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Story Mode? How about Progression Mode. I got an idea...

9 posts · 943 views · started 2016-10-15 12:07 UTC
LY
lynkfox
2016-10-15 12:07 UTC
#1

So I've started a personal project. Its mostly to see if I can, and also as an exercise in creating interesting card interactions. (as a challenge to myself to become better at board game ideas, as I still one day want to publish something)

 

I call it Progression Mode.

 

You can find my first draft of my write up here: https://docs.google.com/document/d/1UcCGdIl-Jpy69cTOVu_rOD0--aSXldW68nvWMYAxhWY/edit?usp=sharing

 

But the gist is that you start with the base hero character cards. Every game you play you get xp (1xp if you loose, 2xp if you win) and you can then purchase Talents in a talent tree (think MMORPG  or Borderlands - except there is only 1 level of each talent tree cause we don't need 100 levels of talent points)

These talents are things like a power you could use, or a once per game ability. 

Each time a villain is defeated, they gain more power as well.

And there are special talents as well - Talents for doing Achievements from the achievement dock, for defeating your Nemesis, and for filling up the tree.

 

And yes. These are meant to be game breaking. But the Villains also get much harder as you play them.

 

 

I'm only just starting (there are a LOT of heroes) but... here is an idea:

 

 

Argent Adept

 

Ultimate Talent

LEVEL 11: Once Per game, you may activate all Accompany and Perform texts in play

 

Challenge Talent 1

DOUBLE BARLINE: Use Zu’s Bell to destroy a spaceship

Power: Sub Vocalize: Activate an Accompany Text

 

Challenge Talent 2

ACCOMPANIMENT: Let another Hero reduce Akash’Bhuta to 0 or fewer HP on your turn.

Once per Game you may take an additional turn immediately after your turn ends.

 

Nemesis Talent

THE INSTRUMENTAL PATH: Each time Argent Adept is in a game where the heroes defeat Akash’Bhuta, and Argent Adept was not incapacitated in that game, or when Argent Adept destroys Ruin, he gains an instance of the following ability, up to a total of five times.

 

At the start of your first turn you may search your deck for an Instrument card, and put it into your hand.

 

Base

 

Level 1

LIFE CHOICES: You may start the game as XTREME Prime Warden Argent Adept. Instead of using a Power on any turn, you may put one unlocked Argent Adept Character Card under your chosen Character card, with only the Power showing. You may use that new power as normal throughout the game. You can have as many character cards under your primary card showing power as your highest level talent. Remove these cards from the game if your hero is incapacitated.

 

Level 2

EMPOWERED POLYPHORIC FLARE: Polyphoric Flare’s card text is changed too: “The Argent Adept deals himself 2 Energy damage. If he takes damage this way, you may use a power now. He may deal one villain target 4 Energy damage.

 

Level 3

SONGBOOK: Start the game with one Harmony, Melody, or Rhythm in play.

 

Level 4

LEADERSHIP: At the Start of your turn, one other Hero may activate one of their Start of Turn effects.

 

Level 5

XTREME ALTERNATIVE: Once Per game you play a ‘card’ with the following text:

 

Dark Metal, Ongoing: When Argent Adept reaches 0 HP, instead of removing him restore him to Full HP. Place this card under Argent Adept’s Character card so only the bottom text is showing.

-----

At the start of the turn, Argent Adept deals himself 10 irreducible Infernal Damage. If dealt damage this way, you may Draw a Card, move a card from your Trash into your Hand, and Play a card in any order.

 

Dark Conductor


Level 1

LIFE CHOICES: You may start the game as Argent Adept: Dark Conductor


Level 2

DYNAMIC CONDUCTING: Once per game deal all targets 3 Irreducible Infernal Damage.


Level 3

DARK CONCERT: Power: Do One Target X Energy Damage, where X equals the number of Melody, Harmony, and Rhythm cards in play. Remove an Instrument from the game.


Level 4

THORNS OF POWER: Each time Argent Adept activates an Perform or Accompany text, he may deal himself 3 Infernal damage. If he takes damage this way, he may activate an additional Perform or Accompany text of the same song type as the original.


