1.24.2012

Planet Cards v1.0

NAME TYPE Min.
P/R
Max.
P/R
A/D Cost
P/R
Special
Rules
Mars Planet 2/3 24/30 -/- -/- Produces:
 3/ 3
Phobos Planet 1/1 6/12 -/- -/- Produces: 0/2

May only have 2 Location cards attached
Deimos Planet 1/1 6/6 -/- -/- Produces: 0/1

Cannot hold Location cards.
Earth Planet 2/2 30/30 -/- -/- Produces: 4/2
Moon Planet 1/2 12/18 -/- -/- Produces: 1/2
Ceres Planet 1/3 6/18 -/- -/- Produces: 1/4

May only hold 2 Location cards.
Asteroid Belt Planet 2/4 18/30 -/- -/- Produces: 2/3
Venus Planet 3/4 18/24 -/- -/- Produces: 2/4
Mercury Planet 1/2 12/18 -/- -/- Produces: -/3
Jupiter Planet 1/4 12/36 -/- -/- Produces: -/6
Saturn Planet 1/3 12/30 -/- -/- Produces: -/5
Europa Planet 1/3 12/24 -/- -/- Produces: 3/2
Kuiper Belt Planet 1/6 24/30 -/- -/- Produces: 1/5
Ganymede Planet 1/3 12/24 -/- -/- Produces: 1/3
Titan Planet 2/3 24/24 -/- -/- Produces: 2/2


Thomas

1.23.2012

Card/Strategy Game RULEBOOK v1.0

***CARD TYPES***

    Planets:  In the setup step of the game each player places their planet cards onto the board.  Each planet has a minimum population and resource score that must be met at the beginning of your turn to control the planet.  Controlled planets produce resource and population counters equal to their P and R bonuses.  If you control a planet you may place new units on it.  Planets have a maximum amount of P and R counters they may hold.  Note that planets can also represent a variety of heavenly bodies including rocky planets, gas giants, and asteroid belts.

    Commands:  Executed on your turn or your opponents turn unless otherwise stated.  Play these cards by paying their resource cost.  After they resolve put the card on the bottom of your deck.

    Infantry:  Played on your turn.  Must be placed on a planet and may only move between planets via transport ships.  Primarily used to defend planets and colonies, their power is proportional to the number of Population counters on the card.  They have attack and defense characteristics.  Population can be re-allocated to these cards on your turn.  These cards stay in play as long as they have at least one population.

    Mechs:  This refers to any type of tank or  robot.  Must be placed on a planet and may only move between planets via transport ships unless otherwise stated.  They typically have higher defense and attack ratings than infantry but cannot hold as many tokens as other units. Mechs stay in play as long as they have at least one resource token. 

    Ships:  The only unit that can move through space by default.  They come in a wide array of attack and defense statistics based on their purpose.  Some ships carry population tokens but all carry resource tokens.  Ships stay in play as long as they have at least one resource token.

    Locations:  This category includes planetary sites and orbitals.  Locations generally provide a static bonus to your planet or add a special ability.  Locations can be declared as blockers only if they have attack and defense characteristics.  Locations remain in play so long as they have at least one resource counter.

---------------------------------------------------------------------------------------------------------
***HOW TO PLAY***

SETUP:  Both players agree on how many planets to place on the board (2-4 per player).  Each player then puts his or her deck on the board.  The amount of cards you are allowed is equal to 20+ 10 for each planet your played.  For example if each player uses 3 planets, each deck will consist of 50 cards.  Each player then rolls a D6.  Winner decides who goes first, the turns then go around the board clockwise.  You begin play with the minimum required P and R tokens on your home planet.  Your home planet is the Planet card you placed closes to your board edge.  All players draw five cards.

ACQUISITION STEP:  At the beginning of your turn add population and resource tokens on each planet and location that you control equal to their P and R bonuses then draw a card.  Scrap any non-planet at this time by removing all counters and placing them on adjacent cards.  Counters that exceed the planet or location's maximum must be transferred to an adjacent card or lost.  Any cards you control that require a cost per turn are payed on this step after tokens are collected.  If you gained control of an enemy planet this turn, you also gain all tokens and locations left on that planet.  Any card at a planet you control may be scrapped.  This puts the card on the bottom of its owner's deck and reallocates all counters on the card to the controlled planet.


MANUFACTURE STEP:  You may play any cards in your hand by paying their cost.  Locations, Ships, Mechs, and Infantry must be placed on a planet you control.  When you play a location, ship, mech, or infantry card all counters used to pay for that card are transferred to it.  Counters that exceed the P or R maximum for that card are lost..


