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This is a concept for a Rock-Paper-Scissors deckbuilding game I'm working on, most likely to resolve combat in RPs. Fluff-wise, it can be used with unarmed or armed combat, but mainly I'm using the former here as a baseline.
THE RULES
Gameplay:
-Each player starts with a hand of 5 cards and 100 HP.
-Players take their turns simultaneously. Each round, they each place one card face down during the Preparation Phase and then flip them over during the Combat Phase, where effects are resolved.
-Red cards beat Green cards, Green cards beat Blue cards, and Blue cards beat Red cards unless otherwise stated on the card itself.
-If both of the same color is played, nothing happens unless otherwise specified (as with a Breaker)
-If a player has no cards to play during a Combat Phase while the other does, then they automatically lose and suffer the penalties of whatever the attacking card does.
-If both players are out of cards during the end of a round, they draw up to 5 cards again from their respective decks.
-If both players are out of cards in their decks during the end of a round, they reshuffle their discard piles and draw up to 5 again from their respective decks.
Combinations:
-For every successful hit past the first, an extra 10 damage is dealt. After that, an extra 20 damage is dealt, and so on. So the second successful hit will deal +10 damage, the third successful hit will deal +20 damage, the fourth successful hit will deal +30 damage, and so on, in addition to whatever the card itself does--unless otherwise specified.
Stances / Styles:
-These tend to be static modifiers for certain characters. More can be unlocked via progression.
-Everyone starts with these basic styles:
+Sturdy: Start with an additional +40 HP as long as this stance is selected.
+Fast: Deal an additional +10 damage with each successful combo hit past the first. 2-hits deal +20, 3-hits deal +30, 4-hits deal +40, etc.
+Strong: Each successful attack deals an extra +5 damage.
Deckbuilding:
-Maximum 3 of any one card.
-Deck size should be 20 cards.
-Players have slots numbered 1-20, and place the names of the cards they receive in each slot. GM determines what cards they draw randomly and PM it to them.
-All PCs and NPCs have access to the ‘core 20’ cards. Others can be hidden.
Core 20 Cards:
1.) Red Attack
If played against a Green card, deal 20 damage to the opponent.
2.) Green Attack
If played against a Blue card, deal 20 damage to the opponent.
3.) Blue Attack
If played against a Red card, deal 20 damage to the opponent.
4.) Red Counter
If played against a Green card, deal 40 damage to the opponent, or 60 against a Green Jab. If played against a Red card, you lose instead of tie.
5.) Green Counter
If played against a Blue card, deal 40 damage to the opponent, or 60 against a Blue Jab. If played against a Green card, you lose instead of tie.
6.) Blue Counter
If played against a Red card, deal 40 damage to the opponent, or 60 against a Red Jab. If played against a Blue card, you lose instead of tie.
7.) Red Slam
If played against a Green card, deal 30 damage to the opponent and draw a card. If you lose, you take an additional 10 damage.
8.) Green Slam
If played against a Blue card, deal 30 damage to the opponent and draw a card. If you lose, you take an additional 10 damage.
9.) Blue Slam
If played against a Red card, deal 30 damage to the opponent and draw a card. If you lose, you take an additional 10 damage.
10.) Red Disabler
If played against a Green card, opponent discards 1 card at random. Deal 10 damage to that opponent.
11.) Green Disabler
If played against a Blue card, opponent discards 1 card at random. Deal 10 damage to that opponent.
12.) Blue Disabler
If played against a Red card, opponent discards 1 card at random. Deal 10 damage to that opponent.
13.) Red Jab
If played against a Green card, deal 10 damage to the opponent. Receive no damage from Blue cards played against this (besides Blue Counters). You still 'lose' versus Blue cards.
14.) Green Jab
If played against a Blue card, deal 10 damage to the opponent. Receive no damage from Red cards played against this (besides Red Counters). You still 'lose' versus Red cards.
15.) Blue Jab
If played against a Red card, deal 10 damage to the opponent. Receive no damage from Green cards played against this (besides Green Counters). You still 'lose' versus Blue cards.
16.) Red Throw
If played against a Green card, place the top 3 cards of opponent’s deck into their discard pile. Against a Red card you still apply the effects, but it is considered a tie.
17.) Green Throw
If played against a Blue card, place the top 3 cards of opponent’s deck into their discard pile. Against a Green card you still apply the effects, but it is considered a tie.
18.) Blue Throw
If played against a Red card, place the top 3 cards of opponent’s deck into their discard pile. Against a Blue card you still apply the effects, but it is considered a tie.
19.) Feint
Deals no damage, but will add +20 damage to the next attack if successful. Loses only to Jabs of any color, which also cancel its effect. Maximum 2 per deck.
