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Post by Dave on Apr 21, 2011 13:26:15 GMT -9
The rulebook for the latest version is shaping up well, I think. I need to add some example images and work on the layout, and I still have to develop a logo. But it's coming together, and if I work on it a little bit every day, it should be done this month. Hopefully!
Also, I think I've figured out the multiplayer rules. It'll be a head-to-head format, with the players sharing a single set of cards. This should really put a lot of pressure on each player to meet their goal of building a stable of 4 mercenaries and running a final contract.
To keep things interesting, when you run a contract, the opposition cards will be controlled by one of the other players (maybe determined randomly if playing with 3 or more). This should crank up the difficulty level quite a lot, because opposition cards will now be able to choose their best options when attacking.
Multiplayer games open up some interesting possibilities, like head-to-head contracts where two mercenary crews battle it out. I'll write up encounters that let you disrupt other players, or try to steal mercenaries from their stable.
So I'm thinking that I'll release this game in three parts.
Part 1 will be the rulebook, which will be free.
Part 2 will be the Solo Core Pack, which will include plenty of mercenaries and career cards for one player. (You'll need the rulebook to use this set.)
Part 3 will be the Multiplayer Expansion, including the multiplayer rules, more mercenaries and contract cards.
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Post by Parduz on Apr 21, 2011 14:22:19 GMT -9
This is becoming day by day more great!
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Post by Vermin King on Apr 21, 2011 16:21:47 GMT -9
It's really coming together nicely
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Post by sharanac on Apr 22, 2011 23:16:01 GMT -9
Perfect stuff
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Post by Dave on Apr 24, 2011 19:08:31 GMT -9
I've just written a section for the rulebook describing the land of Sohria and the major players -- the prince, the trading guilds and the priesthood. I think this is a good way to lay out some of the storylines that are woven into the career cards, and give players a solid foundation for understanding the setting.
This begs for a map, but I'll probably save that for a later expansion. I have some ideas for expanding the way locations work in the game, but it's too complex for the core game. Better to keep the idea in my back pocket for now.
There's also a new section in the rulebook describing each of the mercenaries, along with some hints about how best to employ them during play.
So there's a little more meat on the bones, and I can more confidently claim that this is like a choose-your-own-adventure gamebook in card form. There might even be enough setting information to play an RPG in Sohria -- but I don't plan to do that!
Anyway my to-do list is still pretty hefty. It's mostly graphics. I need to design a logo, the tuck box, and the card backs. I need to create more artwork to demonstrate how to set up and play the game. First, I need to settle on my final mix of cards for the core set. I want to make sure that all of the cards I used in the demonstration graphics are actually cards you get with the core game.
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Post by Dave on Apr 24, 2011 21:33:58 GMT -9
Just wrote up 5 new tactics for head-to-head mercenary contracts (which I'm calling Rivalry contracts). Also wrote 2 new general-purpose tactics, and determined that 2 existing tactics are for solitaire play only. I'm sure I'll think up some more.
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Post by Dave on Apr 25, 2011 6:26:27 GMT -9
I'm open to ideas for tactics, contracts and final contracts involving rival mercenary crews (head to head battle). If you have any suggestions, fire away.
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Post by Dave on Apr 27, 2011 0:07:42 GMT -9
Playtesters (or anyone watching this game closely), would you mind taking a look at these rules and let me know if you see any glaring errors?
TWO PLAYER VARIANT Two players can go head-to-head with a single copy of the game. Beware that this is a considerably more challenging and bloodthirsty style of play. Most of the rules for the solo game are used, with the following changes:
Objective • Each player’s goal is to add 4 mercenaries to their stable and successfully complete a final contract. If you fail at a final contract, discard it and continue playing. The first player to successfully complete a final contract is the victor.
Setup • Randomly deal a settlement card to each player. Players will share the career, mercenary, opposition and tactics decks.
Order of Play • Before the first career card is drawn, each player rolls a die to determine who will go first. In case of a tie, reroll. The player who rolled highest may choose to take the first turn, or pass it to the other player.
Players take turns progressing their careers. On your turn, draw one card from the career deck and resolve it, whether it is an encounter, running a contract, or simply drawing and keeping a final contract card. After progressing your career, play then passes to your opponent.
Versus and Protector Contracts • In these contracts, the opposing player makes all of the decisions for the opposition cards that would normally be made by the a solo player.
Examples: When an opposition card attacks or feints, your opponent may target the mercenary of their choice. If the Traitor card is revealed during your contract, your opponent chooses which neighboring mercenary takes the damage. If there are two mercenaries equidistant from an opposition card, during the opposition’s movement phase your opponent may choose to move toward either one.