MOVEMENT STEP:  Each unit you control that may move can do so on this turn.  Ships can move from one planet to another.  Infantry and Mechs may move to or from any location with the Transport rule.  Infantry, mechs, population, and resources can be added and removed freely from transports, planets, and locations on this turn.  Each ship may move once each turn to a neighboring planet.  If the planet is friendly or unoccupied you may reallocate resources and troops to that planet.  If you moved any units to a planet occupied by an enemy or containing enemy units, proceed to the combat step.

COMBAT STEP: 
  Attacking:  Any ships you moved to an enemy planet count as attacks at those planets.  Any units transported in attacking ships may be used as attacks.
  Blocking:  The nominate units on their planet to intercept attackers.  Multiple blockers can be assigned to the same attacker.
  Damage:  Interceptors damage attackers.  Simultaneously attackers deal damage to a unit intercepting them.  Unimpeded attackers deal damage to the planet.
Damage is determined as follows:   (attack) - (defense) = (damage).  Damage is removed from infantry and planets in the form of resource tokens.  Damage is removed from ships, mechs, and locations in the form of resource tokens.
  Resolution:  Mechs, locations, and ships with no resource counters, as well as infantry with no population counters are put on the bottom of their owner's decks.  If an attacked planet no longer has the minimum population or resource tokens on it the defending player looses control of the planet.  When a player looses control of their planet they remove all Infantry, Mechs, and Ships on that planet and put them on the bottom of their deck.  If  the defending player still controls the planet the attacker's units move back the their original positions.  If any player controls no planets, they loose the game.

CLOSING STEP:  If there are more than five cards in your hand put cards on the bottom of your library until you have five cards in hand.  The turn passes to your left.  That player begins with his or her Acquisition Step.

--------------------------------------------------------------------------------------------------------------
***SPECIAL RULES***
Transport (x):  This card may carry "x" number of cards.  Only Infantry and Mechs may be transported unless stated otherwise.  Stack these cards on top of the ship transporting them.  Transported units may attack planets as their transport attacks.  Transported units may only intercept units that their transport is intercepting.

Stealth:  Cards with the stealth rule may not be targeted by effects from cards unless otherwise noted.  Stealth units damage other units before they receive damage.  The attack power of the opposing unit is calculated after tokens have been removed.  If a stealth unit has a special combat ability it takes effect before regular damage is resolved.

Fast(x):  Units that are fast may make an additional "x" moves each turn.

Subspace (x):  When these ships move they may move past "x" number of planets.

Homing:  When this card attacks a planet you may assign damage to any one infantry, ship, mech, or location card.

Produces (x/y):  During your Acquisition Step add "x" Population and "y" Resource counters.

(x)P:  Remove "x" Population counters from the card to use an ability.

(x)R:  Remove "x" Resource counters from the card to use an ability.

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 ***TERMINOLOGY***


P and R:  These stand for Population counters and Resource counters respectively.  These counters are represented on cards in the form of six sided die that are placed on the card.  There is a space left on each card for ever 6 P or R it can hold.  These spaces are not interchangeable.  Always consolidate your counters into as few die as possible on each card.


(x)D6:  Roll "x" six sided die and add the result.  If an ability allows you to re-roll a die, you may only re-roll each die once.


Adjacent card:  Adjacent cards are cards that currently share the same planet.


Hidden:  These cards are played face down for 6R.  At the time that they are revealed pay the cards manufacturing cost or remove it from play with no effect.
Scraping:  Remove scrapped cards from play and add their counters to an adjacent card.  If there is no space on an adjacent card excess counters are lost.





-Thomas

1.22.2012

Temple Entrance

Some more digital doodling.
I've been getting more cards laid out. If you want me to post all of them I will, but at this point I don't see card images being important. Whatever art I'm using for the first batch will be found images, so just take the info I've posted about each card and plug it in to the template I posted below. I'll post the sample Planet card though when I get it done.

1.21.2012

Sample 2D side scroller background image

Getting back into using my tablet. Decided I wanted to make a mock up 2d sidescroller and started working on the background image. I'm pretty happy with it and I'm working on more, I'll add to this post soon.

