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Subject: [WIP] Forge Draft [working name] rss

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*insert really cool logo here*
Rules | Known cards


Forge Draft (working name)is a game developed following a concept: a rulebook easy to read and to understand while still being efficient.
The rules are found in 2 A4 pages, and they cover any possible scenario. The cards also follow the same idea: nothing is left to guesses or to complicate rulings, the card text covers anything the rulebook doesn't.
On the other hand the game also offers great gameplay within one sole copy of it: differently from TCGs and CCGs, a box is enough to play it, and differently from LCGs, a bos is enough for TWO players to play the game.
But how can such a structure support a diverse gameplay each time it is played? Forge Draft's peculiarity is NOT having a constructed format. Every card game has this: players build their ideal Deck at home and then bring it to play with the best Deck they could make. Instead, Forge Draft uses a mechanic other games only use for side events: drafting. Drafting makes the deckbuilding phase a skillful one where players have to both counter the opponent's Deck without making their own lose consistency and viceversa. While you can use any kind of drafting you want, the preferred one included in the rules is one of the quickest of them without losing in skill.



I plan on posting a card a day here to keep you updated. Cards will be posted in this format (without the "Strength/HPs" bit for Interventions):
Name of the card [Cost] Strength/HPs
Effect


Ah, and as always I'm looking for someone willing to do the artworks and graphics for the cards, so if you are interested, drop a pm or a post here.
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2 copies of: Kamikaze [2] 0/1
When this Terminal battles another Terminal: destroy the Terminals involved in the battle.

Basically, Kamikaze does simply what its name says: sacrifices itself to destroy an opponent's Terminal.
The bold text means that this effect is activable once Kamikaze starts a battle, either by being attacked or by attacking. The effect triggered is "destroy both", which means that Kamikaze and the other Terminal are both destroyed. A weakness of Kamikaze's is that this effect isn't optional, as such every single time Kamikaze is involved in a battle, its effect will trigger. However, this rarely is an issue, considered the really essential stats Kamikaze has. Indeed, 0 Strength won't let Kamikaze win any battle, and also is useless when attacking directly, and with its HPs at 1 he just barely survives and can get destroyed by many cards.
Even then, Kamikaze is a great card: a cost of 2 is both easy to fulfill and really versatile to summon or activate other cards, and it can single-handedly take down opponent's boss Terminals. Not needing any specific combination to work, this Terminal makes great early draft pick, when your strategy still isn't consolidated, as it is one of the most versatile cards.
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4 copies of: Precognition [3]
See the top 3 cards of your Deck, pick one of them and add it to your Hand, then place the remaining cards on top or bottom of the Deck in any order.

Whoohoo, an Intervention. Precognition is a great consistency card for any Deck: seeing the top three cards lets you access your boss or your key card much more easily. Considering how good this is one might easily forget the second part of the effect: putting the cards back into the Deck is a great advantage for the player. If they are good cards, you can leave them on top and maybe place them in a specific order so that you can access them in the following turns in the order you want, otherwise you can put them on bottom to have a try at something better. The good side of this card is that you don't even need to put both at top or at bottom, but you can simply keep only one of them on top and put the other at bottom. Basically, you get to decide your fate.
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3 copies of: Mighty Lancer [2] 1/5
When this Terminal attacks: it gains +2/+0.

Yet another easy Terminal. Mighty Lancer is the kind of Terminal that gains momentum while fighting: the more it charges into battle, the stronger it gets. Yes, you might be re-reading this now: it doesn't say "until the end of the turn". Mighty Lancer keeps the boost forever unless nullified (not even negating its effect will remove already applied bonuses). If this card is coupled with some kind of protection, becoming a beast isn't a concept foreign to it. Of course, this Terminal's eak point is your opponent's turn: 5 HPs expose Mighty Lancer to easy kills with one or two Terminals, but that's the price to pay for a theoretically infinite Strength.
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3 copies of: Hidden Trap [1]
When a Terminal attacks: destroy it.

This is your troubleshooter: opponent has a buffed Mighty Lancer? No way in hell that's living.
And, reading it better, you can notice it also is a Kamikaze counter: Kamikaze has to actually battle to trigger its effect, but this can be used on the attack declaration, preventing the problem.
What's more, who knows (besides me?), Hidden Trap's lack of a restriction that makes it usable only on your opponent's Terminals might actually be useful to destroy your own Terminals.
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2 copies of: Fair Swordsman [4] 5/5
When this Terminal attacks or is attacked: both players’ Interventions and effects are negated and return the Strength of the Terminals involved in this battle to their original value.

On the other hand, Fair Swordsman promotes fair and square battles: don't even try, you really cannot use that Hidden Trap on Fair Swordsman; no one will start with an advantage or a disadvantage due to being used to the field (yes, Mighty Lancer, I'm looking at you). On the other hand, as a just man, Fair Swordsman won't let you stop your opponent's attack on Fair Swordsman with Hidden Trap, too bad. And you cannot even use anything to boost your Fair Swordsman's Strength (uh, does this exist?). Swordsman will give up on its boosts just to have a fair battle, so try not to waste its attacks.
 
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4 copies of: Last Stretch [2]
During your turn: double a Terminal’s Strength: it is banished at the end of its owner’s turn.

