Prototype War Relic
- The above is a mock-up to a thought-up card game. Making up cards to test the idea is too labor intensive, and I thought it would be easier to simply code a digital version. Different armies use treasure, troops, and towers to fight over possession of ancient ruins.
- It's a bit sparse and cryptic but... it was designed mostly for my personal usage.
- Controls
- Click to drag or choose cards during the phases.
- Mouse Wheel to change the selected player or battle phase. Arrow keys or WASD do this as well.
- Space and Enter advance the play phase.
- The Cards
- Icons on each card represent their function, upwards to three.
- Soul represent how many Gear or Rook icons a player can have in their army. They appear on green cards.
- Gear represent an army's fighting power, randomized each battle. They appear on red cards.
- Rook represent a static battle power, but are harder to implement. They appear on blue cards.
- Blade increase power in a skirmish, which determines victory.
- Guard increase defense against damage, lessening losses.
- Lock enable and raise ranged attack strength.
- Scroll enable and raise magic use, which casts spells.
- Gameplay
- Phase 1: Draw Cards - three cards are dealt out to each player.
- Phase 2: Trade & Ally - a card may be traded to another player in return for another; doing so creates an alliance.
- Phase 3: Placement - assign cards from the hand to the stronghold for use.
- Phase 4: March Armies - choose the location that troops will attack or defend.
- Phase 5: Battle - square off against opposing armies at a location and select spells.
- Phase 6: Casualties - discard cards according to damage received.
- Phase 7: Victory - receive points based on battalions routed and excessive resources had.
- Combat
- Dice are rolled per Gear icon in someone's army with the following faces: a loss, two blank, two success, or a double.
- The base power of a Fortress is the sum of a player's Rook icons.
- The base power of either is modified by the other icons on cards: blue cards add to the Fortress while red and green add to the Relics.
- Clicking on the elemental icons casts the respective spells if enough magic was obtained.
- Ranged occurs first. Each army suffers the highest opponent barrage and receives damage over a faction's highest defense.
- Attack follows, victory going to the highest value. Damage is lessened by defense, but at least one wound will be scored.
- Spell List
- Fire - increase own attack
- Force - increase own defense
- Thunder - provides a ranged of 3
- Acid - decreases enemy defense
- Magic - cancels any spell casting
- Sonic - decreases enemy attack
- Light - decreases enemy ranged
- Wind - increases own ranged
- Ice - provides a defense of 3
- Shadow - cancels any ranged usage
- Poison - provides an attack of 3
- Dream - cancels any attacks
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Last Modified - July 19th, 2015 | Established - February 17th, 2015