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Team-Manager-Mode 2 / Cards + items + injuries#1249

please first read my Team-Manager-Moder suggestion1

Cards:

  • Target cards:
    That cards pretend you targets/missions.
    If you successfully achieve these targets in battle, you get powerpoints.
    Then you discard the card.
    With that points you can play out powercards.

Here some examples:

  • deal x damage in 1 round
  • control 2 rounds a victory point field
  • heal x
  • generate x cinder
  • move x in 1 round
  • don’t move for 1 round
  • don’t recruit 1 round
  • every of your units touches a enemy unit (min 3)
  • use x skills in 1 round
  • don’t attack for 2 rounds
  • your enemy have x victory points
  • got 2 vp in 1 round
  • your enemy leads with 3
  • burn enemys
  • refresh the movement of a unit twice in 1 round
  • …………
  • Powercards:
    These cards you can play out, if their text allows it and you can pay their costs.
    With that cards you can directly influence the battle.

For example:

  • heal a unit for 3
    • x movement
  • teleport unit to bridge
  • deal x damage
  • add 1 armor to a unit for 2 rounds
  • generate x cinder
  • switch to units on the battlefield
  • get one grenade
  • generate smokefield
  • generate obstacle
    • x accuracy
  • push unit x movement
  • ….

Generally thoughts about the card system:

  • to think about is:
    Are the cards visible for all players?
    So, if you can see the cards of your opponent’s hand.
    You can anticipate what plan he has.
    the players have a lot of information and can calculate the most.

Or its more classic and you don’t see the hand of the other player.
more surprising effects are in the game.

Another question is;
Decides the players before the match, what cards they have.
Or get they a pile of their cards and draw them.

Will there be cards that can play/activate in the turn of the opponent?

Target cards they perform on the opponents turn.
For example :

  • your enemy heals x
  • enemy gains 2 victory points…
  • enemy moves recruit 2 crews from the bridge

A very interesting component in this case is, if the cards are visible for the opponent or not.
Maybe you got the possibility to play one or two cards hidden for your enemy,
So, you can create traps or bluffs.
(when you draw or get your cards and you don’t have a hidden card you can decide one of the cards to “play” hidden. Before your opponent see your cards.
And every time you got a new card, you can decide to replace the hidden card for the new or not).

In the case that power and target cards can play/activate in your opponent’s turn,
there could be arise interesting combos.
you could gain powerpoints through a target card, to play a power card,
and that all in your opponent’s turn.
Although you didn’t have points at the end of your turn.
Or you just bluff.

A further question is,
does it cost extra, to hide a card.
Have you pay their normal costs when hide or when activate?
I think there could be both, in relation of the card itself.
Or the type of card…

Example for handle the cards:

The player select 7 target- and 7 power -cards with them he wants to go in the match.
At the beginning of the match he draw 3 of each card types.
The player have also 6 cards on his hand.
He can decide to place one of them hidden.
Now the rest of his cards on his hand will visible for his opponent.

Every x rounds the player can draw x cards…

injuries
Maybe if the same crew is destroyed x times in one league, the crew get the status injured
And get a malus for one or two matches.
For example :

    • health
    • skill
  • -movement
  • -damage output

with gold or with items, the unit can be restored.

Items:
Items can only use once, if the item is used in any match, its away and you have to buy a new.

Examples:

  • medpack  heal
  • Grenades
  • special ammo like stun, fire, poisen,bleed.
  • throwing knife
3 years ago