Eight Card ErfWar - Draft Rules & Discussion

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Eight Card ErfWar - Draft Rules & Discussion

Postby LTDave » Sat Jul 27, 2013 7:08 am

Hey hey cool cool.

I've had this idea bubbling for a little while and finally got a few hours to etch it out on ye olde word processor. Very much still a work in progress, and ideas and suggestions are sought / desired.

For a nicely formatted version (with diagrams and a picture plus footnote!) visit: https://sites.google.com/site/erfworldempires/eight-card-erfwar and download the .docx

Cheers and Thanks!



Eight Card ErfWar
v1.0
An elegantly intricate game for resolving Erfworld battles, by LTDave, in consultation with Mr Ronaldo Calliari, BSC, SSC.

“It is one of the few that can be played while mounted on separate gwiffons, as players do not share or exchange cards”.

Introduction
ErfWar is similar to “Air War” as famously played by the Mercenaries of Faq, but more closely resembles/simulates Erfworld Battles. Players use cards to represent units and may fight out a single battle or a long and bloody campaign. It is our hope that this game could be played via forum, multiplayer, and bring joy into the hearts of tens of people.

Creating a “Deck”
Players can either purchase a number of cards, or have them assigned randomly, or generate them via a set of rules yet to be created. Each player must have at least 8 cards, and can have any number beyond 8.

Winning a “Battle”
To win a battle a player must win at least three engagements. If a player wins five engagements, the battle is a major victory. In the event that neither side wins three engagements, the battle is a draw. Neither side gains experience.

Cards
The cards represent either an Erfworld Stack, Warlord, Mancer, or Special Ability.
Regardless of Type, each card has a large number called a combat value (1 to 10) to represent its capability in battle.
Cards also have a Combat Style (Stabber, Piker, Cavalry, Ranged, Flyer, Heavy) that can give it advantages and trumps over other styles.
Warlords and Mancers provide different kinds of leadership to the battle. Special Abilities represent the extraordinary things of ErfWorld battles, like kinds of Dancefighting.

Creating “Battle Lines”
Each player draws 8 cards from their deck, and looks at them. They are not revealed to the opposing player.
Each player then creates two battle lines. In the front line, five cards are placed face down, each card opposite a card of the opponent. In the second line, three cards are placed face down, behind the three central cards of the front line.

Cards in the front line “engage” their opponent and hope to defeat or destroy them. Cards in the second line support the front line cards, and add advantages to the battle.

Resolving Engagements
The Attacking Player (roll dice to determine which if necessary) chooses a card to resolve by turning it face up. If the player chooses a card in the front line, the adjacent opponent’s card is also turned over. Compare the values of the card – the higher card wins the engagement. Remove the lower card and return it to the deck. In the (unlikely) event of a tie, both cards remain in place, and the player who activated the engagement may choose another card to activate.

Destroyed Card
A card that is defeated by an opponents card by a margin of more than 2 to 1 is removed from the deck and discarded. The card is considered ‘destroyed’.
For Example: A card with Combat Value 3 is defeated by a card with combat value 7. The value 3 card is removed from the deck.

Next Engagement
The player that won the engagement may choose the next card to be activated. If no engagement was initiated by the first player, the second player may now choose a card to be activated.
After all cards in the front line have been activated, the battle is over. The player with at least three cards remaining in their front line wins the battle. If a player has five cards in their front line the battle is a major victory.

Victory & Upgrades
After the battle, the Player that won a Victory may give upgrade two of their surviving cards (not defeated or destroyed cards). The defeated player may upgrade one of their surviving cards. If a major victory, the victorious player may upgrade three of their surviving cards.
An upgrade increases the combat value of a card by one point. A single card may be upgraded more than once if desired.

Flanking Bonus
If a card in an engagement has an empty space in a diagonal space then it adds one to its combat value. If a Card has two empty spaces diagonally adjacent, it adds two to its combat value.

For Example, Red Card ‘B’ has won its engagement. When either ‘A’ or ‘C’ are engaged, they will each add one to their combat value.