Level 5

DARK BATON: Once per game  you may play a ‘card’ with the following text:

Dark Baton: Equipment, Instrument. Power: Activate the Perform text of a Melody, The Perform or Accompany text of a Harmony, and the Perform or Accompany text of a Rhythm. If you ever have less than 3 Instruments in play (including this one), destroy this card. When this card is destroyed, remove it from the game.



Prime Warden


Level 1

LIFE CHOICES: You may start the game as Prime Warden Argent Adept


Level 2

SOOTHING MUSIC: Once per game reduce any damage being dealt by 5.


Level 3

NATURES MAGIC: Power: Redirect the next damage dealt by an Environment Card to a Target of your choice.


Level 4

CONDUCTIVE FLOW: Once per game Argent Adept chooses X, where X is between 1 and 10. Deal Argent Adept X Damage. Heal one target for X HP.


Level 5

ALTERNATIVE MUSIC: Reduce all damage dealt by Argent Adept to Hero Targets by 1. Increase all damage dealt by Argent Adept to Non-Hero Targets by 1.

 

 

 

and for the villains...

 

 

 

Akash’Bhuta



After First Defeat

Akash’Bhuta is now always played in Advanced Mode.


After Second Defeat

Akash’Bhuta is immune to Environmental Damage and Villain damage. (Challenge Mode)


After Third Defeat

Complete Control

If there is only one limb card in play, it is immune to damage. At the start of Akash’bhuta’s turn, the limb card with the lowest HP heals for 2 HP.


Challenge 1

Limbs Everywhere

If Akash’Bhuta ever has all 12 limbs in play, she gains the following for every future game:


The First time Akash’Bhuta Flips, shuffler her trash, and reveal cards until 3 limbs have been revealed. Put them into play. Shuffle her trash into her deck.


Nemesis Talent

The Prime Fight

If Akash’Bhuta incapacitates  Argent Adept, she gains the following for every future game:


The First time Akash’Bhuta Flips, she destroys 1 Equipment card belonging to each Hero.

 

 

 

I also have Bunker and Absolute Zero written out, but thats it. lot of stuff to come up with... what you guys think?

GR
grysqrl
2016-10-15 13:57 UTC
#2

This sounds pretty fun, though potentially like a lot to keep track of if you have extra rules for the villain and 3-5 heroes (and the environment?). It might be good to set up those progressions so that each level replaces previous levels, limiting the number of extra rules you have to keep in mind in an already busy game.

LF
Lord_Flash_Fire
2016-10-16 23:35 UTC
#3

Im going to end up making these, no matter what my willpower says...

You should make team-oriented powers too like:

Legacy: For Freedom!  If Legacy is playing with the Freedom Five, the first time Legacy has the Legacy Ring, Next Evolution, Motivational Charge, and Inspiring Presence in play, for the rest of the game at the start of the Environment turn, Absolute Zero may either deal one target 2 cold damage, or deal 1 target 1 cold damage and 1 fire damage.

Absolute Zero: Frigid Freedom(a.k.a. Free Chilly) If Absolute Zero is playing with the Freedom Five, the first time Absolute Zero heals himself for 5 or more damage, Tachyon may discard her hand and draw cards equal to the amount that were in her previous hand plus 1

Tachyon: (a.k.a. Amendment 1) Freedom of Speed If Tachyon is playing with the Freedom Five, at the end of her turn, if Tachyon has played 5 cards this turn, Bunker may draw 2 cards.

Bunker:Freedom Fortress If Bunker is playing with the Freedom Five, once Bunker has played all three different modesand has 3 equipment cards in play,Wraith may have two copies of Utility Belt in play instead of one for the next three turns  or may search her deck for a copy of Utility Belt and put it into play.

Wraith: (damn it, no ideas.)   If Wraith is playing with the Freedom Five, once she has used 5 different powers, Legacy may search his deck or discard pile for a card and put it into play.

Probably too complicated, but this is my contribution so far.Any help with the Wraith title is appreciated, something with freedom in it. Sorry for the bad titles.

 

BO
Bowie
2016-10-17 12:21 UTC
#4

You could also remove cards from a deck until you get them to their 'basic' functionality, and then the XP can be spent to add back those cards.