1.17.2012

Muffriend Shirt

Cards

Name
Category
P/R Cost
Abilities
Dice Cap
A/D Stats
Infantry
Troop
1/1
-every additional P dice adds 1\1 to A/D stats
-once dice cap is met double attack
+earth infantry gain additional +4A if player owns Earth
+mars infantry gain +2 P dice cap if player owns Mars
5
1/1
Power Armor
Troop
5/5
-every additional P dice adds 1\1 to A/D stats
-when dice cap is met this troop has double defense
+earth infantry gain additional +4A if player owns Earth
+mars infantry gain +2 P dice cap if player owns Mars
10
5/5
Engineer
Troop
1/2
-engineer can repair vehicles and ships with the amount of R stored on this card
2
0/0
Worker
Troop
1/2
-adds +2R production to location
-every additional P dice increases R production by +2
-once dice cap is met increase R production by +2
4
0/0
Harvester
Vehicle
4/8
-Double R production
-
0/1
Walker Mech
Vehicle
1/8
-6R Deals 20 damage
1
10/2
Jump Mech
Vehicle
1/8
-6R attack two units
1
10/2
Missile Bay
Vehicle
4/8
-strong against ships (double damage to ships)
-6R when attacked by ships both players roll dice, if missile bay rolls higher the ship's attack is negated
-if missile bay rolls 6 the ship is stunned for a turn
1
10/2
Planetary Cannon
Vehicle
4/8
-6R attack adjacent planet
-12R attack every unit on adjacent planet
2
14/2
Tank
Vehicle
2/6
-strong against troops (double damage to troops)
-6R stuns attacked unit for a turn
-6R attacks twice
1
6/10
Mortar
Vehicle
2/6
-strong against vehicles (double damage to vehicles)
-6R attacks twice
1
5/8
Striker
Ship
4/8
-6R attack twice
-6R move twice
1
10/2
Transporter
Ship
3/6
-Transports P/R to other planets
-Can transport four units
4/4
0/4
Satellite
Ship
2/8
-6R look at player's hand
-6R reveal hidden card
-12R force player to discard a card
2
0/2
Pirate Ship
Ship
4/4
-Takes equal amount of R to the damage dealt
2
8/4
Warp Gate
Ship
1/12
-Can transports units anywhere on map for 2R a unit
-
0
Stealth Bomber
Ship
2/8
-when unit is created it can be placed anywhere on the map
-6R can move to any point on the map
2
10/1
Terra Carrier
Ship
12/10
-can transport 4 units
-6R double defense for a turn
4/4
8/20
Martian Carrier
Ship
12/10
-can transport 4 units
-6R double defense for a turn
4/4
8/20
Terra Cruiser
Ship
12/10
-can transport two units
-12R destroys 18 R
-12R double defense for a turn
-24R attack every unit on location
4
15/15
Martian Cruiser
Ship
12/10
-can transport two units
-12R can move twice
-12R double damage for a turn
-24R destroy non-planetary location
4
15/15
Destroyer
Ship
20/24
-attatched units take half damage
-12R opponet discards two cards
-12R double damage for a turn
-24R units on location can not move for a turn
-48R opponet discards entire hand
4/4
20/20



Name
Category
P/R Cost
Ability
Dice Cap
Production
Colony
Location
2/2
-6R Colony Shields
3/1
2/0
Orbital Colony
Location
2/4
-6R Colony Shields
-12R Emergency Transport
4/2
2/0
Mine
Location
2/2


0/2
0/2
Gas Cloud
Location
1/6


0/4
0/6
Asteroid Field
Location
1/4
-When opposing players move through this location units take 15 dam
-When dice cap is met location deals 30 dam
0/2
0/0
Mine Field
Location
2/8
-When opposing players move through this location units take 15 dam and are stunned for a turn
-When dice cap is met this location deals 15x1d6 dam
0/4
0/0
Cloning Facility
Location
10/10
-6R adds 6P to selected unit
-12R increase selected unit's dice cap by 1
-24R copy selected unit
0/4
0/0
Fort
Location
4/6
-Doubles defense of attached location
-12R Negates all dam next turn
-12R Emergency transport
4/4
0/0
Armory
Location
4/10
-
2/2
0/0



Name
Category
Cost
Ability/Effect
Dice Cap
Research
Action
0/6
-Draw a card
-6R Look at the next 5 cards and arrange them how you want
-
Reshuffle
Action
0/6
-Reshuffle deck
-
Discard
Action
0/6
-Discard a card
-
Reroll
Action
0/6
-Reroll dice roll
-
Sabotage
Training
0/10
-6R opponent discards a card
-12R opponent discards hand
-18R destroy location
-18R destroy unit
3
Signal decoder
Training
0/10
-6R look at opponent's hand
-12R reveal hidden card
2
EMP
Training
0/10
-12R eliminates all R tokens on location
2
Bio Attack
Training
0/10
-12R eliminates all P tokens on location
2
Applied Biogenetics
Training
0/8
-6R add 6 P
-when dice cap is met double P tokens
3

Card Amounts

Infantry
4
Power Armor
2
Engineer
4
Worker
4
Harvester
2
Walker Mech
2
Jump Mech
2
Missile Bay
4
Planetary Cannon
2
Tank
4
Mortar
4
Striker
4
Transporter
4
Satellite
2
Pirate Ship
2
Warp Gate
2
Stealth Bomber
2
Terra Carrier
1
Martian Carrier
1
Terra Cruiser
1
Martian Cruiser
1
Destroyer
2
Colony
4
Orbital Colony
2
Mine
4
Gas Cloud
2
Asteroid Field
2
Mine Field
4
Cloning Facility
2
Fort
2
Armory
2
Research
4
Reshuffle
2
Discard
2
Reroll
2
Sabotage
2
Signal decoder
2
EMP
2
Bio Attack
2
Applied Biogenetics
2