Advantages
A combat style with advantage over another style wins any ties.
For Example, both players reveal cards with combat value of 5. However, one card is armed with Pikes, and the other is a Flyer. The Pikes have the advantage, and win the engagement.
Pikes have the advantage over Flyers, Cavalry over Heavy, Stabbers over Ranged, Ranged over Pikes, Flyers over Cavalry, and Heavy over Stabbers (this will be marked on the cards to remind players).

Trumps
A combat style that trumps another style doubles its combat value. This represents the unit being naturally superior in combat style to its opponent.
For example, both players reveal their cards. One is a Flyer with a value of 6, the other is a Heavy with a value of 8. Because Flyer trumps Heavy, the value of the Flyer is doubled to 12, and wins the engagement. If a tie results after trumps are calculated, the higher natural value card wins the engagement (i.e., the ‘trumped’ card wins, not the ‘trumping’ card).
Pikes trump Cavalry, Cavalry trump Stabbers, Stabbers trump Pikes, Ranged trump Flyers, Flyers trump Heavy, and Heavy trump Ranged (this will be marked on the card to remind players).

Second Line Cards
Cards in the second line do not use their combat values, but instead influence adjacent units in the front line. Each Card in the second line will have three cards in the front line that it can influence (one directly forward, and two diagonally adjacent). Some cards influence all three adjacent cards (permanent effect cards), some can only influence one (single use cards). Some very special cards influence the entire battle line, or even force the opponent to set up first. A card must be face up in order to influence an active engagement.

For Example, the Blue Player activates card ‘A’, initiating an engagement with red card ‘B’. If red card ‘C’ is face up, it can influence the engagement. If red card ‘C’ is face down, it plays no part in the engagement.

Even if red card ‘C’ is face up, the red player may decide not to use it in this engagement, instead saving its effects for future engagements.

Once a single use second line card is activated, turn it sideways to show that it has been used. It may not influence the battle further.

Warlords
A Warlord card face up in the second line may activate to swap the engaged card with an adjacent face down card in the front line.
For Example, in the image above, red card ‘C’ is a Warlord. Blue card ‘A’ and red card ‘B’ are in an engagement. The red player could chose to use his Warlord to swap ‘B’ with one of the adjacent face down cards.
If both players have face up Warlords, the player with the lower level Warlord must choose to activate and swap (or not) before the other player. If there is a tie for levels, both roll a d6. Highest roll chooses second.

Stacks
A face up stack card in the second line may add a bonus of one to a single adjacent engagement.

Mancers
Face up Mancer cards in the second line have a variety of effects. Read the card for more information.

Hocus Pocus:
Findamancy – Before setting battle lines, place the findamancer face up in the second line. Name a type of card (Pike, Warlord, etc). The Opponent must set his battle lines, indicating all of his face down cards of that kind.
Predictamancy - Before setting battle lines, place the predictamancer face up in the second line. Name a combat style, and indicate one of your opponent’s spaces. The opponent must (if able) place a card of that combat style in that space.
Mathamancy - Before setting battle lines, place the Mathamancer face up in the second line. Name a combat value. The opponent sets up their battle lines, and must inform you if and where they place a card with that combat value.

Spookism:
Turnamancy – {}
Dollamancy – {}
Weirdomancy – {}

Stuffamancy:
Dittomancers – Double the Combat Value of a single adjacent card
Dirtamancers – Fortifications – adjacent card ignores trump or advantage effects of opponent
Changemancer - Draw a new card from your deck and replace any face down card in either battle line.

Eyemancy:
Lookamancer – before the battle lines are set up, a player may reveal their lookamancer. The opponent must inform the player of card types (not combat values). So they might say – 3 stabbers, a warlord, a mancer, a flyer, and 2 cavalry.
Thinkamancer – a player with a Thinkamancer card in their hand may start the battle with their second line cards face up – as long as one of those cards is the thinkamancer.
Foolamancer – a player may swap their engaged card with any face down card from either of their lines

Hippiemancy:
Flower Powerer – forces a single engagement to be a draw. Neither engaged card is removed
Signamancy – may change the combat style of a single card (temporarily). Effectively, the card now trumps its opponent.
Date-a-mancy – {}

Naughtymancy:
Cwoakamancer – Gives advantages to all adjacent uncwoaked units or uncwoaks a defeated opponents card in a single adjacent engagement (take the card and put it in your deck)
Shockamancer – Halves the Combat Value of an opposing card
Retconjurater – May swap up to two pairs of face down cards of either player (ie, 4 cards total). Cards must remain in the owning players battle lines.

