Apocalyptica, customisable card game

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Apocalyptica, customisable card game

Post by Spiritcurse on Wed May 11, 2011 10:01 pm

Here's a quick run through of the rules to something that's been kicking around in my head for a while now. Got the proper version all formatted up nicely on my computer, just figured give out the basics, see how it works, maybe play a game or two against some of you sometime.

Apocalyptica, a fully customisable card game

At the beginning of the game, shuffle your deck and draw 6 cards. Place a building card costing 12 AP or less from your hand into your HQ zone, then roll for initiative as below. If you do not have a building card, shuffle your hand into your deck and try again. On your first turn, you deduct the cost of that building from your AP pool.

A turn is the length of time between initiative rolls. These rolls are made on five dice, the winner going first and receiving 16 AP, the loser receiving 12 AP and going second. Players alternate declaring actions, which are anything with an AP cost. They then subtract the cost from their AP pool, perform the action, then the opponent does so. Each declaration, cost and resolution is called a phase. Regardless of effects, you may never have more than 20 AP in your pool for any reason.

Whenever you roll a die and a hero you control is in the same hex as that which caused the roll, you may expend a fate point belonging to that hero to reroll a single die. If a hero caused the roll, they may only spend their own fate points. Fate returns to its normal value at the beginning of each turn.

Your maximum hand size is 5, unless otherwise increased. Drawing a card can be done at any time, for a cost of 4 AP. Unlike many games, you do not lose the game for being unable to draw a card. Regardless of effects, you may never have more than 10 cards in your hand for any reason.

You have 4 zones - headquarters, left flank, centre, and right flank. Your headquarters and centre may hold up to 6 units, each flank up to 4. To move from area to area costs 2 AP to move 1 area forward, left, back, or right. Areas are laid out as such, A and B being HQs, L, C, and R being the left, centre and right. Units with rapid reaction do not pay AP to move.

  A
RCL
LCR
  B

You must deploy a unit inside your own HQ, unless it has rapid deployment, in which case it may deploy anywhere on your side of the field. Aircraft and missiles strike where they please.

Combat is conducted between two or more non-hero units from opposing factions occupying the same space. It costs 2 AP to attack with a single unit. Buildings can also be attacked in this fashion.

Combat is dice pool based - roll dice equal to your attack or defence, a 5 or a 6 is a pass. If the attacker gets more passes, they inflict damage equal to the margin of victory, or double this if the attack has power attack or the attacker is attacking a vehicle and has tankbuster. These do stack! Damage can never be negative, regardless of modifiers. Hero units do not attack, instead providing other benefits to those in the area. After an attack, a unit with disable/disarm reduces the defender's defence/attack by X for Y phases. If the attack kills the defender, a unit with follow-through may immediately make another attack for no cost to an opponent in the same area, once per turn.

Aircraft and missile attacks are a special case. They are played from the hand to attack a single unit anywhere on the field. If that area contains a unit with the relevant anti-aircraft or anti-missile skill, the defender may attack the aircraft/missile beforehand. After the aircraft/missile attack is carried out, missiles are discarded and aircraft are returned to the hand.

Assassination is performed by a hero against another hero, using their assassin level as their attack. This costs 3 AP. Similarly, Sabotage is carried out with their saboteur level. Spying is carried out while in the opponent's HQ area, using your spy level versus a player's base defence of 3. Instead of damage, they reveal a card from their hand for every dice you scored above them.

