Friday, May 27, 2011

Advanced Rules

This rulebook contains alternate modes of play and additional rules.

Slipstreams (or, How to Earn Bonus Skills)
At level 4, you may attempt one slipstream round per level. In a slipstream, you engage in a chain of battles, without healing or shopping in between. Start with four monsters; add another for each consecutive battle. After defeating eight monsters, add a Base to one monster in the next round, and so on. The number of rounds you go through is equal to your level. You do not receive any experience during these rounds, but you do still earn Gold Bonuses; however, the gold may not be collected until the end of the slipstream, and you will only receive half of the earnings. No penalty for losing a slipstream – just no gold is gained, and you cannot attempt it again until the your next level. Upon completing a slipstream, earn an additional 5 gp for each round completed.
Also, on every 3rd Slipstream (starting with the 1st – so, at 4, 7, 10, etc.), you may earn a new bonus skill; if you lose at the level in which the skill appears, you may still attempt to win it at the next level. However, if you lose three slipstreams in a row, the Skill will be replaced by a new one.

Multi-player
The game could possibly be played with two people, either cooperatively or competitively.

Cooperative
You and a partner engage in monster battles together as a team. Simply double the number of monsters that the higher level character would normally encounter. Players only receive exp from the monsters they've killed themselves. The Gold Bonus, however, is distributed equally.
Turn order is determined by class. From fastest to slowest: Martial Artist, Sea Mystic, Hunter, Pyrotechnic, Storm Mage, Soldier, Herbalist, Winter Warden. If you are both the same class, flip a coin to determine who will go first.
On your turn, instead of attacking or holding. you may also choose to transfer one of your Held cards to your partner (given, of course, that your partner has the capacity to accept one more Held card).
On each enemy's turn, flip a coin. If heads, direct the attack to the faster character. If tails, direct it to the slower.

Head-to-Head
You may also duel other characters in battle. Up to four characters can engage in one battle at a time (on one deck, anyway - for more players, add another deck). No exp. may be earned from these battles; however, the winner takes a fraction of each loser's gp, proportionate to the number of players present (ex. in a two-player battle, the winner gets half of the loser's gp; in a three-player battle, the winner takes one third of each loser's gp, and so forth).

Monster Sport
In this mode, you and a friend engage in two separate monster battles simultaneously. To win, you must finish your battle before your opponent does. No gold bonus or exp is awarded for these rounds, nor are there any penalties for losing. However, when a monster is defeated without overkill, two more monsters must be added onto the opponent's playing field. If there is only 1-3 points overkill, one monster is added to the opponent's playing. If you find a run in your hand, then you may take a card from your opponent's hand and do whatever you want with it (discard it, Hold it, use it, etc.).

(Developer's Note - I haven't the slightest idea if these multiplayer modes are any good. Might come back to these if I can ever find someone to test this with.)

Thursday, May 26, 2011

Sea Mystic's Skill Set (In Progress)

This is the Skill Set for the Water Spiritual class, The Sea Mystic. The Sea Mystic can manipulate Base and damage cards on the field. Gaps in the chart indicate levels that have not been developed yet. The skills under "Bonus Skills" can only be acquired through slipstream rounds (see Advanced Rules).

Lvl. 3: Rushing Tide (^z) - Switch Base with 1 monster. 
Lvl. 6: Jet Stream (^<3) - Move two (^2-8) to three (^9-A) damage cards (these could include your own) on the field to other targets. Disregard monster types. 
Lvl. 9: Saltwater Rub (^^^) - Choose two damage cards on the field. Discard them.
Lvl. 12: Riptide (^^ ) - Switch three Base with three monster Bases.
Lvl. 15: Charybdis - (^^^^) - Pick up all enemy base and damage cards on the field, and turn them face down. Shuffle, then redistribute them in the same groups as before (i.e a 2-base monster remains a 2-base monster; a monster that had one damage card will still have one damage card). If any damage card exceeds an active Base, that Base is destroyed.
Bonus Skills:
Lvl. 4:
Lvl. 7:
Lvl. 10:
Lvl. 13:
Ability Updates:
Lvl. 5: Turn your Base cards face up. For all Skills and Abilities that deal with manipulating Base, you may now include these cards. You may also switch two Base cards with ^ per turn.
Lvl. 10: Turn all monster Base cards face up. For all Skills and Abilities that deal with manipulating Base, you may now include these cards. You may also switch three Base cards with ^ per turn.
Lvl. 15: Choose 1 other suit. You may now switch any of your Base cards with cards from this suit.

Sunday, May 22, 2011

Hunter's Skill Set (In Progress)

These are skills which the Physical Earth class, the Hunter, can learn in the game. Gaps in the chart are levels that I haven't created skills for yet. The "Bonus Skill" list contains skill that must be acquired through slipstream rounds (see Advanced Rules).

Lvl. 3: Capture (z<3) - Do 1 z damage to 1 monster (regardless of the target's type); if this defeats the enemy, put 1 card from the enemy (the active Base, or any damage cards currently attached) into your Hold, and return anything else to the deck.
Lvl. 6: 
Lvl. 9:
Lvl. 12:
Lvl. 15
Bonus Skills
Lvl. 4:
Lvl. 7:
Lvl. 10:
Ability Updates:
Lvl. 5:
Lvl. 10:
Lvl. 15:

Herbalist's Skill Set (In Progress)

These are all the skills which the Spiritual Earth class, the Herbalist, can learn in the game. The Herbalist can heal his/her own wounds and inflict crippling ailments upon monsters. Gaps in the chart indicate levels that I have not devised skills for yet. The skills under the "Bonus Skills" list can only be acquired through slipstream rounds (see Advanced Rules).

Lvl. 3: Ivy Bind (z<3) - Does 1/2 z damage (regardless of the target's type) and paralyzes the enemy for 2 (<32-7) to 3 (<38-A) turns.
Lvl. 6: Vitamins (z^) - Draw two more cards. Use these to either remove damage with and/or add to your Base. 
Lvl. 9: Poison Dust (zzz) - Pick 3 monsters. Whenever one of these monsters attack, they suffer 1 (High z4-7), 2 (High z8-J), or 3 (High zQ-A) damage. 
Lvl. 12:
Lvl. 15:
Bonus Skills:
Lvl. 4: Scavenging (zu) - Add 5 (z2-6), 10 (z7-J), or 15 (zQ-A) gp to the Item Bonus, then redeem it at once. 
Lvl. 7:
Lvl. 10:
Ability Updates:
Lvl. 5:
Lvl. 10:
Lvl. 15: