Monday, 13 August 2012

Good vs Evil

OK, so this post is about the ideas I've had for a superheroic card game, it is playable solo (because that's what I do) as well as by a group. If I was to do anything with it it would be a whole game in a box, not collectable, although who am I kidding, I'd just like somebody else to play it!

This all came about when I learned about The Game Crafter website, it's a great resource, a real shame I learned about the shipping costs to the UK, I think my eyes would water less if I stuck my dangly parts in a vice. Anyway before I learnt about the shipping costs I thought, 'hey cool, I could create my own card game!'

So I sat down and thought of a few options, some of which are very viable too, and superhero just stuck, and 'Good vs Evil' was born, mwahaha!

It is quite a simple game, possibly too simple, but I'll let others decide that as I am far too close, and the reason it is playable solo is because you take on the deck itself. So without further ado, here are my thoughts on game setup and play:

Character creation
You start by assigning 8 (or 10) six sided dice to these four abilities:
Battle
Daring
Investigation
Personality

Each player then selects two Power cards, these can be weapons, items, or superheroic abilities (these can be shuffled and drawn randomly for a fun option).

Now name your new superhero, and possibly describe him and he's finished (really this is just colour but you want a strong narrative don't you?!).

Supervillain
So, superhero ready, who is he facing off against and what do they plot? Here is where you draw a Supervillain and Villainous Plot card, these can be for example Save the Mayor from assassination, Rescue Mary-Sue Hotts (your love interest) or Stop the Ceremony/Doomsday Device/Temporal Flux Machine. There is supposed to be an element of humour involved (some of it quite child-ish, but I guess that's just me!).

The Villainous Plot card details any prerequisites, like visit the City Monument, and how much Peril the superheroes can accumulate before they fail, as well as any added Difficulty.

The Supervillain just adds Difficulty of two types (and quite a lot in the scheme of the game). I'll describe Difficulty later, as I work through the game sequence.

Locations
So with your superheroes, villain and plot you are ready to venture out into The City, draw a location card. These cards range from a Dark Alley, to a Secret Hideout, with Downtown and the Rooftops amongst others, the idea being that they are (stereo)typical superheroic locations.

Each location adds Difficulty on the Challenge card drawn next, so a High Class Restaurant might add no Difficulty on a Personality Challenge, but a Battle there makes more difficult to avoid Peril, and head towards failure, while The Sewers may be the total opposite!

Challenge
So you now know you are in a Museum for instance, but what Challenge do you face? It could be the Supervillain's minions, a misguided superhero, the vigilante Mortis Locke, a date with Mary-Sue or a number of others.

The Challenge will dictate what ability is being challenged, so a Press Conference would dictate Personality and have a Difficulty rating of say 2, while the Megacorp building would add 1 to that Personality Challenge. You roll your Ability dice, hoping for enough 4 or mores to take out the Challenge, and roll the Difficulty dice hoping for 4s or less to avoid gaining Peril, you can now also play any Power cards to aid you.

Eventually you will have hopefully satisfied the Villainous Plot requirements bringing you face to face with the Supervillain for the Final Showdown! Here you face two different Challenges depending on the villain, so a brute requires Battle and Daring Challeneges maybe, while Professor Death needs to be beaten on Investigation and Personality. If you win the Final Showdown you win, but if you gain sufficient Peril you don't!

As you can see, really very simple (if not explaiend well!), I have also thought about the design for the cards, here is a very (very!) basic example:



Really that is about it. If people want to know what cards I've come up with, I'll let you know in another post rather than carry on clogging this one, just let me know.
Until next time Steve

2 comments:

  1. Definitely interested in the synergy between locations and challenges, and some sample villainous plot requirements.

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  2. Agreed. I see use for these even beyond a card game. They sound like great inspiration for supers games.

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