"And you cannot even use anything to boost your Fair Swordsman's Strength (uh, does this exist?)". Yes, it does. Last Stretch lets you win most lost battles and Last Stretch lets you control your opponent's Terminals (really?). First of all, doubling a Terminal's Strength leads to incredible results, rarely something will be able to resist a stretched Terminal considering how big it gets, but guess what? To balance this all, Stretch got a punishment: should your opponent survive this turn, your Terminal is going to get banished. This, however, is double-edged sword. If you properly read Last Stretch, you most likely noticed that it doesn't say "your Terminal". As such you can use it on your opponent's Terminal to get rid of it at the end of their turn. This is a pretty slow option, and unless you have a way to stop your opponent's attacks (!), it's improbable to say that your Terminals will all stay safe.
 
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2 copies of: Empowering Shaman [5] 0/3
You can use this effect once per turn during your turn: your Terminals gain +1/+0 until this Terminal stays on the Field. When this Terminal is destroyed: your Terminals gain +1/-5. If you control other Terminals, this Terminal cannot be attacked. You can only control 1 “Empowering Shaman” at the same time.

Finally a long effect. Let's examine this part by part:
The first effect is the first optional effect of the game: you CAN use it if you need it, but only once per turn. Mind that you can easily stack this effect, because if Shaman survives you can use its effect once again.
The second effect gives your Terminals another 1 Strength when Shaman is destroyed. That's it, if they survive the 5 damage the Shaman will inflict upon them. Notice that the Strength gain is permanent (again, if they survive).
The third effect is what makes your Shaman fearable: it cannot be attacked while there are other Terminals, which means that you can keep on boosting your Terminals and avoiding their destruction for as long as possible.
The fourth effect is a restriction: having two Shamans on the field would be definitely too much, as neither can be attacked and you get two boosts per turn, definitely too much.
 
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2 copies of: Battle Cry [4]
This Intervention stays on the Field after being activated. You can banish 1 card in your Hand: Terminals you control can’t be damaged this turn. When a Terminal you control is destroyed: destroy this Intervention.

Battle Cry is the first card of its kind: a continuous Intervention. Battle Cry can be activated during your opponent's turn, and when you do it stays face-up on the Field. This lets you re-use its protection during your opponent's next turn, and the next, and the the one after and so on until you want. The cost for the protection is pretty hefty: removing a card from your Hand, losing both a resource and a card from your total deck count. However, what it grants is well worth it: opponent tries to attack one of your Terminals? Use it and you lose nothing. Opponent destroys your Empowering Shaman with Last Stretch? Go ahead and protect the other Terminals (giving them a Strength bonus in the whiletime).
Battle Cry offers so much protection that if a Terminal you control is destroyed, it gets depressed and suicides. Yes, this is a common feature for continuous Interventions: most have a way to destroy themselves when a certain flag happens. Battle Cry's one is when a Terminal you control is destroyed.
Battle Cry is your go-to protection if you have it, so grab a copy when you have the opportunity to.
 
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4 copies of: Twin [4] 1/1
When this Terminal is summoned: summon 1 “Twin” from your Material Zone. Every other "Twin" gains +3/+3 while this card is on the Field.

Yay, back on sheer power!
Twin can summon another Twin from your Material Zone when it is summoned. Well, Twins tend to be together, don't they? Also, a Twin alone usually is pretty weak, but when they are together, they support each other. Indeed, when two or more Twins are on the field, they start to grow stronger and stronger, gaining +3/+3 for each. This means that if you summon Twin by using another Twin from your Hand, then the summoned one will summon the other one and they'll become 4/4. Guess what? If another Twin was already in your Material Zone, you can summon that one too, and everyone as simply becomes a 7/7. Add the last one to the mix and here you have 4 10/10. But, will your opponent let you draft all 4 without getting great cards in the whiletime?


[Trivia: Twin will have 4 different artworks, each picturing a different Twin. The artwork doesn't change the fact that all of them are "Twin", and as such they are considered as multiple copies of the same card.]
 
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2 copies of: Prayer [3]
Add 1 card with a cost of 10 from your Deck to your Hand.

???


[I'll use this almost empty post to say that I'm still lacking graphics, so I'm looking for someone to do them. No interest?]
 
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1 copy of: Battle God [10] 0/0
This Terminal’s Strength and HPs are equal to the sum of all the Terminals on your Field except “Battle God”. When this Terminal on the Field is destroyed: banish it.

Battle God is the first of the God series: as you can see, Battle God is searchable with Prayer. A cost of 10 is extremely useful to pay for other cards, as you can summon multiple stuff with only one card, but when you are trying to summon it, summoning it is a whole new problem but, trust me, that's really worth it: let's just say you summon Twin using Twin as a cost and then you summon this, you get two 4/4 and one 8/8. Try and summon another Twin, that's for a stunning three 7/7 and one 21/21 (!). However, Twin is surely not Battle God's only synergy: summon Empowering Shaman alongside a couple Terminals and this and then use Shaman's effect: Battle God's Strength will increase by 1 for every Terminal on your Field. Every turn. Or, again, do you need a Strength boost on Battle God? Use Last Stretch on another Terminal. Heck, Mighty Lancer boosts two Terminals every time it attacks.
Battle God could really bring the game up a level once dropped on the Field, so be careful.
 
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NEWS: I'm almost done with all the cards, so I'll just put previews of multiple cards in here from now on.
 
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Added the whole God series.
 
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