Name of the game goes here, which I haven't decided on... :confused:
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First off, let me describe the board. There are walls attatched to each card. Each wall touches two cards to which they apply to. The walls interact with the side touching them. Likewise, there are circles in the middle. One for each card. I'll get to these later. Each card has 5 sides which entales 5 numbers for each. Card 1 is the top-most card, and I refer to them in clockwise manner being increasing. Ten in the highest card label, for there are then cards. Likewise, the top-right most wall is number one and they follow suit with the card labels in clockwise fashion. More details on the board will come as the rules are explained more.
Board
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Rules that apply to this game
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- Plus
- Minus
- Same
- Immune
- Reverse
- Wall Combo
- Card/Wall Combo
- Card/Card Combo
- Max Level
- Min Level
- Elemental
- No dupes
- Open
- Order
- Starter
- Sudden Death
- Wager
- Random
All of these except the various types of combos I feel are self explanitory to any experienced Triple Triad player, so I'm not going to explain those. Below are the explanations for the combo rules.
Little Game Example
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Wall Combo
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Two numbers per card touch two different walls. Each wall has its own innate, random number. Look at card #2 for example. It has a 1 touching a 9 (wall 1). Likewise, it also has a 5 touching a 5 (wall 2). Since 9 + 1 = 10, and 5 + 5 = 10, this would satisfy the plus rule and a combo could be triggered by one card and two walls. The reason I called this a wall combo is because it is involving the two walls and one card. The way I'd like to design this is so a wall combo cannot trigger a combo in the cards. It can only have the chance at taking the card next to card 2 in this case. The criteria for taking the cards next to card 2 (card 1 and card 3) would be if the wall combo is initiated AND the wall number is higher than the adjacent/corresponding numbers on cards 1 and 3 respectively.
In this case, say cards 1 and 3 were placed down first before card 2. Then card 2 was placed down. A wall combo would be initiated because of the 1 + 9 = 10 and the 5 + 5 = 10 from before. From what was just explained, only card 1 would be taken. This is because the wall 1's number, which is 9, beats card 1's corresponding number, which is a 7. Card three would not be taken because wall 2's number, which is 5, does not beat card 3's corresponding number, which is a 7.
Let me further explain this phrase, "The way I'd like to design this is so a wall combo cannot trigger a combo in the cards." Continuing from the card 2 placement and that wall combo being triggered, card 1 was taken, right? So let's say there was a card 10 down there too before the placement of card 2. Let's also say card 10's corresponding number to card 1's number 4 was a 3. (So there'd be a 3 touching card 1's four.) In the event of the wall combo, card 10 wouldn't be taken because the combo doesn't continue within the cards. It stops with the two adjacent cards. In this case, ONLY cards 1 and 3 had a chance at being taken with a wall combo involving card 2.
I hope that is all clear. XD
Card/Wall Combo
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Alright, so the second type of combo...
This happens when a plus, minus, same, etc occur between one wall/card and the same card/another card. From the picture, card 1 would innitiate this combo by having the 8 + 1 = 9 and the 5 + 4 = 9 plus rule occur. I would like to design this rule, so the combo only has ONE travel chance. What I mean by this is... If card 2 and 3 were laid down before card 1, then the plus would be innitiated once card 1 was placed. Card 2 would be taken by the plus, and the combo could only travel to card 3. Let's just say the 9 on card two took card 3. Card 3 wouldn't continue the combo to card 4 because it already had a chance to travel one card. I know this is limiting, but due to the limited number of cards, I think this would be best. Notice, there are four chances per card to create this plus, minus, same, etc innitiation. That's high, so I wouldn't recommend turning them all on. I'll lay down what I think the default rules should be later, but I think they should be customizable for player's fun.
Card/Card Combo
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This is the combo that occurs when plus, minus, same, etc happens between two cards strictly. Notice there is only one possible way for this to happen. With this type of combo, I feel an infinite chain of combos should have the chance of happening. This would be like a combo in Triple Triad... Same thing.
Center Circles
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This is another little twist I thought that might make the game more interesting. There are ten circles. On any one turn, two of these circles would be say... red (for active). The other eight would be say... grey (for dead or neutral). Each turn, the active circles would change randomly. Now, when a player places a card next to a circle that is active, the number corresponding to it could challenge the other active circle's number on the board (if there's a card where the other active circle is). In the event that the card's number you place down is larger, you get the other card it challenges somewhere on the board. Theoretically, you could do the same, plus, minus stuff, but I think there are enough of those already going around, and this should strictly be greater than for normal play, and less than for reverse play. These circles could be played with or without. They could be turned on like any other option/rule while setting up a game.
Thanks for taking the time to read this. Any and all feedback would be helpful. Would you guys/gals find this game fun? Something new for a change, that's for sure. The most would that would need to be done is building a new deck for this game. There are two types of cards that would need to be make. You can see that from the picture. Five of each kind... It'd take a little bit of work, but I could definitely get under way with it if this game is liked by the majority and Atom is approving of this, and willing to code it... Well, I'll leave it at this. Comment away please!
Thanks again,
Gene-Splice

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What if the values of the walls randomly changed every turn?















