Dual Cards
Posted: Thu Apr 02, 2009 11:16 pm
OK, I love the idea of a card mechanic. I hate the predictability of LRB5 cards, and I hate the wild power variances in 3rd ed. cards. So I have a solution, and I want to see what y'all think.
There are however many decks of however many cards: all will have to be rewritten, and I'd like to get them following suit or color (13, 14 or 27 per deck). All cards cost the same: I'm thinking 50k per card in hand (so the first one's free), but the specific cost is not so important, so long as it's balanced and fairly difficult/expensive to fish (27 cards does that by itself if you don't give out more than one freebie, but a deck of 13 needs some kind of limit, like 0-2 or even 0-1). Cards don't all have to have the same power value, but there should be a clear median power level and many cards should cleave to it, while some should be clearly better. Cards should all be drawn blindly (that is, you need to pick all your cards before you look at your hand), or balance problems will creep in.
Here's where it gets different. Some cards (the ones with big effects) would have two different effects. The first one, usually kind of sucky, is what one gets for playing the card. The second one, related to the first (or at least to the name of the card), is much better. However, to get the superior effect, one must discard an additional card. Sometimes I'll use a play on words to put two unrelated effects together. For instance, "Mine!" could blow a moving player up (big effect), or could indicate an unwillingness to hand off or pass the ball, as if the player had failed an Animosity test (little effect).
Example: 'Flu bug.
1) Play this card at the start of the match. Your opponent's players are not feeling their oats. As a result, your opponent must roll 1d6 every time he attempts to use a Team Re-Roll Counter. On a 1, the Re-Roll is discarded with no effect.
2) Play this card at the start of the match. Randomly select 1d3 players on the opposing team. Those players take ill, and may not play in this match. If this would bring your opponent below 11 players, the opposing team may bring in Journeymen to fill the difference.
So, if you draw 'Flu Bug and have at least one card you're willing to burn, you can really put a damper on a well-developed opponent. If not, or if your opponent isn't well-developed, you can hit them with something that averages out to a scattershot Spy.
WDYT?
There are however many decks of however many cards: all will have to be rewritten, and I'd like to get them following suit or color (13, 14 or 27 per deck). All cards cost the same: I'm thinking 50k per card in hand (so the first one's free), but the specific cost is not so important, so long as it's balanced and fairly difficult/expensive to fish (27 cards does that by itself if you don't give out more than one freebie, but a deck of 13 needs some kind of limit, like 0-2 or even 0-1). Cards don't all have to have the same power value, but there should be a clear median power level and many cards should cleave to it, while some should be clearly better. Cards should all be drawn blindly (that is, you need to pick all your cards before you look at your hand), or balance problems will creep in.
Here's where it gets different. Some cards (the ones with big effects) would have two different effects. The first one, usually kind of sucky, is what one gets for playing the card. The second one, related to the first (or at least to the name of the card), is much better. However, to get the superior effect, one must discard an additional card. Sometimes I'll use a play on words to put two unrelated effects together. For instance, "Mine!" could blow a moving player up (big effect), or could indicate an unwillingness to hand off or pass the ball, as if the player had failed an Animosity test (little effect).
Example: 'Flu bug.
1) Play this card at the start of the match. Your opponent's players are not feeling their oats. As a result, your opponent must roll 1d6 every time he attempts to use a Team Re-Roll Counter. On a 1, the Re-Roll is discarded with no effect.
2) Play this card at the start of the match. Randomly select 1d3 players on the opposing team. Those players take ill, and may not play in this match. If this would bring your opponent below 11 players, the opposing team may bring in Journeymen to fill the difference.
So, if you draw 'Flu Bug and have at least one card you're willing to burn, you can really put a damper on a well-developed opponent. If not, or if your opponent isn't well-developed, you can hit them with something that averages out to a scattershot Spy.
WDYT?