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Subject: [Testing/Balancing] Last Stand at Hudai Pass rss

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Achim Zien
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Jørgen's latest KS update got me inspired to take up an old idea of mine and try to adapt it to the Green Box of Games' components.

Players: 1
Play time: ~20min
Components needed: all cards (without the 1-1-2 color), a tile of each symbol, all cubes

Years of training at the monastery atop Wu Fen mountain have prepared you to withstand temptation and utilize your discipline. Now, the time has come to prove yourself. A demon was cut loose and is stomping and melting its way towards the monastery. Now, it's on to your generation. You have to face him and Hudai Pass. This is the monks' last stand. Prove yourself!

You are a monk that is facing off against a demon in a climactic battle. Your combat moves are represented by your deck of cards. The demon collects cubes on his three tiles that represent different powers. You may lose your discipline, but if you get too corrupted, you will fall for the dark side. Beat the demon before he beats you!

Remove the (1, 1, 2) portion of the cards. The white cards are your starting deck, representing your base moves; shuffle them face-down and form a draw pile. Leave room for a discard pile. Keep all the black cards ready, openly. These are corrupted moves, available to you during your turn. Shuffle the rest of the cards to form a mind deck with the more advanced moves that lurk in the back of your mind. Draw three of these cards openly next to the mind deck and leave room for a discard pile. This is your mind river and these moves may be added to your deck during your turn. Take 12 green cubes as your health and 12 blue cubes as your resistance to corruption.

For the demon, deal out three tiles in any order (I recommend "droplet", "gear" and "circles") as powers. Give him 12 yellow cubes as his health. Have the red cubes ready and distribute 2 onto each demon power.

Whenever the demon has no health cubes left, you win!

Whenever the monk has no health cubes left, the monk has no resistance cubes left and takes another corruption or any of the demon's powers exceeds 12, you lose.

The game proceeds in consecutive turns of the following structure:

1. Make 1 sequence
2. Obtain new moves
3. Apply any staged demon powers
4. Draw 4 new cards from your draw pile, reshuffle the discard if necessary
5. Activate all demon powers from left to right

Make 1 sequence

Play cards from your hand into a sequence and resolve their effects as you play them. Cards have three characteristics:

* A numeric value. You may remove one cube from a power that has this many or less cubes. A 6 may remove one cube from any power.
* A symbol. You may resolve the effects of the symbol as per the table below.
* A color. The color dictates what moves you can make during your sequence and it will supply additional benefits or corruption.

Symbols:

* Build-up (Hammers): Get a purchase value of 3.
* 3rd eye (3 Circles): Move a cube from one demon power to another.
* Defend (Stacked Stones): Defend 1 incoming damage.
* Stab (Drop): Deal 1 damage to the demon.
* Flow (Cog): Draw 1 card from your draw pile (reshuffle as necessary, if possible).
* Pin (Crop/Arrow): Temporarily reduce a demon power by 3. Set the cubes above the tile and move them back down when a new turn starts.

Defence, pin and purchase value stack.

Colors:

In general, only cards of the same color may be played next to each other.

* White: May be played next to any other color. Only two white cards are allowed per sequence.
* Green: Treat numeric values on this card as +1.
* Blue: Add +1 to your defence value.
* Red: Deal 1 damage to the demon.
* Yellow: Add +1 to your purchase value.
* Black: May be played next to any other color. Treat all numbers as 6. Take 1 corruption whenever you draw it.

You may also discard unwanted cards to receive 1 purchase value for each.

If you dare, you may also obtain a new black card for free. You may use it immediately.

Obtain new moves

Discard one card of your choice from the mind river and replace it with a new drawn card. You may spend purchase points to obtain a move of the same or less numeric value. Add that move (if any) to your discard.

Discard the leftmost card from the mind river and fill it back up to 3 cards.

Apply any staged demon powers

If damage from the demon is staged, apply it now. Reduce incoming damage by the amount of defence you have in your cards.

Draw 4 new cards from your draw pile

Draw 4 new cards from your draw pile. Reshuffle the discard pile to form a new draw pile, if necessary and possible. For each of the cards, look at the number printed on it. For a 1/2, add a cube to the demon's left power, for a 3/4 add a cube to its center power and for a 5/6 add one to the right power.