Your opponent must still resolve the opposition cards’ actions starting from the north zone (from your perspective) and move clockwise. They may choose the order in which opposition cards in a single zone take their actions, since this would normally be your choice during solo play.
Rivalry Contracts These contracts are only used in the two-player game, and they involve your two mercenary crews going head-to-head. In order to run a Rivalry contract, you must be in the same settlement as your opponent. If not, you may keep the contract card and run it on a later turn rather than drawing from the career deck.
Budgets and Bonus • The budget listed for Rivalry contracts is the same for both you and your opponent. These work exactly like budgets for other contracts. The listed bonus goes to the winner of the battle.
Freelancer Drafting • Check your settlements cards to see if the same freelancers are available to both players. Place these freelancer cards in the center of the playing area and prepare for a draft. Example: If your Rivalry contract takes place in the Town, the mercenary Saibol is available to both players. If she has not been added to either player’s stable, she will be available during the draft.
To conduct the draft, each player rolls a die to determine who will go first. In case of a tie, reroll. The player who rolled highest may pay the hiring cost of any freelancer available in the draft, or pass and allow the other player to do so. Continue taking turns as long as the players are interested in drafting.
As usual, at the end of the contract, if you were the victor you may add to your stable any freelancer you deployed. To do this, pay their hiring cost again.
Tactics Drafting • Next, conduct a draft with the tactics cards. This time, the lower roller from the freelancer draft gets to make the first choice. (Remember, Solitaire tactics are not used during Rivalry contracts.)
Deployment • If you are the acting player (the one playing the Rivalry card) deploy your first mercenary in any position at the corners of the contract. Your opponent then places one of their mercenaries in any position to the top, bottom or sides of the contract card. Take turns placing your mercenary cards until finished. Your contract will indicate which player acts first.
On Your Turn • Choose one of your mecenaries and perform as many actions with them as you can before exhausting. When that character is exhausted, play passes to your opponent. If your opponent exhausts all their mercenaries before you do, move on to your next mercenary.
When all of the mercenary cards in play have been exhausted, they all refresh. If you were the last player to control a mercenary, play now passes to your opponent.
Positions and Zones • In the solo game, the terms position and zone are very distinct. Mercenaries always occupy positions at the corners of the contract card, and opposition cards always occupy zones directly to the top, bottom and sides of the contract card.
When running Rivalry contracts in the two player game, these terms need special definitions so that certain card effects work as intended.
When you are the one playing a card, the term position refers to the legal location of your mercenaries, even if that location would be considered a “zone” in the solo game.
Likewise, when you are the one playing a card, the term zone refers to the legal location of your opponent’s mercenaries, even if that location would be considered a “position” in the solo game.
Damage • In Rivalry contracts, all attacks deal 1 damage (instead of 2).
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cabo
Apprentice
 
Posts: 39
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Post by cabo on Apr 27, 2011 5:31:02 GMT -9
Response after just a quick read through....
Are new Rivalry tactics cards being added to the deck? I am assuming that all the existing tactics are solo tactics.
Damage - like the single point of damage in the rivalry interaction, should make the interaction longer and more even.
Positions and Zones: I know you expect this of me by now but the description of the locations for placement of current player and opposition would be much clearer with a simple picture (also expect that you were going to do this) With just the words it requires a second read through to get it.
Versus and Protector Contracts: Like the examples used for demonstrating the actions under the opposition's control, makes it clear what can be done with a single read through. I think this is a much better and more interactive style of play than just having the two players alternate and only go head to head on rivalry contracts. I ran a few two player interactions (I played both sides just to do a quick test) and while it was not as strong an opposition effect as I expect the rivalry contract will be, it did strength the opposition (which is already somewhat powerful in many contracts). The opposition won in all four of the contracts I tried....
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Post by Dave on Apr 27, 2011 7:52:46 GMT -9
Are new Rivalry tactics cards being added to the deck? I am assuming that all the existing tactics are solo tactics. Most of the existing tactics can be used in any contract. Only two or three of them are now marked as Solitaire tactics (meaning they can't be used during Rivalry contracts) and I've written a few new Rivalry tactics that can only be used during Rivalry contracts. You'll see all of these when I release playtest pack 1.8. Positions and Zones: I know you expect this of me by now but the description of the locations for placement of current player and opposition would be much clearer with a simple picture (also expect that you were going to do this) With just the words it requires a second read through to get it. Yeah, I'll include a diagram. Versus and Protector Contracts: Like the examples used for demonstrating the actions under the opposition's control, makes it clear what can be done with a single read through. I think this is a much better and more interactive style of play than just having the two players alternate and only go head to head on rivalry contracts. I ran a few two player interactions (I played both sides just to do a quick test) and while it was not as strong an opposition effect as I expect the rivalry contract will be, it did strength the opposition (which is already somewhat powerful in many contracts). The opposition won in all four of the contracts I tried.... I was worried that player-controlled opposition cards would be too powerful. How about this: On the opposition player's turn, the number of opposition cards that may act during their turn is equal to the number of opposition cards that get revealed each turn. (Usually M, or +1). They can act with any opposition cards, instead of starting in the north zone and going clockwise.
