Overlord Card Game Concept
Modes of Play
Free for All - All players attempt to get to rank of Epic
Hero (Rank 6) in order to challenge/defeat the Overlord first and become the
new Overlord, players may aid and oppose each other with cards, such as traps,
spells, items, and combat events.
Group Play - All Players work together in order to defeat
the Villain, in short it's like a giant on-going quest mode. If a player falls
they become a servant to the GM literally…
FFA Start
1) Determine who is
the GM for the game.
2) Starting roll to determine player order, roll whatever
dice you agree on.
Each
Player draws 5 cards to start, Max hand size of 10 play cards, active/on table
cards such as played/equipped gear does not count towards this limit.
Each
Player draws one class/race card at random, those will be your starting
classes. In Group play you may select class/race combinations at will.
Each
player starts with 20 Physical and 20 Spiritual health No
race specified means your human by default.
No
class specified means your NPC by default
GM
shuffles all remaining cards together.
Play
mode either Dice or Board.
Dice
mode, GM splits the cards into 6 different randomized decks specifying each a
different number between 1-6. Each turn for events the player rolls a 1d6 dice
and draws from associated pile.
Board
game mode players move in random motions along the dungeon board, the DM is to
place cards at each space on the board. Each time a card is used up a new card
is placed on the spot. Empty
board spaces are then filled by the DM.
Each
player starts at a different section of the board.
Heroes Units have 2
types of HP, Physical and Spiritual.
Physical
- Easy to lose and restore
Spiritual
- Harder to Lose and restore
In free
for all mode if your spiritual HP hits 0 you’re out.
In group play when spiritual hits
zero the player loses and gets turned into GM Minion.
If you bring a monsters spiritual
HP down to 0 you can capture the unit, (add to your inventory where you can use
it on other players or sell it for gold.)
When
Physical hits 0 if due to trap or combat the player loses a turn, permanently
suffers the negative effect (based on whatever reduced hp to 0) and suffers 5
spiritual damage. They
find themselves in the inn with full physical health after.
Non-permanent
Curses/TF and Physical health restored whenever you gain a rank.
Permanent
curses/tf can only be removed by special cards.
Gold
cannot be saved, so if you’re selling cards make sure you use all your gold
Players Turn
·
Main Phase -Player can play trap cards face
down, select equipment cards, play monsters against other players, play
curse/spell cards
·
Draw/Event Phase - Draw a card if none is played
against you. If a monster is played against you prepare to fight
·
Combat Attack/Event
Roll - 6 sided dice to determine if a attack succeeds/fails times Rank, so rank
1 rolls a 1d6 while rank 5 rolls 5d6
·
Player and Monster roll dice depending on there
rank, difference = damage to the opponent
·
Bravely run away - hero can choose to flee
combat for there combat roll must roll greater then 3 x Rank to flee combat.
·
Player suffers 1 spiritual damage for fleeing
combat and ends there turn, if the monster rank is more then 2 ranks higher
take 0 damage
·
Consumables - Can play any time from your hand
or inventory disappears after a single use.
·
End Turn
used/defeated
cards go into a 'The waste basket' aka graveyard
Ranks: Levels/Ranks
occur every 4 EXP, all monsters give 2 exp, quests give 4 exp, monster/quests
lower rank give -1 exp, exp does not carry over rank to rank.
Ranks
range from 1 to 5, after 5 your hero reaches Epic Rank whoever reaches epic
rank 'wins' becoming the new dungeon master.
Each
time heroes/class will Rank Up and they unlock a skill/title which can
replace/add on to whatever they have.
Monster
Selection based on rank, if facing a monster greater then +2 your rank no
penalty incurred for fleeing.
Ranks 1
Noob -> Rank 2 Experienced -> Rank 3 Professional ->
Rank 4 Elite -> Rank 5 Legendary
-> Rank Epic
Cards
can be sold from inventory for 10xRank, excess gold is not retained.
Class: Each player
may have one class card in play at a time
Curse/Fallen class: Can
be played on opposing players like a item card as long as a the parameters
required are reached.
Race: Players can
have any many races stacked as they wish.
Events: These
are basic cards drawn each turn by players, the card types include
Monsters:
These range from Rank 1-5 and when
defeated give the player EXP and Gold/Treasure depending on the particular
monster and bonus effects.
A
player can fight a monster either by encountering it when they draw a event
card or by a forced encounter by another player.
Monster
Changes - these are cards which affect combat by either enhancing or
subtracting from the combat skills of a monster.
In combat at start bonus cards may be used on both sides to
affect stats of the combatants and/or affect the combat itself
Players
can also ask for help, allowing one player to help them in combat. Helping
players do not automatically gain anything from helping, but players can ask
for something for the help.
Deck version only players in adjact piles can aid.
Board version players within 10 spaces can aid.
Duel:
Optional action - allows for direct
combat with a target player, winner can select either inflict an existing curse
'permanently' or steal/claim one treasure card from the loser.
Board
version this is occurs when players land on the same square or adjacent squares In card version
this occurs when 2 different players draw from the same piles twice in a row Cannot trigger multiple
duels with the same user consecutively.
Curse/Trap:
Curse/Trap cards take effect
immediately if drawn when a player draws it as an event, and can be used to
trap/curse other players if drawn as a hand card.
When
played by a player in board game mode it affects any player that crosses the
space where it is laid. In deck mode it affects the next player to draw from
that deck.
Misc:
There are also a multitude of other
cards, some of which affect combat, some of which give players in-game bonuses,
and a bunch which just have weird effects
Treasure:
These are drawn when a player
defeats a monster, they include monsters/event/quest cards, and treasure cards
they include:
Item:
Item cards typically give permanent
benefits to the player who equips them.
They can also be sold for gold or traded to other players.
Equipment:
only one can be used/equiped at a time per a slot
Slot
types - Head Chest Legs Accessories 1 Accessories 2 Weapon
Some
items are gender, Race, or Class specific, and can normally only be used by a
character of that gender, Race, or Class
Potions/Food/Usable
Goods
One shot items, these can be played from a player's hand or
from the table, they have various effects.
Other:
There are many Treasure cards which
have a huge range of effects that do not fit into any other category. They can
retrieve things from the discard pile, buff the player's weapons by adding
bonuses
Gold
Players can spend gold to buy/draw treasure cards items from
the grave yard or merchants. items
sell for 10xRank
Items
cost 10xRank
Quests:
Specialized Events which multiple players must/can work
together in, made up of X cards of GM's choice within level limit
GM Abilities
Selects a specific Villain unit, draws and can use events
based on villain.
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