Complicated Free Card Gamefrom Ben and Davis's game previous night: Revived Aces moved to bottom of Ace stack
<Insert random awesome card game name here with cool fonts and colors and such>
X Command (where X equals final Unit name) names for consideration:
The Maginot Line (Wikipedia it) (I particularly find this to be a good name and description)
X Crusade (where X equals final unit name)
X Imperium (another good name/description that is a more grand synonym of X Command above)
Join the army, meet interesting people, kill them -Graffiti at Bromley-
Recommended players 2-6 1 Deck of standard playing cards per player (including jokers) 1 Large Table Approximately 20 small tokens per player (i.e. pennies, beads, poker chips, human teeth, etc) for construction/wound markers
How to Win: If during a player's turn (but after given player's consolidation phase see below) all of the Aces in that player's base are destroyed, the given player is out of the game. The last player/team standing wins.
Unit Components and Base Cards: Spades: Armor cards. These represent the armor value of units and is used to determine the speed of a unit. Face cards represent modifications to armor or instances in battle where armor may perform better than intended.
Clubs: Weapon cards. These represent the weapons a unit possesses and is used to determine attack value in battle. Face cards represent modifications to attack or instances where attacks hit critical locations on an enemy.
Hearts: Life cards. These represent the life of units and is used to determine the health of a unit during battle. If a unit receives damage greater than it's life it is destroyed. Face cards represent modifications to a units life or repair/healing done to the unit.
Diamonds: Resource cards. These represent income for expenditure on unit building during the construction phase. These are also used to determine tactical advantage in battle. Face cards represent modifications to income or instances of tactical superiority over the enemy.
Aces: Base cards with 16 life each. These cards represent your Base and supplement your Units. Before the game, each player chooses the order their Aces lay in the Base pile as only one is viewable at a time. A player may tap the Base stack for +2 to any Unit at any time, but only of the component of the top Ace card (if the top Ace is a Spade, it may be tapped at any time to block 2 damage to any of the owning players unit, etc.). If during a player's turn (but after given player's consolidation phase) all of the Aces in the players base are destroyed, the given player is out of the game.
All Jacks: When played immediately adds 3 to corresponding suites number for the turn. I.E. A player may add +3 to attack against an opponent during battle with the Jack of clubs or add +3 to a resource card's production during construction phase with the Jack of diamonds. Discard the Jack after it's use.
All Queens: When played may be attached to a unit (or resource card for diamond) to permanently add +2 to that value. I.E. A player may attach a queen of spades to a unit to give that unit +2 armor until that unit is destroyed or add the queen of diamonds to a resource card to increase it's resource production for the rest of the game by +2. One queen per unit.
The King of Diamonds: When played during a battle immediately grants the player initiative for the duration of that battle. Once a King of Diamonds has been played as such no other player may play a King of Diamonds to gain initiative for that battle. Discard the King of Diamonds after the battle. Also, during the construction phase a King of Diamonds has the ability to immediately complete the construction on any Unit Component. Discard the King of Diamonds after use.
The King of Spades: This card represents a unit miraculously blocking a shot in battle either by it being absorbed in the armor, dodging it completely, or by sheer luck. When played, immediately negates any damage done to a given unit or base card during a battle. Discard after battle.
The King of Hearts: Through years of training during battle repairmen and medics fix even the worst of problems in the middle of war to save a life. When played, immediately removes any damage tokens on a given unit or base card. Discard after use.
The King of Clubs: This card represents a unit finding that one weak spot in an enemies defense either by striking where there is no armor or dealing a critical blow during battle. When played, immediately negates any targets armor during a battle. Discard after the battle.
Jokers: Revive cards. These cards represent the combat engineers for your base. They reconstruct any destroyed base card. When played immediately restore any destroyed base card. Discard the joker after use.
Units are based on a three card combination; life cards (all numbered hearts), armor cards (all numbered spades), and attack cards (all numbered clubs). The cards attribute value is based on it's number, e.i. a 5 of hearts is worth 5 life to it's unit, a 7 of spades 7 armor, and a 6 of clubs two attack. This would be shown as such when played on the table.
Life: 5 Armor: 7 Attack: 6
Also a units class is determined by it's stats. To build a unit all three stat cards must fall into the same class. These are light (2-4), medium (5-7), and heavy (8-10). For example, the unit shown above is a medium class. All three of the units stats are within the 5-7 range. Units may not be built unless all three of the stats are within the same class. I.E. a unit with a life of 8, armor of 7 and attack of 2 would not be allowed. Class is very important as it is a contributing factor in the game's battles. See the "battle phase" section below for more information.
Beginning the game: Players must first remove the ace cards from their deck and set these aside. These will become your base cards. Players then shuffle their decks and pass to the left to be cut. Afterwords a players area is to be set up as such:
Players then draw 5 cards to begin their hand. Use any necessary method to determine who goes first. (I.E. paper, rock, scissors; dice; coin flipping; fights to the death; etc; more fights to death; etc, etc)
Player's Turn: During a turn there are 4 phases. These are draw/untap, construction, battle, consolidation.
Draw/Untap: At the beginning of your turn you may untap any cards you control that have been tapped. This is the only time they can be untapped. This includes any unit, base, or resource cards. Afterwords draw two cards from the top of your deck. If at any time there are no cards available to draw from your deck shuffle the discard pile and place it face down to become your deck.