If you now have more than 4 cards in hand, discard the last drawn cards until you are back to 4 hand cards.

If you have drawn any black cards, take one corruption (remove 1 resistance cube, lose if you can't) for each.

Activate all demon powers from left to right

From left to right, activate and resolve each of the 3 demon powers. The effect of each power will depend on the number of cubes on it. Powers without cubes don't activate.

Powers (comma-separated effect for 1, 2, 3, etc. cubes):

* Crush (Hammers): Permanently remove the highest card up to the given numeric value from the players hand and deck. If not all cubes were used, continue. Select randomly in case of a cost-tie.
* Mind pierce (3 Circles): Deal one corruption to the monk, if more cubes than (12 - resistance).
* Defend (Stacked Stones): Defend 1 incoming damage from the monk for each started three cubes.
* Drain (Drop): Stage 1 damage to the monk for each started group of two cubes.
* Confuse (Cog): Discard the highest card up to the given numeric value from the players hand. If not all cubes were used, continue. Select randomly in case of a cost-tie.
* Entangle (Crop/Arrow): Prohibit purchase below number of cubes for next round.

Lastly, move all cubes you set aside with a pin move back onto their tile.
 
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Achim Zien
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Re: [WIP] Last Stand at Hudai Pass
This is currently in testing / balancing by myself. If anyone is interested just try it out and give me your feedback. I'd love to make this work.
 
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Jørgen Brunborg-Næss
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Cool, I an really happy to see a complex solitaire game!

It took me a couple of read throughs to grasp the flow of cards through the decks, hand and discard, but it helped when I realised this is similar to Dominion :-)

I am looking forward to giving it a try. I guess this is the kind of game where you need the rules very close at hand in the first few games to keep track of all the different effects of the cards and symbols, but I expect it gets easier when you get into the flow.

I really like the concept of the three tiles defining the demon powers, as this can provide very different game experiences depending on the powers chosen. There should be something like 120 different possible demons to face. Some will probably be more playworthy than others, and the best ones could be given names
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Achim Zien
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There's a theory: if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable. There's another theory: this has already happened.
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Thank you for your feedback, Jørgen. I had a very busy two weeks, so nothing happened on the game, unfortunately. I hope to get a game or two in tonight, though. Hopefully there will be updates, soon.

Thanks for your support!
 
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Achim Zien
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There's a theory: if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable. There's another theory: this has already happened.
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Here is the raw (ReStructured Text) version of the revised ruleset:

Last Stand at Hudai Pass
************************

**Players:** 1

**Play time:** ~20min

**Components needed:** all cards (without the green background color, no duplicate numbers), a tile of each symbol, all cubes

*Years of training at the monastery atop Wu Fen mountain have prepared you to withstand temptation and utilize your discipline. Now, the time has come to prove yourself. A demon was cut loose and is stomping and melting its way towards the monastery. The elder monks cannot help you any more. This is the monks' last stand. You have to face him and Hudai Pass. Prove yourself!*

You are a monk that is facing off against a demon in a climactic battle. Your combat moves are represented by your deck of cards. The demon collects cubes on his three tiles that represent different powers. You may lose your discipline, but if you get too corrupted, you will fall for the dark side. Beat the demon before he beats you!

Remove the (1, 1, 2) portion of the cards. The white cards are your starting deck, representing your base moves; shuffle them face-down and form a draw pile. Leave room for a discard pile. Keep all the black cards ready, openly. These are corrupted moves, available to you during your turn. Shuffle the rest of the cards to form a mind deck with the more advanced moves that lurk in the back of your mind. Draw three of these cards openly next to the mind deck and leave room for a discard pile. This is your Mind River and these moves may be added to your deck during your turn. Take 12 green cubes as your health and set 12 blue cubes as the maximum amount of corruption you can take.

For the demon, deal out three tiles in any order (I recommend "droplet", "gear" and "circles") as powers. Give him 12 yellow cubes as his health. Have the red cubes ready and distribute 2 onto each demon power.