Hero Skills
Assassin X - attack other heroes, attack X
Elusive x - reduce opponent's assassin level
Organiser X - increase AP each turn by X
Saboteur x - attack buildings, attack X
Spy x - look at opponents hand
Stockpiler X - hand size increased by X

Unit Skills
Anti-Aircraft X - may attack aircraft, attack X
Anti-Missile X - may attack missiles, attack X
Armour Piercing X - ignores X of opponent's armour
Armoured X - reduces damage by X
Disable X/Y - attack lowers defence by X for Y phases
Disarm X/Y - attack lowers attack by X for Y phases
Follow-Through - additional attack after a kill
Power Attack - successful attacks do double damage
Rapid Reaction - move for free
Rapid Deployment - deploy in own half
Tankbuster - double damage to vehicles

Building Skills
Anti-Aircraft X - may attack aircraft, attack X
Anti-Missile X - may attack missiles, attack X
Armoured X - reduces damage by X
Organiser X - increase AP each turn by X
Stockpiler X - hand size increased by X

The cost for a card varies depending on type and abilities. When you have the final point cost, divide it by 2 to find the AP cost to play. Round this number up. The point cost should be added up to give the size of your deck. A typical deck is 20 cards and 100 points. All decks must contain at least 1 building.

Hero: Base cost 4
Defence: Begins at 3
Health: Begins at 1
Assassin: max 7, 1 for level 3, 1 per level after
Elusive: max 5, 1 per level
Organiser: max 2, 2 per level
Saboteur: max 7, 1 for level 3, 1 per level after
Spy: max 7, 1 for level 3, 1 per level after
Stockpiler: max 2, 2 per level
Fate Points: Begin at 1, max 5, 1 per level

Infantry: Base cost 2
Attack: Begins at 1, max 8, 1 per level
Defence: Begins at 1, max 7, 1 per level
Health: Begins at 1, max 6, 1 per level
Anti-Aircraft: max 6, 1 for level 3, 1 per level after
Anti-Missile: max 5, 1 for level 3, 1 per level after
Armour Piercing: max 2, 2 per level
Armoured: max 2, 3 per level
Disable: max 3/2, 2 per 1/0 or 0/1
Disarm: max 3/2, 2 per 1/0 or 0/1
Follow-Through: 3
Power Attack: 3
Rapid Reaction: 2, only if Attack, Defence and Health <4
Rapid Deployment: 2, only if Attack, Defence and Health <4
Tankbuster: 3

Vehicle: Base cost 5
Attack: Begins at 2, max 10, 1 per level
Defence: Begins at 2, max 10, 1 per level
Health: Begins at 2, max 10, 1 per level
Anti-Aircraft: max 9, 1 for level 4, 1 per level after
Anti-Missile: max 8, 1 for level 3, 1 per level after
Armour Piercing: max 3, 2 per level
Armoured: Begins at 1, max 3, 3 per level
Disable: max 4/2, 2 per 1/0 or 0/1
Disarm: max 4/2, 2 per 1/0 or 0/1
Follow-Through: 4
Power Attack: 4
Rapid Reaction: 2, only if Attack, Defence and Health <4
Rapid Deployment: 2, only if Attack, Defence and Health <4
Tankbuster: 4

Aircraft: Base cost 6
Attack: Begins at 2, max 8, 1 per level
Defence: Begins at 2, max 5, 1 per level
Health: Begins at 2, max 5, 1 per level
Armour Piercing: max 3, 2 per level
Disable: max 3/2, 2 per 1/0 or 0/1
Disarm: max 3/2, 2 per 1/0 or 0/1
Power Attack: 4
Tankbuster: 4

Missile: Base cost 2
Attack: Begins at 3, max 10, 1 per level
Defence: Begins at 1, max 4, 1 per level
Health: Begins at 1
Armour Piercing: max 4, 2 per level
Disable: max 3/3, 2 per 1/0 or 0/1
Disarm: max 3/3, 2 per 1/0 or 0/1
Power Attack: 3
Tankbuster: 3

Building: Base cost 4
Defence: Begins at 3, max 5, 2 per level
Health: Begins at 5, max 10, 1 per level
Anti-Aircraft: max 6, 1 for level 3, 1 per level after
Anti-Missile: max 6, 1 for level 3, 1 per level after
Armoured: Begins at 1, max 3, 3 per level
Organiser: max 3, 2 per level
Stockpiler: max 3, 2 per level
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Spiritcurse
Demi-Assassin
Demi-Assassin

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Join date : 2009-06-17
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