20.) Trick Shot
Deals 5 damage to an opponent. Does not lose to any colored cards. Maximum 1 per deck.
THE RULES
Gameplay:
-Each player starts with a hand of 5 cards and 100 HP.
-Players take their turns simultaneously. Each round, they each place one card face down during the Preparation Phase and then flip them over during the Combat Phase, where effects are resolved.
-Red cards beat Green cards, Green cards beat Blue cards, and Blue cards beat Red cards unless otherwise stated on the card itself.
-If both of the same color is played, nothing happens unless otherwise specified (as with a Breaker)
-If a player has no cards to play during a Combat Phase while the other does, then they automatically lose and suffer the penalties of whatever the attacking card does.
-If both players are out of cards during the end of a round, they draw up to 5 cards again from their respective decks.
-If both players are out of cards in their decks during the end of a round, they reshuffle their discard piles and draw up to 5 again from their respective decks.
Combinations:
-For every successful hit past the first, an extra 10 damage is dealt. After that, an extra 20 damage is dealt, and so on. So the second successful hit will deal +10 damage, the third successful hit will deal +20 damage, the fourth successful hit will deal +30 damage, and so on, in addition to whatever the card itself does--unless otherwise specified.
Stances / Styles:
-These tend to be static modifiers for certain characters. More can be unlocked via progression.
-Everyone starts with these basic styles:
+Sturdy: Start with an additional +40 HP as long as this stance is selected.
+Fast: Deal an additional +10 damage with each successful combo hit past the first. 2-hits deal +20, 3-hits deal +30, 4-hits deal +40, etc.
+Strong: Each successful attack deals an extra +5 damage.
Deckbuilding:
-Maximum 3 of any one card.
-Deck size should be 20 cards.
-Players have slots numbered 1-20, and place the names of the cards they receive in each slot. GM determines what cards they draw randomly and PM it to them.
-All PCs and NPCs have access to the ‘core 20’ cards. Others can be hidden.
Core 20 Cards:
1.) Red Attack
If played against a Green card, deal 20 damage to the opponent.
2.) Green Attack
If played against a Blue card, deal 20 damage to the opponent.
3.) Blue Attack
If played against a Red card, deal 20 damage to the opponent.
4.) Red Counter
If played against a Green card, deal 40 damage to the opponent, or 60 against a Green Jab. If played against a Red card, you lose instead of tie.
5.) Green Counter
If played against a Blue card, deal 40 damage to the opponent, or 60 against a Blue Jab. If played against a Green card, you lose instead of tie.
6.) Blue Counter
If played against a Red card, deal 40 damage to the opponent, or 60 against a Red Jab. If played against a Blue card, you lose instead of tie.
7.) Red Slam
If played against a Green card, deal 30 damage to the opponent and draw a card. If you lose, you take an additional 10 damage.
8.) Green Slam
If played against a Blue card, deal 30 damage to the opponent and draw a card. If you lose, you take an additional 10 damage.
9.) Blue Slam
If played against a Red card, deal 30 damage to the opponent and draw a card. If you lose, you take an additional 10 damage.
10.) Red Disabler
If played against a Green card, opponent discards 1 card at random. Deal 10 damage to that opponent.
11.) Green Disabler
If played against a Blue card, opponent discards 1 card at random. Deal 10 damage to that opponent.
12.) Blue Disabler
If played against a Red card, opponent discards 1 card at random. Deal 10 damage to that opponent.
13.) Red Jab
If played against a Green card, deal 10 damage to the opponent. Receive no damage from Blue cards played against this (besides Blue Counters). You still 'lose' versus Blue cards.
14.) Green Jab
If played against a Blue card, deal 10 damage to the opponent. Receive no damage from Red cards played against this (besides Red Counters). You still 'lose' versus Red cards.
15.) Blue Jab
If played against a Red card, deal 10 damage to the opponent. Receive no damage from Green cards played against this (besides Green Counters). You still 'lose' versus Blue cards.
16.) Red Throw
If played against a Green card, place the top 3 cards of opponent’s deck into their discard pile. Against a Red card you still apply the effects, but it is considered a tie.
17.) Green Throw
If played against a Blue card, place the top 3 cards of opponent’s deck into their discard pile. Against a Green card you still apply the effects, but it is considered a tie.
18.) Blue Throw
If played against a Red card, place the top 3 cards of opponent’s deck into their discard pile. Against a Blue card you still apply the effects, but it is considered a tie.
19.) Feint
Deals no damage, but will add +20 damage to the next attack if successful. Loses only to Jabs of any color, which also cancel its effect. Maximum 2 per deck.
20.) Trick Shot
Deals 5 damage to an opponent. Does not lose to any colored cards. Maximum 1 per deck.
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