MECH CARD BATTLE 2
Your Machines. Your Choices. Your Fate!
Rules
Win and Lose Conditions
Will be specified in the game thread. Otherwise simply assume you must eliminate all opponents.
Joining the Fight
To play MCB you must construct your mech deck– 5 cards, 3 of which you get to design yourself. As long as they are reasonable and fun you can make anything. It will then be balanced by the number you get(1 to 4) and the quality of the other 2 cards.
Jump to the next post for instructions.
Drawing and Playing
You begin with 5 random cards from your deck of 20. You may play 1 card and discard any others. If you damage another mech you will draw 2 cards, otherwise 1. If your deck runs out your discard pile is shuffled as your renewed deck, this is referred to as 'Reloading'.
Blocking and Damage
You may assign a blocking card. If you take damage, this card is revealed and damaged, and goes into it's own 'damaged pile'. Otherwise a random card from your deck selected for this purpose. If your last copy of a card is damaged, your mech is destroyed. You may assign 1 blocking card for each opponent.
As your mech takes damage it may be destroyed. If you have 15 or more damage, you will roll the total, on a 15 or more your mech is destroyed.
Going to allow you to make one more.. Special card:
You can make a card to represent your Mech.
1. Title: Mechs name, badass nickname for your mech.
2. Subtitle: Mech.
3. You may lower a stat to raise another:
Move
Def
Range (melee attacks not affected, needs 2 to +1)
Damage
Hand size (increment of 2)
Endurance (increment of 5, can't be + if Def is.)
You can only raise or lower a stat by one point, no more. You can modify many different stats however. Your card can have no modifications.
4. This would also be a good opportunity for some flavor text.
As soon as you submit this card you can apply the benefits to your turn.
This card will be revealed as soon the enemy knows all your other cards.
(if you increase your hand size, you will draw an extra 2 cards next turn, if you decrease it you should discard 2 extra cards to make room)
You must have the card in by the end of the turn, or you forfeit the chance for modifications.
Not sure what to use for an image? *head scratch*
Well you could probably come up with something better but here are some ideas, take em or leave em:
Oh Captain, My Captiain (http://i.imgur.com/iu5Pj0Y.jpg)
Bad Kitty (http://ak1.picdn.net/shutterstock/videos/2529641/thumb/3.jpg)
Glory Boy (https://upload.wikimedia.org/wikipedia/en/9/99/Gundam.jpg)
Desperado (http://ravenrepublic.net/blog/wp-content/uploads/2010/02/hangerf-540x405.jpg)
...well I tried. See if YOU CAN DO ANY BETTER! See! Do it. I dare ya.
A B C D E F G H
___ ___ ___ ___
/~ ~\___/ \___/^ ^\___/ \___
1 \___/ \___/ k \___/^ ^\___/ \
/ \___/ k \___/ \___/ \___/
2 \___/ \___/# #\___/ \___/ H \
/ \___/ \___/ \___/ \___/
3 \___/ ×,,,/ \,,,× \___/ \
/ \___/ ×,,,× \___/ \___/
4 \___/ \___/+S+\___/ \___/^ ^\
/ L \.../ N \___/ \___/^ ^\___/
5 \...* *.../ \___/ \___/^ ^\
/ \___/ *.../ \___/ \___/
6 \___/ \___/ *.../ \___/ \
/ i \___/ \___/ \___/ \___/
7 \___/# #\___/ \___/^ ^\___/ \
/ t \___/ i \___/ \___/ \___/
8 \___/ i \___/ \___/^ ^\___/~ ~\
... \___/ \___/ \___/ \___/
A B C D E F G H
___ ___ ___ ___
/~ ~\___/ \___/^ ^\___/ \___
1 \___/ \___/ k \___/^ ^\___/ \
/ \___/ k \___/ \___/ \___/
2 \___/ \___/# #\___/ \___/ H \
/ \___/ \___/ \___/ \___/
3 \___/ ×,,,/+S+\,,,× \___/ \
/ \___/ ×,,,× \___/ \___/
4 \___/ N \___/ \___/ \___/^ ^\
/ \.../ \___/ \___/^ ^\___/
5 \...* *.../ \___/ L \___/^ ^\
/ \___/ *.../ \___/ \___/
6 \___/ \___/ *.../ \___/ \
/ i \___/ \___/ \___/ \___/
7 \___/# #\___/ \___/^ ^\___/ \
/ t \___/ i \___/ \___/ \___/
8 \___/ i \___/ \___/^ ^\___/~ ~\
... \___/ \___/ \___/ \___/
Alright I tried to quickly come up with the best middle ground.
As several Green Team attack cards are revealed, I let them succeed or fail as they did originally even if the new locations are out of range. (think of it as a one-time buff)
SeigeTitan is now where he wants to be.
Both teams will get a +12hr leeway to their turn this round.
(did I miss anything? I hope I didn't miss anything.)
I am ending the first test match. Details are being posted in the OP. Check them out if you'd be interested in the next battle.
Previous version:
MECH CARD BATTLE 2
Your Machines. Your Choices. Your Fate!
(http://i.imgur.com/5f8A4B8.jpg)
Looking for...
...Orange Team Thread? (http://www.bay12forums.com/smf/index.php?topic=168218.0)
...Green Team Thread? (http://www.bay12forums.com/smf/index.php?topic=168217.0)
If you are interested in playing feel free to say so BUT GAME BALANCE MAY CHANGE. Before next round.
I am planning a game that combines mechs with an interesting story. However I need to make sure the mechanics are good. First I want to check if there's any Redneck Meck fans that want to see that card game return. Otherwise I might do something more... Sane in terms of mech design and combat.
So... Anybody interested?
I am currently imagining two teams of equal size, with a non combat mission(grab the mcguffin ect), with the option of battling to get it first.
Going to allow you to make one more.. Special card:
You can make a card to represent your Mech.
1. Title: <Mech's name>, <badass nickname for your mech>
2. Subtitle: Mech
3. You may lower a stat to raise another:
Movement
Defense
Range (melee attacks not affected, need 2 sacrifices to +1)
Damage
Hand size (increment of 2 per point)
Endurance (increment of 5 per point, can't be + if Def is.)
[NEW] Priority (goes down in increments of 2 per point)
[NEW] Accuracy
-You can only raise or lower a stat by one point, no more. You can modify many different stats however. Your card can have no modifications.
4. This would also be a good opportunity for some flavor text.
This card will be revealed as soon the enemy knows all your other cards.
Non revealed card block neutralize damage.
Card Leveling
Custom cards can gain a level if:
It is being reused from a previous battle.
It does not combo with your other cards significantly, including itself.
It is not tedious, or prone to create unfun or boring situations.
If a card levels up, you get an extra copy than its' power would allow, normally.
You can point out which cards you feel are more important to your strategy(which you need more of), and which ones less so.
TCG
Obtain new cards in Draft Battles, Monthly Boosters, and from Promo victory cards, that are lost upon defeat, and returned to the House if owner is afk for months.
Themed, rotating starter decks.