Steel Plains is part Deck Building Collectable Card Game, part strategy board game where players design and vote for up to X new cards to be cycled into the game very month. Up to Y cards can be cycled out of the game each month.
Inspiration for the actual gameplay mechanics are drawn heavily from Dvorak, Magic: The Gathering and Mojang's Scrolls
Overarching Gameplay Goals:
- A players turn has to be entirely uninterruptible by other players so that games can be played asynchronously and over possibly longer periods of time.
- Have enough definition in the factions of the game so that players can vote correctly on what cards suit which colours.
- Hexagonal shared board where pieces get placed and played as time progresses
The setting is general, family friendly, light fantasy.
Some specific plans:
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Have a three month cycle for cards:
- In the first month, a card is in concept status, and only the top X voted in (more "in" votes than "out") can make it to the next stage
- The second month of card cycle is art and coding, and again an "in" or "out" vote applies.
- The third month is beta testing of all cards that made it in, and again, an "in" or "out" vote applies - this will include any previously removed cards that have regained an "in" vote
- All cards that made it in at the beta testing stage gets accepted and "printed" into the main game.
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Card removal cycle:
- Every month, all cards currently in "print" are available to be voted out, the top Y voted out will be pushed into an area where they can be revoted and third-stage beta tested before possibly bringing it back into the game.
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Card printing cycles
- Every card "printed" and handed to a player will have its edition stamped onto it so that it can increase in value over time
- Still thinking about how to limit print cycles of cards otherwise.
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Factions
- Green: Nature
- Blue: Willpower
- Red: Chaos
- White: Light
Primary Card Types:
- Creature: Summon a movable unit on the board
- Structure: Summon an unmovable unit on the board
- Land: Place a land type on a friendly or Steel Plain (unclaimed) hex
- Spell: A once off effect that changes the state of the world in some way
- Enchantment: An local or global effect that sticks around as long as the enchantment is in play
- Equipment: A physical item, placed on a creature and can be moved, dropped and have no specific owner.
Decks & Mechanics:
- Dual decks:
- Main deck, minimum 40 cards, limit of 3 per kind
- Land deck, minimum 30 cards, limit of 4 per non-basic type, no limit for basic land types.
- Discarded cards get added to the discard pile
- If you need to draw a card from your deck and there are no cards left, shuffle discard pile and it becomes your deck. Effectively bottomless card pile
- All cards, when played has an effect and goes to the discard pile, so the card itself is only a 'spell' as such, never the actual artifact.
Land Placement:
- Inversely proportional to base size:
- 1 hex : 3 per turn
- 2-3 hexes: 2 per turn
- 4-5 hexes: 1 per turn
- Separate land 'hand' of 4 cards, replenishes to 4 every turn.
- Each land hex has an amount of space
- Land types:
- Plains: White/Green/Fast/Big
- Mountains: Red/Green/Slow/Small
- Rivers: Blue/White/Medium/Medium
- Hills: White/Red/Medium/Medium
- Swamp: Red/Blue/Slow/Big
- Tundra: Green/Blue/Fast/Medium
- Forest: Green/Red/Slow/Medium
- Mudflats: Blue/White/Slow/Small
Subtypes:
- Any card can have arbitrary keyworded subtypes that can be referenced by other cards
- Basic lands implictly have the same subtype as its title, along with 'land'
- Other lands can optionally share a subtype of a basic land, along with 'land'
Mana:
- The function of mana is to provide resources for your spells in hand and activated abilities of units on the board.
- A land can be sapped as a resource for mana, once per game.
- Sapped mana expands your total accessible mana pool for every round, and doesn't rely on the land any longer.
- You can only sap a single land per turn.
- You can only sap lands that you own.
Bases:
- Players start with a single base and can expand up to 5 blocks (normal 7-sized map)
- Each expansion costs gold
- Each base produces a certain amount of gold per turn
- Each base has its own health counter.
- Once a base is destroyed, it cannot be rebuilt by normal means.
- Once all of a player's bases are destroyed, they lose the game.
Gold's function:
- Gold is consumed by units on the board for various activated abilities.
- Construct extra bases
Download from http://example.com/FIXME.
FIXME: explanation
$ java -jar steel-plains-0.1.0-standalone.jar [args]
FIXME: listing of options this app accepts.
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Copyright © 2013 FIXME
Distributed under the Eclipse Public License, the same as Clojure.