Difference between revisions of "Somori/WorldsFate"

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(Zeroth draft... I need to think this through a bit better.)
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== Notes ==
 
== Notes ==
Unlike Somori/DragonsGambit which is a very poker-like game, World's Fate should be much more complex.
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Unlike Somori/[[DragonsGambit]] which is a very poker-like game, World's Fate is much more complex and strategic.
  
My current thoughts revolve around giving each Type (what the hell do the people of Creation call this distinction, I don't think it's "type" somehow. Possibly "genesis" and the being that Exalted a particular genesis is a "progenitor". I dunno) a special ability and a points value.
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Before the game starts, each player is randomly given one of the Solar cards. They are seated in caste order (Dawn->Zenith, etc.). The Eclipse then deals 5 cards to each player, beginning with the Dawn.
  
Hmm, Each player is given one of the Solar cards, randomly, and places it in front of him. They seat in caste order (Dawn->Zenith, etc.)
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Each card is worth a number of points.
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* Solar 20
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* Lunar and Sidereal 15
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* A Dragon 10
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* A Censor 8
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* Numbered Elemental cards Face value
  
The object would be to collect as many points as possible in front of him. Solars worth 20, other celestials worth 15, numbered elemental cards worth face value, the Censor worth 8 and the Dragon worth 10.
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The object of the game is to be the last person playing with any cards.
  
Initial hand size would be 5, dealt out by any player.
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Each player gets one move, starting with the Dawn. Before each player's move, any of his cards that attacked in the last move are unmarked.
  
Each player gets one move, starting with the Dawn.
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A move is one of these 4 actions:
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* Put a card from hand into play under his control and draw another card (if possible).
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* Take an uncontrolled card into his army.
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* Capture another card.
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* Leave the game.
  
A move is either:
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Capturing another card follows a set sequence
* Put a card from hand into play under his control and draw another card (if possible)
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* The active player chooses a card he wishes to capture, now known as the target.
* Take an uncontrolled card into his army
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* The active player must choose a number of cards he controls with points value equal to or greater than the target card to become his attacking force. These cards are marked somehow to indicate that they have attacked, most often by turning them 90 degrees.
* Capture another card. To do this, the active player must choose a number of cards with points value equal to or greater than the target card to go into his attacking force. The targeted card is put into the defensive force and the player who controls it may add more cards to the defensive force. If the total value of the defensive force is greater to or equal than the attacking force, any non-Solar cards are put into the middle of the table (and become uncontrolled), otherwise the attacker takes control of the targeted card. Any card which attacks cannot be used to defend until that players next turn. Cards that defend may defend in all moves.
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* The player who controls the target may now build a defensive force by choosing from cards he controls. This does not have to include the target card.
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* If the total value of the defensive force (not including the value of cards that have attacked since their controllers last move) is greater to or equal than the attacking force, any non-Solar cards are put into the middle of the table (and become uncontrolled), otherwise the attacker takes control of the targeted card.
  
Actual gambling would be an all-or-nothing affair, whatever the players wanted to bet would be put in the pot and shared amongst the winners in a pre-arranged fashion. All to the winner, various splits down the rankings, etc.
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Actual gambling would be an all-or-nothing affair, whatever the players wanted to bet would be put in the pot and shared amongst the winners in a pre-arranged fashion. All to the winner, various splits down the rankings, etc. Generally though, the actual play of the game will generate a number of trades and favours made to persuade others in the game to form alliances. Strategy is almost entirely based on this element as it is quite predicatable who can win a given battle, but the complex web of consequences from making an attack are almost entirely dependant on the political situation at the table.
 
 
Yeah, more complex. I think I might need to knock together a test deck and try this out with some friends. Feel free to give it a go yourselves, if you can work out what I mean?
 
  
 
== Comments ==
 
== Comments ==

Latest revision as of 01:17, 6 April 2010

World's Fate

Notes

Unlike Somori/DragonsGambit which is a very poker-like game, World's Fate is much more complex and strategic.

Before the game starts, each player is randomly given one of the Solar cards. They are seated in caste order (Dawn->Zenith, etc.). The Eclipse then deals 5 cards to each player, beginning with the Dawn.

Each card is worth a number of points.

  • Solar 20
  • Lunar and Sidereal 15
  • A Dragon 10
  • A Censor 8
  • Numbered Elemental cards Face value

The object of the game is to be the last person playing with any cards.

Each player gets one move, starting with the Dawn. Before each player's move, any of his cards that attacked in the last move are unmarked.

A move is one of these 4 actions:

  • Put a card from hand into play under his control and draw another card (if possible).
  • Take an uncontrolled card into his army.
  • Capture another card.
  • Leave the game.

Capturing another card follows a set sequence

  • The active player chooses a card he wishes to capture, now known as the target.
  • The active player must choose a number of cards he controls with points value equal to or greater than the target card to become his attacking force. These cards are marked somehow to indicate that they have attacked, most often by turning them 90 degrees.
  • The player who controls the target may now build a defensive force by choosing from cards he controls. This does not have to include the target card.
  • If the total value of the defensive force (not including the value of cards that have attacked since their controllers last move) is greater to or equal than the attacking force, any non-Solar cards are put into the middle of the table (and become uncontrolled), otherwise the attacker takes control of the targeted card.

Actual gambling would be an all-or-nothing affair, whatever the players wanted to bet would be put in the pot and shared amongst the winners in a pre-arranged fashion. All to the winner, various splits down the rankings, etc. Generally though, the actual play of the game will generate a number of trades and favours made to persuade others in the game to form alliances. Strategy is almost entirely based on this element as it is quite predicatable who can win a given battle, but the complex web of consequences from making an attack are almost entirely dependant on the political situation at the table.

Comments