.. image:: Setup.svg.png

**Whenever the demon has no health cubes left, you win!**

**Whenever the monk has no health cubes left, the monk has no resistance cubes left and takes another corruption or any of the demon's powers exceeds 12, you lose.**

The game proceeds in consecutive turns of the following structure:

1. Play one combo
2. Obtain a new move
3. Apply any staged demon powers
4. Fill your hand up to four cards
5. Activate all demon powers from left to right


Play one combo
--------------

Play move cards from your hand into a combo and resolve their effects as you play them. Cards have three characteristics:

A numeric value
You may remove one cube from a power that has this many or less cubes. A 6 may remove one cube from any power.

A symbol
You may resolve the effects of the symbol as per the table below.

A color
The color dictates what moves you can make during your combo and it will supply additional benefits or corruption.


You are free to resolve these three characteristics in any order and skip any of them.


Symbols
~~~~~~~

Build-up (Hammers)
Get a purchase value of 3.

3rd eye (3 Circles)
Move a cube from one demon power to another.

Defend (Stacked Stones)
Remove 1 cube from the demon's staged damage.

Stab (Drop)
Remove 1 yellow health cube from the demon.

Flow (Cog)
Draw 1 card from your draw pile (reshuffle as necessary, if possible). If you want, permanently remove one card from your pattern from the game.

Pin (Crop/Arrow)
Temporarily reduce a demon power by 3. Shift the red cubes above the tile and move them back down when a new turn starts.


Defence, pin and purchase value stack among all of the moves in your combo.


Colors
~~~~~~

In general, only cards of the same color may be played next to each other.

White
May be played next to any other color. Only two white cards are allowed per combo.

Green
Treat numeric values on this card as +1 (maximum 6).

Blue
Remove 1 cube from the demon's staged damage.

Red
Remove 1 yellow health cube from the demon.

Yellow
Temporarily reduce a demon power by 1. Shift the red cube above the tile and move them back down when a new turn starts.

Black (Corruption)
May be played next to any other color. Treat all numbers as 6. Take 1 corruption whenever you begin a turn with this card in hand.


You may also discard unwanted cards to receive 1 purchase value for each.

If you dare, you may also obtain a single new black corruption move card for free. You may use it immediately.


Obtain a new move
-----------------

Discard one card of your choice from the Mind River and replace it with a new drawn card. You may obtain a move card with a numeric value up to your purchase value this round. Add that card (if any) to your hand.


Apply any staged demon powers
-----------------------------

If damage from the demon is staged, apply it now and lose one health cube for each damage cube. If you lose your last health cube, you lose.


Fill your hand up to four cards
-------------------------------

Draw cards from your draw pile until you have 4 cards in hand. Reshuffle the discard pile to form a new draw pile, if necessary and possible.

For each card in your hand, look at its numeric value. For a 1/2, add a cube to the demon's left power, for a 3/4 add a cube to its center power and for a 5/6 add one to the right power.

If you have any black cards in your hand, take one blue corruption cube from the reserve for each. Lose, if you cannot take the required amount.


Activate all demon powers from left to right
--------------------------------------------

From left to right, activate and resolve each of the 3 demon powers. The effect of each power will depend on the number of cubes on it. Powers without cubes don't activate.

Powers
~~~~~~

Crush (Hammers)
Permanently remove the card with the highest numeric value up to the amount of power cubes from the players hand. This card is removed permanently from the game. If not all cubes were used, continue this process with the rest. Select randomly in case of a cost-tie.

Mind pierce (3 Circles)
Deal one corruption to the monk, if his total corruption is less than double the amount of power cubes. If there are more than 6 power cubes, deal another corruption.

Defend (Stacked Stones)
Defend 1 incoming damage from the monk for each started three cubes.

Drain (Drop)
Stage 1 damage to the monk for each started group of two cubes.

Confuse (Cog)
Discard the card with the highest numeric value up to the amount of power cubes. If not all cubes were used, continue this process with the rest. Select randomly in case of a cost-tie.

Entangle (Crop/Arrow)
If the amount of cubes doubled is more than the numeric values in your hand, you may only play a single card as combo.


Lastly, move all cubes you set aside with a pin move or yellow card back onto their tile.
 
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