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cabo
Apprentice
 
Posts: 39
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Post by cabo on Apr 27, 2011 13:31:25 GMT -9
I think anything to help reduce the strength effect of an oppositional player is a good idea. It is not such a problem once you get a bit into the game and have some cold, hard cash to pick up tactics and mercenaries but it is a issue at the start of a game. Maybe restrict the opposition to the number of mercenaries they have in their stable (you have no mercenaries, then you can not effect the active player's opponents). It would make the game a bit less interactive in the beginning but the game might last longer ... as always it is all a trade off
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Post by Dave on Apr 28, 2011 17:23:06 GMT -9
The "Armor" attribute is now called "Stamina." It's just a name change, but does anybody have a problem with that?
I wrote up a couple more career cards (a Plague encounter, and 2 Rivalry contracts), plus a new tactic card that lets you employ a Spearman or Archer opposition card on your side for one contract -- but that tactic card requires more explanation that I can fit on the card, so I might have to use a keyword for it (in the same way that I use "enemy mercenary" keyword).
And I just picked up FFG's Lord of the Rings card game. I'm looking forward to learning it and giving it a play. It's designed for 1 or 2 players, so I'm sure I'll be doing a lot of compare-and-contrast with Hired Swords and borrowing any ideas that will work for my game. I was glad to see that LotR has about 24 pages of rules -- which is probably a couple pages longer than I will need to describe Hired Swords. I hope that means my game isn't too complicated for the average card game player.
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Post by Dave on Apr 29, 2011 18:39:02 GMT -9
Here's my first stab at some rules to govern hirelings. These are opposition cards that you may add to your mercenary crew under certain conditions. Let me know what you think.
Hirelings You may get a chance to control certain opposition cards as part of your mercenary crew. These are called Hirelings and they have some special rules.
Hirelings occupy positions like your other mercenaries, and may be deployed in the same position as another mercenary at the start of the battle. They do not count toward your total number of deployed mercenaries when calculating numbers based on the Matter of Scale. Example: If you deploy 3 mercenaries and 2 hirelings on a contract, the number M is equal to 3, not 5.
They may take one action during the Mercenaries Act phase, as determined by their listed ability, which will be Melee (Melee Attack), Missiles (Missile Attack) or Alertness (Feint). Hirelings may Flee and Block, but may not take any other kind of actions. If a contract requires your crew to flee in order to achieve victory, this condition can be met even if you have hirelings remaining in the battle.
Hirelings are slain/defeated when they take 1 damage, and may not incur strain.
After a contract, return all hirelings back to the opposition deck.
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Post by Dave on May 7, 2011 4:34:38 GMT -9
Artwork for the card backs. Yes/no/maybe? 
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Post by Parduz on May 7, 2011 12:37:29 GMT -9
It's good. I like it, even if i still think that it is not "arabian" enough.
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Post by ciabs on May 7, 2011 23:50:49 GMT -9
so card backs ARE actually coming..!
also a question: is it only due to the image there, or different decks have different sizes..?
a tuckbox for each of them maybe?
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Post by sharanac on May 8, 2011 1:56:57 GMT -9
Yes, even if I probably will not use them. It is allays good to have this as option.
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Post by Dave on May 8, 2011 7:33:09 GMT -9
There's no need to have artwork on the card backs, but I figured it wouldn't hurt to provide them as an option.
The cards do come in two different sizes.
I might provide tuck-boxes in both sizes, although everything would probably fit into the larger one.
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cabo
Apprentice
 
Posts: 39
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Post by cabo on May 9, 2011 4:23:08 GMT -9
I vote for one larger tuck box vs a set of different size ones...the simple one game, one box theory. I made a single box for the playtest cards and just wrapped the smaller cards in a strip of card stock, then I put in a pair of paper dice to build a ready to go game box..
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Post by tredhed on May 24, 2011 5:25:07 GMT -9
Wow....I just found out about this game on TGN. I have to say I am excited to see this coming. I will be picking up both the print-n-play and a physical deck once they come along.
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Post by Dave on May 24, 2011 8:07:40 GMT -9
Cool! I didn't even know this was posted at TGN.
Do you have any interest in playtesting? I could use a new player's perspective on the current state of the game.
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Post by futabachan on May 25, 2011 10:48:10 GMT -9
I'd be interested, if you're still looking for playtesters. I didn't speak up because it looked like the game was getting close to release.
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