 

I think this better reflects how much Level 1 D&D sucks.

RA
Rabit
2016-10-17 13:43 UTC
#5

That depends on how and why you're playing it. :wink:

(Sorry for the sidebar – had to reply to that. :blush: )

BO
Bowie
2016-10-17 15:39 UTC
#6

Level 1 D&D. I didn't diss D&D itself. Just the "oh man, we lost the Cleric to the CR 1/4 Housecat" effect.

LY
lynkfox
2016-10-17 19:27 UTC
#7

You guys… lol

Team based powers. Hmm. I like that. Im thinking maybe custom Variants …

As for what grysqrl says, could ger complicated, yeah. Ive got an idea on that though, printable cards with the needed info
… might still be difficult.

BL
BlueHairedMeerkat
2016-10-21 21:23 UTC
#8

Yeah, alright, I'm bored. Let's do.

TACHYON

------------

Freedom Five

Level 1 - BLITZ: You may begin the game as Freedom Five Tachyon.

Level 2 - NEED FOR SPEED: Nimble Strike now reads 'Tachyon deals 1 target 1 melee damage. You may draw a card. You may play a card.'

Level 3 - FINISHER: (Power) Tachyon deals 1 target 2 sonic damage. This power may be used instead of repeating Blitz.

Level 4 - FAST AND FURIOUS: Hypersonic Assault is a Burst card. Sucker Punch now reads: 'You may destroy a target with 5 or fewer HP. Tachyon regains 2HP.'

Level 5 - HIT HARD HIT FAST: At the start of your turn, you may discard a card. If you do, increase Tachyon's next damage to a non-hero target by 1.

------------

Team Leader

Level 1 - TEAM LEADER: You may begin the game as Team Leader Tachyon.

Level 2 - INSPIRATION: Each player starts the game with one extra card in hand.

Level 3 - READY TO GO: Start the game with HUD Goggles in play.

Level 4 - GALVANIZE: Once per game, at the start of your turn, increase all damage dealt by hero targets until the start of your next turn.

Level 5 - COORDINATE: Instead of playing a card, you may discard one; if you do, another player may play a card.

------------

SCIENCE

Level 1 - EXPERIMENT: You may begin the game as Super Scientific Tachyon.

Level 2 - MAD SCIENCE: Once per game, instead of playing a card, you may play the top three cards of your deck (in any order).

Level 3 - DILIGENT RESEARCH: (Power) Reveal the top three cards of your deck. Discard one, and place one on the top and one on the bottom of your deck.

Level 4 - FRANTIC IMPROVISATION: You always have access to Experiment, even when using a different character card. Once per game, you may treat two revealed cards as sharing a keyword.

Level 5 - BREAKTHROUGH: Once per game, as a power, you may use Experiment on each hero deck in turn order.

------------

Ultimate - THE FASTEST WOMAN IN THE WORLD: At the start of your turn, draw or play a card.

------------

Challenge - TARGET RICH ENVIRONMENT: Destroy 3 Blade Battalions with one Accelerated Assault.

Accelerated Assault now reads 'Tachyon deals any number of targets 1 melee damage. You may draw a card.'

------------

Challenge - AN EXPLOSION OF FEATHERS: Deal damage to at least 20 different targets in one turn.

Once per game, instead of playing a card, Tachyon may deal one target X damage, where X is the number of non-hero targets in play.

------------

Nemesis Challenge - Each time Tachyon is in a game where the heroes defeat The Matriarch, Iron Legacy or Friction, and Tachyon was not incapacitated in that game, she gains an instance of the following ability, up to a total of five times:

At the start of your first turn, draw a card.

VI
VisforYoshi
2016-10-25 20:55 UTC
#9

I've actually backed a project on kickstarter that's doing a similar idea. I like ho they tackled it a bit better though. Instead of doing it on a character basis, they've done it on a player basis. I think that would work better

https://www.kickstarter.com/projects/asmadigames/one-deck-dungeon/posts/1598161

 

I think that would work bettr to avoid tons of progress tracking and bookkeeping. Maybe make a variation on the basic skills that involve giving a bare-bones power (increase the next damage you deal by 1, reduce the next damage yoy take by 1, etc.)