Post by falconpilot on Nov 17, 2012 12:15:15 GMT
Hai guise, I'm working on a funny project : TCG about Grand Conquest ! I wrote the rules, it's done. I'll list here all the actual cards
Basic rules
First, each player pick 1 nation. If their nation card doesn't precise that they choose their country or have a selected country, they pick 1 random country.
Each turn, they can either pick a special card (it can be an event, a structure that you can put on a country - limited to 1 structure per country - and much, much more !), either pick a combat card.
If they pick a combat card, they can launch the attack to another country - owned by a player, or not owned (see Battle Rules for more precisions).
When there is only one player remaining with countries, he won the game.
WHAT ARE THE STATS ?
POWER : The attack. It's used to invade countries or repel invaders. More power mean more damages and losses to your ennemy.
DEFENSE : The protection against attacks. With more defense, you can avoid more casualities
COMMUNICATION : This perk is special. The player who has the more communication in an attack is granted to strike first (and then have a big advantage on the battle). Plus, during the battle, the player with the highest communication value can retreat during the attack. So like that, an attacker that is going to lose can keep some units, and a defender that is going to lose the country will still lose it, but with less losses.
LUCK : Used for a bit everything, the effect changes depending of what you have - FOR UNITS : The chances to perform an unusual action, like a quick kill or surviving a big attack. - FOR COUNTRIES : The chance to activate the country special effect each turn. - FOR NATIONS : The chance to get a positive card when picking an "Event" card.
WHO BEGIN : The player play in their nation's communication value order.
EXAMPLE : There are 3 players. Player A has 15 communication, Player B has 3 communication, and player C has 8 communication. Then the order will be A/C/B. Simple c:
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Battle Rules
The battle rules are particular. When a player pick an attacking card, he will chose 3 units (or more, if he own an event card or a nation that make him being able to deploy more) to invade a country. He will then add the power/defense/communication of his nation and his units, and the battle card can have a special effect on his army (positive or negative). The defender add the power/defense/communication of his units in country (maximum : 3 defending units - or more, if stated you can put more in defense), his nation AND his country.
Then a first turn pass. After the result is given, the player with the highest communication value can decide to retire his troops.
The battle is ended either if troops are retreated, either if all troops on one side dies. If the defender lose, he lose the country and give it to the attacker (If there is a structure on the country, it remains in the country... The attacker win it too c: )
IF YOU ATTACK A NOT-OWNED COUNTRY : Then you will fight against the country plus 1 randomly generated unit.
Nations
Countries
[/center]
Basic rules
First, each player pick 1 nation. If their nation card doesn't precise that they choose their country or have a selected country, they pick 1 random country.
Each turn, they can either pick a special card (it can be an event, a structure that you can put on a country - limited to 1 structure per country - and much, much more !), either pick a combat card.
If they pick a combat card, they can launch the attack to another country - owned by a player, or not owned (see Battle Rules for more precisions).
When there is only one player remaining with countries, he won the game.
WHAT ARE THE STATS ?
POWER : The attack. It's used to invade countries or repel invaders. More power mean more damages and losses to your ennemy.
DEFENSE : The protection against attacks. With more defense, you can avoid more casualities
COMMUNICATION : This perk is special. The player who has the more communication in an attack is granted to strike first (and then have a big advantage on the battle). Plus, during the battle, the player with the highest communication value can retreat during the attack. So like that, an attacker that is going to lose can keep some units, and a defender that is going to lose the country will still lose it, but with less losses.
LUCK : Used for a bit everything, the effect changes depending of what you have - FOR UNITS : The chances to perform an unusual action, like a quick kill or surviving a big attack. - FOR COUNTRIES : The chance to activate the country special effect each turn. - FOR NATIONS : The chance to get a positive card when picking an "Event" card.
WHO BEGIN : The player play in their nation's communication value order.
EXAMPLE : There are 3 players. Player A has 15 communication, Player B has 3 communication, and player C has 8 communication. Then the order will be A/C/B. Simple c:
Battle Rules
The battle rules are particular. When a player pick an attacking card, he will chose 3 units (or more, if he own an event card or a nation that make him being able to deploy more) to invade a country. He will then add the power/defense/communication of his nation and his units, and the battle card can have a special effect on his army (positive or negative). The defender add the power/defense/communication of his units in country (maximum : 3 defending units - or more, if stated you can put more in defense), his nation AND his country.
Then a first turn pass. After the result is given, the player with the highest communication value can decide to retire his troops.
The battle is ended either if troops are retreated, either if all troops on one side dies. If the defender lose, he lose the country and give it to the attacker (If there is a structure on the country, it remains in the country... The attacker win it too c: )
IF YOU ATTACK A NOT-OWNED COUNTRY : Then you will fight against the country plus 1 randomly generated unit.
Nations
Countries
[/center]