Sorry to resurrect this dead thread, but I decided I wanted to try and have fun with this.
So I made some rules that if anyone cares to review could be used as a groundwork for this thing (if anyone is still interested that is)
The rules use very similar concepts from the solitaire games linked above, but offer a bit more customization for specific scenarios, and the hero(ine) being used for a game.
These aren't final, or totally complete yet, but I wanted some evaluation to see if anyone thinks this is something that will work.
There a 6 types of cards that will be placed into a deck
-Attack Cards (Cards used by the player(s) that inflict damage on a target. ex. Punch)
-Defense Cards (Cards used by the player(s) that negate damage done to them. ex. Dodge)
-Support Cards (Cards that help the player usually outside of combat. ex. Health-Kit)
These cards will fall under being an Item or Action card.
-Item Cards are various objects that a player may find during a game, some of which (mainly weapons) may be equipped by the character, and will be noted with the tag equip to use. Weapons will have certain tags that describe what sort of damage they do. ex. Rending, Explosive, Acidic, Impact, etc. (ex. Combat Knife would be Rending)
-Action Cards are things the player can now do, drawing one from the deck implies that the character now has the opportunity to perform said action (ex. Grab, Dodge, Neck Snap)
Some action cards may be used with item cards, for example: If a character's starting weapon is a pistol, but want to use a card that requires Rending, if they have an equip able item like Combat Knife, then they can pull it off. A character may only have one item equipped at a time, and its attack replaces the character's basic attack.
The other 3 card types are:
-Minion Cards enemies that player(s) will face over the course of the game. Most will be easily defeated zakos, but may include tougher, more elite zakos, to add a little variety and challenge for the players. (ex. Henchwomen, Security, Mercenaries)
-Boss Card the ultimate goal of the game to eliminate this enemy, some will be as strong as the player(s) themselves, others may rely mostly on their underlings to win, giving zakos support and bonuses. (ex. Crime Lord, Super Villain, Giant Mecha)
-Event Cards represent random occurrences during a fight or tactics used by the enemy to defeat the player(s), these cards can either benefit or hinder the player. (ex. Fall Back, Building Collapse, Ambush)
At the moment I'm thinking for a basic game something like this for a deck
15 Minion Cards
1 Boss
13 Items
13 Actions
10 Events
Generally what sort of cards placed into a deck would describe what sort of scenario the player(s) are doing (ex. A water based scenario would have things like SCUBA Girls, Harpoon Guns, and maybe some sea monsters that would attack both the player and the zakos)
Phases
Flip Phase
-Draw 2 cards (+1 per additional player)
-Max 3 cards in player's hand
-Put enemies drawn on the table
-May discard cards from hand and replace with new cards drawn this round.
Fight Phase
-Players may use attack (A) cards
Minion Phase
-Enemies attack, damage spread evenly (Damage done by enemy will be stated on their card)
-Players may use defense (D) cards
Recovery Phase
-Players may use support (S) cards
-Players may switch equipped card
I also wanted to implement Karl's hit point idea, this will apply to all characters (players, minions, bosses, etc.) I'm planning on having certain things be triggered by how a character is killed (ex. A Necromancer boss would resurrect cleanly killed enemies as zombies, forcing the players to either knock out a zako, or finish her off in a way where her corpse would be useless.)
HP:0=Downed (Character is knocked unconscious, but relatively fine, players may be able to awaken themselves if given assistance)HP:-1=Clean Kill (Character is killed in a fashion where there is little blood, and the body is completely intact)
HP:-2=Messily Killed (Character is killed in a gory fashion, usually something that causes significant damage such as decapitation, being split in two, or a particularly bad bullet wound.)
HP:-2>=Gibblets (Character has been reduced to nothing more than a pile of guts, a red smear on the floor, or a scorch mark.)
[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]Onething I forgot to put in was how a player's character stats work.Most, if not all of these are pretty self explanatory.[/FONT]
[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]HitPoints[/FONT][FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]-Howmany points of damage a character can take before beingdefeated/killed[/FONT]
[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]Intelligence[/FONT][FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]-Acharacter's smarts, will often help players using more advanced gear.(ex.Explosives, health-kits)[/FONT]
[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]Speed[/FONT][FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]-Howagile a character is. Mostly used for defense cards, though certaincharacters will use speed as a basis for their attacks.[/FONT]
[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]Strength[/FONT][FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]-Howstrong a character is, mostly used for attacks.[/FONT]
[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]Weapon[/FONT][FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]-Acharacters starting weapon, will look something like this. (SilencedPistol. 2 Damage [Ballistics])[/FONT]
I have lots of ideas for cards, I just need to find a proper format and finish up the rules first, these rules of course are subject to change, and are likely to once I can start testing this.