Stagemancy:
Hat Magician – {Pulls a rabbit out of the hat ?}
Carnymancer – Like a foolamancer, only in reverse – the player may swap the opponent’s engaged card with any face down opponent’s card – step right up and take your chances!
Rhyme-o-mancer – {}

Clevermancy:
Healomancer – Effects of Trump reduced to Advantage, and Advantage to no effect on an adjacent
Luckamancy – All ties are decided in the players favour, anywhere on the battle line.
Moneymancy – {Bribes opponents card?}

Special Abilities:
Special Ability cards represent characteristics of sides, traps, fortifications, towers, terrain, and different styles of dance fighting. These generally have multi-use effects when face up.

Dance Fighting
Each style of Dance Fighting will add a bonus to adjacent units, and may add an additional bonus if the opponent is using an inferior style of dance (each dance style will effectively trump an opposing style – so Headbanging might trump Dance Dance Revolution which might trump Grease, etc).

No card may use two different styles of dance fighting at the same time.

Terrain Features
Expositional Bridge – If the expositional bridge is turned face up, the engagements on both extremes of the battle line are automatically a draw. The battle will only be decided in the three middle spaces. A player must win two of these to gain a victory. No major victory is possible with an expositional bridge.

Walls
If a player has walls, the opponent must deploy one card in the front battle line face up (or two cards if they are level 2 walls). The face up card(s) must be resolved before any other engagements.

{Other cards can be added or invented as the game develops}
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Re: Eight Card ErfWar - Draft Rules & Discussion

Postby LTDave » Sat Jul 27, 2013 7:37 am

Image
A very basic example of the kind of card I mean. Would look prettier in real life.
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Re: Eight Card ErfWar - Draft Rules & Discussion

Postby LTDave » Tue Jul 30, 2013 7:05 am

So, I've recieved some feedback via PMs, and had some thoughts of my own.

Version 1.1 is now on the site, but changes are as follows:

Stack cards might cost points equal to the square of the combat value – so a level 1 stack would cost 1 point, a level 4 would cost 16, and a level ten would cost 100.
There would have to be another way of buying characters and specials.


Cards could be revealed before the battle, as per "Air War" - so you have a better idea what your opponent has and can plan accordingly?
If so, the Lookamancer would be:
Lookamancer – before the battle lines are set up, place the lookamancer in the second line. As the opponent sets up their lines, the player may indicate a card that must be set face up.


Advantage - rather than breaking ties, a style with advantage gains two combat points.


Any thoughts or suggestions on mancers, terrain, etc?
Cheers
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Re: Eight Card ErfWar - Draft Rules & Discussion

Postby Acorntail » Tue Jul 30, 2013 10:22 am

What stats would the cards need to have on them, assuming a generalised template for each card? Or is each card made individually?

Perhaps a chief warlord card may allow you to reveal your cards in any order, instead of in a pre-made one?
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Re: Eight Card ErfWar - Draft Rules & Discussion

Postby LTDave » Tue Jul 30, 2013 10:29 pm

The only value that changes would be the one in the hexagon, above, showing the combat value.
Really, this number represents the level of the unit/stack.

It would be cool if the picture changed with the level.
I was thinking that for Flyers, a level 1 would be an Orly, a 5 a unipegataur, and 8 Gwiffon, 9 Archon, 10 Dwagon...

Something like that.

I hadn't thought of a chief warlord bonus - thanks!
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Re: Eight Card ErfWar - Draft Rules & Discussion

Postby Acorntail » Wed Jul 31, 2013 7:24 am

LTDave wrote:Would look prettier in real life.

How's this?

Image
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Re: Eight Card ErfWar - Draft Rules & Discussion

Postby LTDave » Wed Jul 31, 2013 10:44 pm

That is freakin' beautiful!

Fan-tasma-goric!
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Re: Eight Card ErfWar - Draft Rules & Discussion

Postby LTDave » Sun Aug 04, 2013 2:09 pm

Image

Useing acorntail's excellent template and design, this is my attempt at a "Battle Bear" card. Now to learn how to use PhotoShop better...
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