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Each player has a 'sufficient' number of tokens for each gesture.  (You only ever need to keep the last five, and anti-spell seems quite common)

The tokens are long dominoes, with a line for every spell.  The line will be blank for those spells which this gesture does not take part in, and have a part of a conintuing pattern (and number) for each spell they do posess.
The 'ends' of spells should be clear.

(This may well need a cutting down of available spells to be practical, I feel the invisibility spells would be the best to go.)

Clap would, of course, be a double tile.  (As would double-w,s I guess)

Argh - you'd need multple spell lines for any spells with the same symbol in them more than once.

The advanatage of this is fast play (choose a tile and slap it down) and fast resolution (find an unbroken line with an 'end of spell' symbol on your rightmost tiles and say 'I cast that')

While still retaining all of the original gameplay.

You'd want cute little monster tokens and lifebeads too, I guess.


But I don't know how tall the dominoes would have to be.  This may be impractical.
It's over 30.  Lightning bolt gives me problems.  You'd want to include a 'half surrneder' graphic top and bottom of p.
(PeterTaylor) Alternatively provide the cards in pairs. Increases the number of cards needed to 64 combinations x 5 moves, but simplifies two-handed gestures.
Easier and more frantic to play randomly, but harder to play tactically then.  (more looking for the desired bits of cardboard)
I'm just looking at the 'w' tile - it seems not so bad actually, as long as you don't mind numbering where in the spell you are as (2 or 4).  You also want to put 'how many tiles before completion' on, to make reading your opponent easier.  --Vitenka

May need to analyse the grammer - some gestures obviously prevent other spells (bolt and 'p' for example) so you could re-use lines and use colour to show the change.


An alternative might be to use the gestures like filters.  But the possibility of doing WWS instead of WS seems to break that.

Drat.  Does the game work well with a vastly reduced set of spells?


Hmmm - looks like 16 lines is actually sufficient.  Still pretty big tiles though.
And don't forget a tile for declaring targets (did you amnesia YOURSELF for protection, or them as an attack?)


Play is, obviously - place tiles face down, both players flip them over, resolve.

Even better - tiles for the declared casts (since multiple spells COULD cast on hand, but you only choose one.)  Then you need 16+(n*5) tiles - which isn't so bad.  Double tiles should be done as two half tiles, so as not to give away that you're doing it.  Plus that way you can glitch someone into a half-clap.



Yup it works, with almost reasonable tiles.
The lines seem to be:
(may be able to cut that down a little further - e.g. paralysis and shield can share a line)
Does shield/surrender need a line of its own? Just have a pastelly shield symbol as the background for all P tiles.. - MoonShadow
(PeterTaylor) If you ditch the "gestures to completion" bit you can merge most pairs with common prefixes - e.g. Cure Light Wounds (DFW) and Blindness (DFWFd).
True, but then only the ending letters can announce which of the two spells it is.  Colours might work.  I think it's time to try it out and then refine.  Can I get 16 lines on something roughly the size of a playing card?  --Vitenka

Also need something to differentiate the gestures.  Background colour, maybe.

The tiles (with those lines) would be:
D P F S W  (Need lots of those)
Clap top
Clap bottom
Stabbity
Spazzed out
d w s  top
dws bottom

Seems plausible?

... ACK!  I misread the table.  There are TWICE as many spells as I thought.

That makes finishing cards somewhat implausible.

I agree with merging intro sequences into the same line.  I think I need to play with the grammar some more to see how ferw lines can be used.  Another layout may be needed.  (Individual gesture tiles seems best, but how to highlight impending sequences?)

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