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"Spores" The skirmish game by Wonky Goblin Miniatures and Games

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Card Activation system

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My game uses a card system, I haven’t seen anything like this and in play testing it has worked very well.

From this point on I refer to a single character miniature or a pair of miniatures on the same base as a unit. 

Each player will deal a hand of cards equal to the number units they have in play at the start of the round. This is from a personal deck for each player.

Players take turn playing cards. The player must decide to either take the “Action” effect of the card and activate one of their units, or take the “Reaction” effect on the card were the opponent gets to active a unit first.

Once the player who got the “Action” effect has activated their unit, the other player takes the “Reaction” effect and actives their unit.

Then it’s the turn of the second player to chose and play a card.

Each miniature/Character you take on your team has four cards that have different Special effects. The first example card above has Shot Action special effect and a extra movement action effect. The second has two more powerful actions.

The Game has this structure.

Prematch setup (Both players)

  • Select what units you wish to use, take their cards and add them to your deck.
  • deploy units and objects based on scenario.
  • Deal a hand of cards equal to the number of units you have in play.

Game phase

  • First player decided by scenario selects a card to play
  • Decides on either “Action” or “Reaction”,
  • Player who gets “Action” resolves the action then actives one of their units.
  • Player who gets “Reaction” resolves the reaction then actives one of their units.
  • Then the other player plays a card

This repeats until nether player has a card in their hand.

  • Based on the scenario, any points would be scored
  • Then Each player would deals a new hand of cards equal to the number of units they have in play and repeats the game phase. If there are not enough cards in the deck to deal a full hand to either player the game moves to final scoring.

 

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limburger

(1) remove the background, or at least don’t put it behind the text
The outlined text does help, but it can be very distracting.
Some of the character/theming will be lost, but I prefer clarity over theme for things like this.

(2) the text for actions/reactions need to be as short as possible. Avoid ‘if’ clauses.
First example could probably be shortened to :
Action : extra move (for one unit)
Reaction : extra shoot action (for one unit)

Maybe find a way to introduce easy to read icons for actions ?
Although that can probably wait until you’ve worked out what kind of action/reaction combos you’ve got.
If everything always applies to a single unit then there’s no need to waste extra words on explaining such things.

limburger

I think it will depend on the variety of actions as well as the ratio of regular vs more powerful unique actions available to a player.

Maybe a joker card that can do anything basic or a method of discarding cards so you can at least do something at any given turn?

Relic knights, mythic battles and blood&plunder all have variants of such actions that help mitigate really bad options.

Are spores part of the mechanics? Do players collect them? Could they be used as part of the cards actions to improve odds or get extra cards or something to that effect?

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