Link to v1.0 here: Current Gameplay 1.0
O V E R V I E W
-The game takes place in a lateral, a fourth spatial dimension connecting two separate "existences" as we've come to understand them. There's an attacker trying to infiltrate the defender's world, and the defender is doing everything in their power to prevent the invasion before the lateral closes.
-The defender has a ‘barricades’ row which protect the entrance to the defender's existence from the attacker. Each player has a units row that they can play units in, and they'll attack the unit in the opposite lane, or the barricade if there is none.
-Players at the beginning of each turn draw to a full hand of 4 cards, and players are encouraged to make as many plays as they can.
DEFENDER L1 L2 L3
BARRICADES   
DEF UNITS   
ATK UNITS   
P L A Y I N G
-Turns are taken simultaneously with the opponent. There is the upkeep, deployment, resolution, and attack phase. All user choices are concentrated in the ‘deployment’ stage. In order, you can:
1. Choose all the cards you want to play, and what their targets are. Cards are paid with resources which refresh to the maximum (5 resources) each turn.
2. Choose your ‘assist’ card if you want to participate in assisting this turn.
-Once both players ‘lock in’ their plays in the deployment phase, the resolution phase begins and plays are resolved in order, alternating between players. The player who controls the assist resolves their first play first. Then attacking begins, and the turn repeats.
-Attacking involves the attacker attacking down his lane (L1,L2,L3). If there is a defender unit, he'll damage that and the defender will attack back. If there is no defender, he will attack the barricade. If the barricade's health is reduced to 0, it'll be destroyed. If there is no defender and no barricade, the attacker infiltrates and scores a point (and the attacker is discarded).
A S S I S T I N G
Each turn during the deployment phase, players may discard a card to the assistance battle. In resolution, the player with the HIGHER card cost wins the assist; if they are tied, the player who currently has the assist retains it. The defender always starts with assist.
Assisting has four benefits:
1. The player with assist gets the first resolution of cards in the deployment phase. This means if you have a critical play, you are essentially guaranteed to have your first card resolve uncontested.
2. If you win assist, you gain 1 Morale and 1 AP.
3. It allows you to “trash” a card, essentially a one card mulligan available each turn to help you churn through your deck and keep the pace up.
S C O R I N G
-The attacker wins the game by infiltrating three attackers.
-The defender wins by gaining points for each turn their buildings are not attacked. This may change, pending a better system.
-Players may also win if they reach maximum morale.
M O R A L E
Morale is a shared meter between both players. It will start at 0, and whenever a player gains morale their opponent loses the same amount (and vice versa). Essentially it's a "tug-of-war" between players. There’s three ‘states’ of morale: high, medium, low corresponding to specific value ranges. Morale is used as a state-base requirement for some effects (If you have high morale, this unit gets 2 ATK), can be spent for powerful abilities (Spend 2 Morale: Opposing unit is incapacitated this turn) and if you have FULL morale you win the game. Thus, morale management is extremely important.
Two ways to gain morale:
2. If you win the assist conflict, you gain 1 Morale
3. Cards effects will sometimes award Morale
C A R D T Y P E S
Unit – your bread and butter ‘creature’, they have ATK/HLT with persistent damage (that is damage doesn't disappear at the end of the turn like in MTG). If DMG = HLT the unit is killed. This makes it VERY apparent if healing will have an effect and state base things that add health are more clear. They also have deployment timers before they're deployed. Each unit loses 1 deployment counter per upkeep. When you play a unit, it’ll be “inactive” (can't attack or be attacked) until the deployment timer reaches zero.
Tactics – They cost resources and their effects are seen immediately. Often used for quick, favorable board state changes.
Generals - Both players have a general. Generals gain 1AP at the beginning of the turn, and any unspent resources at the end of the turn are turned into AP for the general. They can use that AP to enter play and can turn the tide of the game. Generals also dictate what factions you can use in your deck and how many "faction points" you have to spend during deck construction to play off-faction cards.
Unit next time,