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CardName: Brainstorm (long) Cost: Type: Pow/Tgh: / Rules Text: Preliminary ideas. see comment. Flavour Text: Set/Rarity: History CCG None

Brainstorm (long)
 
 
Preliminary ideas. see comment.
Created on 02 May 2014 by amuseum

History:

2014-05-02 04:39:17: amuseum created and commented on the card Brainstorm (long)

Brainstorm ideas (long)

History of the World CCG

Based on Civilization-like games

Card types:
-City card: population, build stuff with material one at a time
-City subtypes: the name of the country where the city is located
-Terrain card: give yields: food, trade, material; adjacent to city, up to 4
-Terrain subtypes: names of different types of terrain, such as grassland, hill, forest, sea, etc.
-Unit card: combatants, utility, settle cities, work terrains, improve production, research, etc.
-Unit subtype: ground, aerial, naval, mounted, ranged, melee, motorized
-great people, specialists
-Event card: one-time effects: disasters, news, current events, etc.
-Event subtypes: "tactical", played during combat, influences combat outcomes; "diplomatic" spy games;
-Mod card: modifications, upgrades to other cards
-Mod subtypes: "resource" on terrains, such as cattle, iron, gems, bananas, fish; "upgrade" on units;
-Leader card: unique historical people, such as Julius Caesar, your allies
-Creation card: result of material and trade
-Creation subtypes: "building", "wonder", "work", "art"
-Tech card: research one at a time, pulling subgame, pull from deck, match alignment to tech's
-Tech subtypes: 1st age, 2nd age, 3rd age, etc.
-Policy card: governments, laws, social trends, diplomacy, spies

Traits:
-Units: offense, damage, hp, move?
-terrain : food, trade, material
-creation, mod: cost, culture
-tech: cost, grants

5 suits/alignments
-Financial: gold, Agriculture, Mining, Currency, Bartering, Banking
-Cultural: black, Cave Painting, Storytelling, Dance, Music, Theater
-Martial: red, Archery, Bronze Working, Gunpowder, Swordmaking,
-Technological: blue, Wheel, Calendar, Physics, Biology, Medicine,
-Philosophical: green, Worship, Funeral Rites, Naturalism, Monotheism, Polytheism,

Ranks on cards:
-city: 7 - 12 (used as city growth)
-unit: 1 - 6 (used as costs and strength)
-terrain: 2, 3, 5, 7, 9 (high: grant food for city growth, low: grant material for combat)
-others: 1 - 12 (used as costs during production and research)

Terminology:
-Zones:
--Map = in play (on the map)
--Treasury = draw pile (library)
--Council = hand
--Landfill = discard pile
--Lab = current tech being researched
--Tech tree = all finished techs

-Actions:
--consult = draw a card
--discard = send a card to the landfill
--explore = reveal top N cards from treasury, play an appropriate card from among them, then discard the rest.
--exhaust = turned 90 degrees (tap), of units and creations
--heal = remove damage counters from unit
--yield = sth produced by terrain and cities. namely food, trade & material

How cities and terrains work:
-city and terrain give yields: food, trade, material
-each population works one terrain, up to 4 terrains
-population can go as high as 13?; each above 4 grants 1 yield of your choice
-how to grow population?
-at beginning of turn, for each city, tally food in surrounding terrains. reveal that many cards from deck, if suit matches city and rank higher than current population, then increment poplution
-basic terrains: forest, hill, mountain, grassland, river, sea, desert
-mods for terrains: cattle, gems, coal, iron, etc.
-suits of cities: financial, etc.
-1st city and terrain are free; thereafter, new terrains are explored with units and new cities settled by settlers
-when you explore a terrain or city grows a pop, you may put a Resource mod on it; pull cards or from hand
-join separate land masses by playing new terrain card
-minimum 2 terrains between cities
-explore by using a unit's turn
-population scale: 13=8m+, 12=4m+, 11=2m+, 10=1m+, 9=500k+, 8=250k+, 7<250k

How production works:
-put creation, unit, or mod card under city face up
-cost = rank
-must meet requirements, based on suits on finished techs
-look for suits: 1 matching suit = 1, every 2 unmatch suit = 1
-bonuses (like cribbage): 2 cards add to 15 = 1; 2 cards same rank = 1
-e.g. researching financial tech, see some financial symbols in poker hand, add to tech.
-e.g. making martial building, see some martial symbols, add to building

How research works:
-new tech face up in play
-at beginning of turn, spend trade yields and put research counter on tech
-when research cost met, gain tech, and play new tech
-may swap tech, but lose all research counters

How economy / commerce works:
-trade yields from terrains
-upkeep for units, creations, and research (i.e. divide trade yields among techs, buildings, and units)

How policies work:
-how to deploy?
-what kind of abilities?
-diplomats, spies, agents, cold war, threats

How culture works:
-requires you have 1 culture to start culture battle
-during upkeep, may spend 3 trade to gain 1 culture
-culture also provided by some creations
-as an action or event or trigger, draw a poker hand
-culture can steal population from each opponent once a turn
-compare best poker hand
-what modifies poker hand size and redraws?
-stud poker: each contestant draws 5 cards and 1 more for each culture they have
-attacker wins: gain 1 pop and defender loses 1 pop in the cities of their choice
-defender wins: defender draws a card
-no flush or straight flush
-rainbow (all 5 suits) count

How combat works:
-melee, ranged, ships, air
-movement
-explore terrain, chance of reward (poker hand?)
-barbarians?
-attack, defend
-unit traits: offense, defense, mobility
-mods for units: weapons, experience, abilities
-skill check to deal damage: if pulled card is lower than offense, success
-attack city, if pop > stregth, lose 1 pop, else take over city
-guardian style? Players match up attackers and defenders
-damage is permanent; use a turn to heal
-cannot attack same turn unit is produced
-units enter play stationed in a city
-units use a turn to move between cities
-units can attack any city from anywhere
-units can block only city where it's stationed

How to win:
-Population: reach 20 pop total in all your cities
-Domination (martial): control all capital cities
-Economic (financial): control buildings and wonders total value N
-Artistic (cultural): control works total value N
-Scientific (technological): research techs total value N = 30, minimum 2 techs per age
-Social (philosophical): control policies total value N

Deckbuilding:
-High rank good for: city growth, stronger cards
-Low rank good for: combat pulls, faster production and research
-Mixed rank: cribbage bonuses to production and research
-Suits: poker hands
-Same suits: city growth, culture poker,
-Different suits: different techs and production
-"Face" cards: ranks P, E, G (prince/ss, emperor/ess, god/dess): what bonuses or abilities?
-how to handle multiple suit decks or cards? e.g. power plant requires both financial and technology
-Ages: many cards have age requirements. They cannot be played until you have entered that age. 3 techs of the same age move you into the next age.
-60 card deck, max 3 of any card except basic terrains
-few deckbuilding rules (1 to 5 suits in same deck okay, mix nations okay, mix techs okay)

General Design goals and constraints
-cores of the game: city, control, tech, resource management
-game length: 15 - 30 minutes

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