cards with a certain amount of health that the opponent choose to
attack. One of the players can win by eliminating three of their opponents
objective cards. In this capacity the objective cards are used with the
intention of being attacked.
This
eliminates the cards being removed from the deck, doesn’t reduce your chance of
drawing any necessary cards and allows players to customize how they win the
game (based on which objectives they bring to the table).
Adding a
third card type that starts out of the deck sounds like a lot of trouble and
could clutter up the table, so we have to look at killing Monsters. Since that
is part of the main concept, it would make sense that you have to kill so many
Monsters. But now we’ve come full circle.
We can’t
tell our Hunters to kill “all” of the Monsters, because that’s ambiguous and
complicated. Instead, we can tell them to kill so many Monsters.
So, now we
have our goal. If you want to focus on the Hunter part of the game – you need
to kill so many Monsters. If you want to focus on the Monster part of the game
– you need to defeat your opponents Hunters.
It’s Just a Phase
In card
games, turns are almost always broken down into phases and/or steps. The reason
for this is to dictate to the players how to play the game. It’s basically
“What goes where?”
The three
most common phases, or phase concepts, are the Main Phase – in which the active
player takes the opportunity to play the cards from his hand – and the Combat
Phase – where cards interact with one another in a struggle for victory or
supremacy.
These two
are a given. Now, we need to look at the deck. Monsters are going to dying
fairly frequently, so players need a way of drawing new Monster. That’s where
the third concept comes in to play. The Draw Phase. During the Draw Phase the
active players draws the top card of their deck and puts it into their hand.
For these
three things, the order has typically been Draw – Main – Combat. This allows a player to draw a new card, play that card and then use that card in combat. In Magic, though,
creatures are afflicted by “summoning sickness” which means they can’t attack
on their first turn.
Since our
deck is made up of just Monsters, it’s safe to say that drawing and playing
Monster cards will occupy the first two Phases. But how does our Combat Phase
work? Do we attack with our Hunters? Or our Monsters?
The rest of
the turn seems to be made up of things to do with the active player’s Monsters,
so it would make sense to have the active Monsters do combat. But then,
flavorwise, our Hunters seem to not be very good at their jobs – just waiting
for the Monsters to come to them.
How do we
fix that? Our Hunters, remember, are powerful. So we should add a Phase in
which the Hunters do stuff, instead of just get
attacked. For now, let’s call it the Hunter Phase (makes sense, right?). But
that kind of breaks up the stuff we were talking about earlier about how the
rest of the turn involves the active player’s Monsters.
What if the
opponents Hunters attacked the active player’s Monsters? It would still center
around the active Monsters.
So now we
have a Draw Phase, Main Phase, Combat Phase and Hunter Phase. Keep in mind
these are all temporary names for now. And these rules are pre-alpha (meaning
they’re an idea written on a piece of paper somewhere). Through play-testing
these could changed, added, removed, modified, etc.
Always Prepared
Image property of Wizards of the Coast |
So now we
come to the question of “How do we play Monsters?” And that’s a good question.
Hunters will start the game in play, but Monsters go from our hand to the play
area – the question is how do we determine how we play them?
We could
use a resource system similar to Magic
where we have cards that generate some form of resource. But there’s no flavor
behind that. These Monsters aren’t magically summoned or created. You don’t pay
these Monsters to come and wreak havoc.
We could
use a system like Yu-Gi-Oh!
And have only a certain number of Monster “slots”. But this detracts from the
feeling that we want Monsters to “overrun”, or be more abundant than, Hunters.
Instead, we
should look at some way to do this flavorfully. Monsters create lots of
suspicion through their antics – murder, kidnapping, strange sounds, fear, etc.
We should give each Monster a “suspicion” value. Combined, your Monsters should
never exceed some sort of suspicion “ceiling”. We’ll predetermine this number
later, but for now we can see that it’s a strange spin on Yu-Gi-Oh!s slot
restriction.
The Taste of Paranormal
Now that we
have the core concept and mechanics hacked out, let’s recap.
Each player
brings a number of Hunters and a deck filled with Monsters to battle those
Hunters. Your goal is to eliminate a number of Monsters or all of your opponent’s
Hunters.
Each turn
the active player will draw a card, then play Monsters from your hand, but you
can never have so many Monsters that they have a high Suspicion. Then your
Monsters will run and create chaos by attacking Hunters. Then, your opponents
Hunters will attack back.
This is the
beginning of our game rules. And from it, we get a lot of implications about
the world that we’re creating. First of all, there’s a Monster problem.
Vampires, Werewolves, Ghosts, Gargoyles and Shapeshifters are running rampant –
and there’s a need for Hunters. These Hunters are sworn defenders of the public.
They can travel to find different Monsters, or maybe they live in a big city
where there’s a concentrated problem.
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