1.11.2012

Breakdown of the card game

Sci-fi galactic space battles/colonization using a similar system to the Magic card game.
The first release of the game will come with 100 cards, 10 planet cards, two cubes of 6 sided dice, the rules, and sample deck builds.
The game is centered around building a strong economy on your planets, producing "P" population and "R" resources. These are represented by the 6 sided dice and are used to buy units, locations, and upgrades, all of which require P and R to operate as well. Building a strong economy quickly means you can build all the units you need to win the game.

The non-planet cards include several categories-

1) Units- Unit cards are the backbone of the action in the game. Units are used to attack, defend, repair, and support your economy.

A)Troops- Troop cards are the cheapest and weakest unit types, but are almost essential to any build. Troop cards include-
+Infantry-The most basic unit card capable of attacking enemy units. They cost almost nothing to produce but have the ability to become stronger by stacking more P tokens on the card. Having Infantry support your stronger units can be all you need to finish off your invasion or stop your enemy from taking over your civilization. Infantry's power increases with every additional dice you place on the card, with a dice cap of 5. Once you meet the dice cap the card gain's an additional bonus, which is the unit's attack doubling.
+Engineers-The most basic utility based unit in the game. Instead of attacking though, these units are used to repair your vehicles and ships. Engineers can stack R tokens which are used for the repairs, for every R point on the card= 1 point you can repair a vehicle/ship.
+Workers-The second utility unit available in the game. These units are attached to locations and increase the production rates of those locations. For every P token attached= +1 P and every R token attached= +1 R. The worker cards have a dice cap of 5, but can be either P or R.

B)Vehicles
+Harvester-The utility vehicle. Harvesters increase R production on a location
+Tank-Vehicles that are effective against Troop units. They have high defense and can spend R tokens to either stun units or attack multiple times in a single turn.
+Cannon-Vehicles that are effective against other Vehicles. While they can be used against any unit type, their attacks ignore vehicle's defenses. They can spend R tokens to attack multiple units in a single round.
+Missile Bay-Vehicles that are effective against Ships. When enemy ships attack a location with Missile Bays the controlling player can roll a dice and have a chance to interrupt the ship's attack and possibly bring it down in a single attack.
+Mech-Versatile vehicles that have a wide variety of abilities; including attacking twice, sneak attacks, stun attacks, and avoiding attacks.
+Planetary Mortar-Large vehicles capable of attacking adjacent planets.

C)Ships- Only units that can travel between planets.
+Transporter- Large utility ships that move P/R tokens and other units between planets. Have decent defenses but no offensive abilities.
+Satellite- Utility ships with espionage abilities that include; looking at your enemy's hand and deck, revealing hidden cards, and can prevent other player's from doing the same to you. These cards can also be upgraded into attack Satellites.
+Striker-Short range attack ships. These small ships are capable of dealing decent damage but have low defenses. They can spend R tokens to either move twice or attack twice in a single turn.
+Pirate Ship-Quick attack ships capable of stealing P/R tokens when attacking.
+Stealth Bomber-Ships that can attack with retaliation. They can spend R tokens to move to any location.
+Cruiser-Large attack ships with strong offensive abilities. They can carry small amounts of P/R tokens and a limited amount of units, but their main focus is attacking.
+Carrier-Large defensive ships with the ability to transport moderate amounts of P/R tokens and units and can deal a decent amount of damage.
+Destroyer-The largest and most powerful ships available. They have a wide variety of defensive and offensive abilities and can transport a large amount of P/R and units.


2)Locations(non-planetary)- These cards attach to planets and increase the effectiveness of the planet as well as offer other support abilities.

+Colony-Produces P tokens. Has low (P) dice cap.
+Orbital Colony-Produces P tokens. Has low (P/R) dice cap.
+Mine-Produces R tokens. Has low (R) dice cap.
+Moon-Produces P/R tokens. Has mid (P/R) dice cap.
+Mine field-Deals damage to attacking troops and vehicles. One time use.
+Asteroid Field-Deals damage to attacking ships. One time use.
+Research Lab-Spend R tokens to; draw cards, shuffle deck, look at top 5 cards and arrange how you want.
+Cloning Facility-Spend R tokens to; add P to a unit, increase P dice cap on a card, copy a Troop card.
+Armory-Spend R tokens to; increase unit's attack or defense.

3)Actions, Characters, Upgrades

4)Planets

Sample card layout.