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CardName: Playtest v0.0 Cost: Type: Pow/Tgh: / Rules Text: Playtest results and analysis for preliminary development phase. Flavour Text: Set/Rarity: History CCG None

Playtest v0.0
 
 
Playtest results and analysis for preliminary development phase.
Created on 03 May 2014 by amuseum

History:

2014-05-03 19:42:58: amuseum created and commented on the card Playtest v0.0

v0.0 initial testing

Tested with standard playing cards. Results may not hold when using actual cards and constructed deck.

City building is the resource management engine in this game. Feels very much like a board game, which pays homage to other civilization games and differentiates it from other card games. More exciting here due to the "growth" mechanic: draw and reveal cards equal to your city size and food yields, then add their ranks. If the total is equal or greater than the city's population times 5, then increment the city's pop.

Research and production is just putting counters until it meets the cost. Need to decide the tempo for early and late game cards. Each player researches one tech at a time. Each city builds one thing at a time. So controlling more cities lets you build more things. But settling a new city means lowering another city's pop by 2. So you can't expand too fast.

Culture battles, separate from unit battles. Attacker and defender draws 5 cards, plus 1 more for each culture they have, like stud poker. Then they make the best 5-card poker hand. No flushes or straight flushes. Rainbow--all 5 suits--count as bonus. If attacker wins, they add 1 pop and defender loses 1 pop to the city of their choice. If defender wins, they draw a card. Obviously more culture gives you better chance of winning, but not guaranteed. So there's a risk of attacking with culture; don't want everybody to attack every turn without thought. Furthermore, must have 1 culture before you can start culture battle. Gives you time to build up your pop and defense.

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