Construction: During this phase you may begin, continue, or complete any construction. Only number cards may be constructed, face cards are used for other purposes (see above). This is done by using your resource cards. Each card has a construction cost determined by it's numerical value. I.E. a 5 of clubs costs 5 to build. The only exception to this are numerical cards with the diamond as their suite. These are free to construct and may be played straight from your hand to the resource area of you base. Construction of other cards occur as follows:
First determine which card in your hand you would like to construct and place it face down in the construction area of your base. Then tap a resource card or cards by turning the resource card(s) 90 degrees to the right. Place an amount of tokens on the card being constructed equal to the amount of resource cards that have been tapped.
Keep in mind the numerical values for diamond cards are not used to determine construction markers. I.E. a 2 of diamonds and a 10 of diamonds both produce one construction marker when tapped. The numerical values of diamond suite cards come into play later during the battle phase as explained below.
Once the amount of tokens on the card being constructed is equal to or greater than the numerical value of the card construction is complete. This may take more than one turn. Turn the card face up and remove any construction markers from the completed card.
Resource cards may also be tapped to add construction tokens to a card that was built on previously. Once a resource card is tapped it may not be used to fund a construction again until it is untapped at the beginning of your next turn.
Also to note a card cannot be placed face down into the construction area unless it is going to have a construction marker placed on it that turn and any card that gives more than one resource (i.e. a tapped base card or tapped resource card with the Queen of Diamonds attached gives distributable resources. These do not all have to be used on one construction. I.E tapping a 3 of diamonds with the queen of diamonds attached yields three resource markers that can be used as if three separate resource cards were tapped.
Example: Player A has 3 resource cards in the resource section of his base. The player draws and receives a 5 of hearts. In his construction zone there is a 7 of clubs with 6 markers on it. Player A places the 5 of hearts from his hand face down into his construction zone and taps two of the resource cards allowing him to place two construction markers on the face down 5 of hearts. He then taps the third resource card to add one marker to the face down 7 of clubs thereby completing it's construction.
A battle, much like a turn, is broken up into 4 parts. These are Engagement, Initiative, Combat, Outcome
Part 1: Engagement
The player declares their intent to attack another players base and Engagement begins. Light Units may be engaged by other Light Units. Medium Units may be engaged by Medium and/or Light Units. Slow Units may be engaged any Unit. Reminder: Light Component Cards are numbered 2-4, Medium Component Cards 5-7, and Heavy Component Cards are 8-10. The speed does not determine attack, but rather only the ability to block a Unit from attacking an Ace card (the attacker declares which Ace).
Part 2: Initiative Adding all the Resource Cards (diamonds) numbered values in your Resource Area produces the Initiative. Combat occurs simultaneously... however events are chosen before hand based on Initiative. Players show what they are going to do during Combat one at a time. This gives the advantage to those players who get to see other players moves before theirs. Instead of bickering over who goes first, higher Initiative is precedent to a players Combat move placement; players go in order of Initiative, players with lower Initiative show Combat before players with higher Initiative. If in all respects Initiative remains the same for all players, the attacking player receives the Initiative for the battle.
Part 3: Combat
If there is no engagement, the attacking player counts up wounds to their opponents Base, excluding any Armor (Spade) face cards the opponent uses. The engaged player with lowest initiative show what damage they will deal first, marking all damage on the receiving Units with some wound markers as based on Attack (Clubs). They also must play any defensive face cards (except Jokers) on their units before the next players turn. The player with the next highest Initiative that has been engaged then plays out their battles in similar, turn based fashion.
Part 4: Outcome
Based on wounds given, Players subtract all armor and then add wounds to each attacked unit or remove the Unit if it's wounds are equal to or greater than it's Life (Combined Clubs ≥ Spades+Hearts)
Consolidation: After all battles are completed during your turn the next phase is consolidation. It is during this phase that units are assembled, placed into the patrol zone, and existing units may move to and from the patrol zone. First thing a player may do is to move any existing units from the patrol zone to the guardian zone. The advantages of having a unit in the guardian zone is explained in the "Battle Phase" section above. Once all desired moves are made a player may then elect to assemble one or more units. To assemble a unit a player may take any completed life(hearts), armor(spades) a weapon(clubs) cards from there construction zone and place them together in the manner shown here:
This becomes a new unit and is placed untapped onto the patrol zone for use. In this case the unit built is a medium with 5 life, 7 armor, and 6 attack. It is important to note that this is done after units have been moved to and from the guardian zone. Thus, newly built units cannot be immediately placed into the guardian zone. Only 5 units may be collectively controlled by any given player.
Once the deck has been cycled through reshuffle and turn deck face down to refresh.
If at the end of the consolidation phase that players base cards are all destroyed he/she is out of the game. This means that even though you may have lost your base cards on your opponents turn you are not out of the game until the end of your next consolidation phase. This allows a player the opportunity to draw a joker and reconstruct an ace or deal a last blow to another opponent.
Once all other players are out of the game at the end of their respective turns the last player(s) standing is declared the victor.
Created by Joshua Hysong and Benjamin Wright. Inspired by the BattleTech CCG by Wizards of the Coast. Also influenced by a myriad of other games that shall be named here in the future.
email when finished to firstname.lastname@example.org - not done, but emailed anyways.
Using commercially any game guidelines or mechanics as listed in this game document requires the Creators (Joshua and Ben) explicit, written permission. This includes, but is not limited to, building units out of card "parts", and usable attributes attached to a card-made base.
This work is licensed under a Creative Commons Attribution 3.0 unported License.