ec2-3-143-9-115.us-east-2.compute.amazonaws.com | ToothyWiki | MaxDymond | RecentChanges | Login | Webcomic This is a card game. You are rune magicians. You enchant cards into magical runestones, which then do special things.
Gameplay:
Start with 4 basic red/white and 2 basic green/black cards in hand.
Start with 5 power tokens.
Have a deck of basic red/white cards, a deck of basic green/black cards, and an advanced deck, central for everyone, facedown.
Have a central pool of power tokens.
Max hand size is 7.
Turn steps:
Beginning of turn (Beginning of turn trigger happen)
Empower step (Put tokens on runestones according to their static effect)
Draw step (Draw from any basic deck)
Dispel step (Can dispel any runestones to reclaim their power)
Enchantment step (Can create runestones)
End of turn (End of turn triggers happen)
Tidyup (Discard down to hand size)
During your enchantment phase you can (by default) create one full runestone from the cards in your hand.
A full runestone consists of one Trigger, one Action and one Static.
Runestones have to connect together.
Triggers, Actions and Statics have a power cost on them. To create a runestone you have to be able to put that many power tokens on that full device
You can only have 3 runestones at once, by default (to keep the board state manageable). If you want to create a runestone and you don't have space, you have to dispel one of your runestones during your dispel step.
To dispel a runestone, reclaim the Power tokens on it. Put the cards into the relevant discard piles.
This is the main way of getting more Power than you start with.
Card types:
Triggers. When the trigger event happens, do the action. E.g. "At the beginning of your turn", "At the end of your turn", "Whenever you draw your first card in a turn".
Could also have activated triggers with limited activations - maybe for an expansion.
Actions. Coupled with triggers. "draw a card".
Static effects. Affects the game state all the time. E.g. "You can have one more card in your hand; # Charge".
Effect cards. Can be played whenever. Cost Power tokens to cast. Go to the discard pile when resolved.
Other mechanics and thoughts:
Power tokens. More powerful cards require more power to create.
No cheap negative abilities - it should cost you lots of power for negative effects
If a deck is empty, shuffle the relevant discard pile for that deck into that deck.
Queue triggers clockwise from the current player. Resolve triggers first in, first out.
Winning:
The game ends when someone builds a device which says that they win.