http://overlordbobsuniverse.blogspot...on-part-1.html
new stuff, no tg yet but I guess it would still be a transformation of sorts.
on another note the more I work/think on card game concept the more i lean towards a munchkin or heroquest type concept. Which essentially would be the predefined characters pit against a randomized dungeon set in order to defeat the dark lord of the Dungeon.
I'll try to do a write up when i can of that variation, as it would be more of a interactive RP in design which i guess people around here lean towards.
basic write up listed below would attach it but with the image files it's like 16 megs already, let me know what you think.
link to excel version, if you have suggestions or edits let me know or write them in and let me know
https://docs.google.com/spreadsheet/...05iRmx5aVMwRHc
General info if you cant read the link
Modes of Play Free for All All players attempt to get to rank of Epic Hero (Rank 6) in order to challenge/defeat the Overlord first and become the new Overlord, players may aid and oppose each other with cards, such as traps, spells, items, and combat events.
Group Play All Players work together in order to defeat the Villain, in short it's like a giant on-going quest mode. If a player falls they become a servant to the GM literally…
FFA Start Starting roll to determine player order, roll whatever dice you agree on.
Each Player draws 5 cards to start, Max hand size of 10 play cards, active/on table cards such as played/equipped gear does not count towards this limit.
Each Player draws one class/race card at random, those will be your starting classes. In Group play you may select class/race combinations at will.
Each player starts with 20 Physical and 20 Spiritual health
No race specified means your human by default.
No class specified means your NPC by default
GM shuffles all remaining cards together.
Play mode either Dice or Board.
Dice mode, GM splits the cards into 6 different randomized decks specifying each a different number between 1-6. Each turn for events the player rolls a 1d6 dice and draws from associated pile.
Board game mode players move in random motions along the dungeon board, the DM is to place cards at each space on the board. Each time a card is used up a new card is placed on the spot.
Empty board spaces are then filled by the DM.
Each player starts at a different section of the board.
Heroes Units have 2 types of HP, Physical and Spiritual.
Physical - Easy to lose and restore
Spiritual - Harder to Lose and restore
In group play when spiritual hits zero the player loses and gets turned into GM Minion.
In free for all mode if your spiritual HP hits 0 you lose.
If you bring a monsters spiritual HP down to 0 you can capture the unit, (add to your inventory where you can use it on other players or sell it for gold.)
When Physical hits 0 if due to trap or combat the player loses a turn, permanently suffers the negative effect (based on whatever reduced hp to 0) and suffers 2 Spiritual damage.
They find themselves in the inn with full health after.
Physical HP can be fully recovered by resting, this however wastes a turn and costs 20 x Rank in gold (inn cost)
Non-permanent Curses/TF and spiritual health restored whenever you gain a rank.
permanent curses/tf can only be removed by special cards.
gold cannot be saved, so if your selling cards make sure you use all your gold
Players Turn Players turns
Main Phase -Player can play trap cards face down, select equipment cards, play monsters against other players, play curse/spell cards
Draw/Event Phase - Draw a card if none is played against you. If a monster is played against you prepare to fight
Combat Attack/Event Roll - 6 sided dice to determine if a attack succeeds/fails times Rank, so rank 1 rolls a 1d6 while rank 5 rolls 5d6
Player and Monster roll dice depending on there rank, difference = damage to the opponent
Bravely run away - hero can choose to flee combat for there combat roll must roll greater then 3 x Rank to flee combat.
Player suffers 1 spiritual damage for fleeing combat and ends there turn, if the monster rank is more then 2 ranks higher take 0 damage
Consumables - Can play any time from your hand or inventory disappears after a single use.
End Turn
used/defeated cards go into a 'The waste basket' aka graveyard
Ranks: Levels/Ranks occur every 4 EXP, all monsters give 2 exp, quests give 4 exp, monster/quests lower rank give -1 exp, exp does not carry over rank to rank.
Ranks range from 1 to 5, after 5 your hero reaches Epic Rank whoever reaches epic rank 'wins' becoming the new dungeon master.
Each time heroes/class will Rank Up and they unlock a skill/title which can replace/add on to whatever they have.
Monster Selection based on rank, if facing a monster greater then +2 your rank no penalty incurred for fleeing.
Ranks 1 Noob -> Rank 2 Experienced -> Rank 3 Professional -> Rank 4 Elite -> Rank 5 Legendary -> Rank Epic
Cards can be sold from inventory for 10xRank, excess gold is not retained.
Class: Each player may have one class card in play at a time
Curse/Fallen class: Can be played on opposing players like a item card as long as a the parameters required are reached.
Race: Players can have any many races stacked as they wish.
Events: These are basic cards drawn each turn by players, the card types include
Monster: These range from Rank 1-5 and when defeated give the player EXP and Gold/Treasure depending on the particular monster and bonus effects.
A player can fight a monster either by encountering it when they draw a event card or by a forced encounter by another player.
In combat at start bonus cards may be used on both sides to affect stats of the combatants and/or affect the combat itself
Players can also ask for help, allowing one player to help them in combat. Helping players do not automatically gain anything from helping, but players can ask for something for the help.
Duel Optional action - allows for direct combat with a target player of ones choice, winner can select either inflict a existing curse 'permanently' or steal/claim one treasure card from the loser.
Board version this is occurs when players land on the same square or adjacent squares
In card version this occurs when 2 different players draw from the same piles twice in a row
Curse/Trap: Curse/Trap cards take effect immediately if drawn when a player draws it as an event, and can be used to trap/curse other players if drawn as a hand card.
When played by a player in board game mode it affects any player that crosses the space where it is laid. In deck mode it affects the next player to draw from that deck.
Misc: There are also a multitude of other cards, some of which affect combat, some of which give players in-game bonuse, and a bunch which just have weird effects
Treasure: These are drawn when a player defeats a monster, the include monsters/event/quest cards, and treasure cards they include:
Item: Item cards typically give permanent benefits to the player who equips them. They can also be sold for gold or traded to other players.
Equipment: only one can be held at a time per a slot
Slot types - Head Chest Legs Accessories 1 Accessories 2 Weapon
Some items are gender, Race, or Class specific, and can normally only be used by a character of that gender, Race, or Class
Potions/Food/Usable Goods One shot items, these can be played from a player's hand or from the table, they have various effects.
Other: There are many Treasure cards which have a huge range of effects that do not fit into any other category. They can retrieve things from the discard pile, buff the player's weapons by adding bonuses
, allow you to use an Item you could not because of your Race, Class or gender, or do any of a huge number of wacky things, like T Ceremony, which gets rid of cards with 'T' in their name, or Monsters are
Busy, which removes all the Monsters from the combat and gives the fighting munchkins only a little bit of Treasure..
Gold Players can spend gold to buy/draw treasure cards items, Exp, or sell in hand treasure.
100xRank for exp purchases. items sell for 10xRank
Quests: Specialized Events which multiple players must/can work together in, made up of X cards of GM's choice within level limit
GM Abilities Selects a specific Villain unit, draws and can use events based on villain.
Monster Changes These are cards which affect combat by either enhancing or subtracting from the combat skills of a monster.