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STG rules thread - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: General Discussion (https://forum.ss13.co/forumdisplay.php?fid=7) +--- Thread: STG rules thread (/showthread.php?tid=3842) |
STG rules thread - pizzatiger - 12-24-2014 As you all know by now Haine has added a new card games know as STG so i have decided to make the rules for it and some ablitys for the people. Game setup+starting turns- This game requires a deck of 50 cards. Each player starts with 300 health and 5 cards. If you don't like your starting hand you can redraw and draw one less card, you may do this till you have one card left. Your going to need a d6 and a coin for this game too to settle random chance events. The game is played in turns where during each turn a player earn 5 resources and a card. They then may use resources to buy cards (Cards are worth their number in levels) or to fuel ablitys (I will explain more when we reach the ablitys part). You may NOT attack with a newly summon card unless you have charge. You must wait a turn before you may attack Attacking-When you attack someone you take you attack damage and subtract from their defense. You do not take any damage from them when you attack unless their job allows them to. Ablilitys-Cards will usually have a job infront of the name of the person on the card. This will dictate any of their special ablitys. Most ablitys will require half their level in resources to activate but some cards will have * infront of them which mean their ablitys happen automatically and are free Here are some i/other people have thought up so far Code: Clown-He can kiddnap opponets card.Every turn he flip a coin and if fails the flip he loses half his defense and the other dude escapes. If you kill the clown while the other dude is still kiddnaped the dude dies too. Security+Hos are also forced to attack you If you have any ideas for new rules, job powers or even change the ones i have already stated please tell me below Re: STG rules thread - CaptainBravo - 12-24-2014 this needs other classes of cards besides spacemen. im gonna suggest item cards get classified like in-game i.e. the size of an item dictates how you can play it. like a fryer would be in a class of card that sits on the table and provides a constant effect to both players(you can dip a card in it and use it to heal brute on spacemen? idk), but an extinguisher would be something you can attach to a spaceman card like he's holding it. maybe you can scavenge items from spacemen you kill, but only if they're so large they couldn't have been stored in the backpack it's christmas eve why are we thinking about poo spacmen cardgame god im gonna have an apple cider ![]() Re: STG rules thread - pizzatiger - 12-24-2014 CaptainBravo Wrote:this needs other classes of cards besides spacemen. im gonna suggest item cards get classified like in-game i.e. the size of an item dictates how you can play it. like a fryer would be in a class of card that sits on the table and provides a constant effect to both players(you can dip a card in it and use it to heal brute on spacemen? idk), but an extinguisher would be something you can attach to a spaceman card like he's holding it. maybe you can scavenge items from spacemen you kill, but only if they're so large they couldn't have been stored in the backpack I love this idea! I would love more possible types of cards which will allow me to make up more effects Possible sub decks- Creatures/spacemen Locations on the stations Items Food/chemistry Re: STG rules thread - Readster - 12-24-2014 There are plans for a load of new stuff that are going to be added to the cards. Maybe it's a bit early to be making a definitive list of rules but this is cool regardless. Re: STG rules thread - pizzatiger - 12-24-2014 Code: Chef-Gives another person taunt Re: STG rules thread - UrsulaMejor - 12-24-2014 I think a kaijudo-esque setup would be better. the top 5 cards of your 60 card deck get laid down as shields. if you have no defending monsters, opponent monsters can directly attack one shield per monster. a destroyed shield gets put in your hand. when you are out of shields, you lose. any card can be put down face down as a resource. each resource costs creates one mana, and you can use each resource for mana once per two turn cycle (they recharge at the start of your turn) space men are played using a number of mana equal to their level. each turn, starting from the turn after you played them, they can attack a defending space man's defense points, or if there are none, your opponent's shields. and that's it, really. no complicated dice rolling or health points or intricate resource management. Re: STG rules thread - pizzatiger - 12-24-2014 UrsulaMejor Wrote:I think a kaijudo-esque setup would be better. but all my fancy space powers! Re: STG rules thread - UrsulaMejor - 12-24-2014 this is ss13, any set of rules that take longer than 5 minutes to explain is gonna be hard to appeal to the average player. kaijudo was specifically developed to be simple and easy to understand. job powers and item stuff would build on top nicely as an "advanced" option Re: STG rules thread - UrsulaMejor - 12-24-2014 for example, HoS could have an ability called "armory", giving all security cards on either side +10 attack and double shield breaker or something |