Game Code/Resolution System/Card Combat

From Elder Tale Online MUSH
Jump to: navigation, search

Card Combat

Gameplay Setup

A player takes the lead in creating a Combat Session.

+card/create

Players then join the session.

+card/join Session Number

The player that goes first has 2 energy to use. Someone who is targeted by an attack will gain 1 energy for the standard total of three. Starting in round 2, unless there's an exception, the game keeps the 3 energy max going.

Basic Gameplay Cycle

The basic gameplay cycle is as follows.

0. Player 1 checks his Queue for incoming cards, and strategizes based on what is incoming.

+card/queue

1. Player 1 plays up to their Energy in cards. Some cards cost 1 energy, some cost 2. The player will be playing both Defense, Utility and Offense cards during this time in one go. As such, if you are waiting for other players who still have to attack you, wait for them to do so.

+card/play Card
+card/play Card=Target,Target2
+card/play Card=Target,Same Target,Same Target

2. Player 1 indicates they are done, which will run everything in their Queue in the order of: Utility, Defense, Attack. This command will afterward reset their energy, **discard** their hand, and draw a new hand of cards.

+card/done

3. Player 2 starts the same actions. Go around until everyone has played. If a split-off is required, create multiple combat sessions.

Order of Operations

When the +card/done is given, the turn proceeds in the following order:

  • All Effects without <Hit Duration> are activated.
  • All Round Duration values decrease by 1.
  • Utility Cards are activated
  • Defense Cards are activated
  • Incoming Attack Cards are activated
  • Outgoing Attack Cards become Incoming Attack Cards for next turn
  • End Turn
  • Cards are dealt, 2 (+/- Draw Up and Draw Down) from each of the Utility, Defense, and attack decks, to the next player.

Win Condition

The win condition is, in general, simple. If someone's HP drops to 0, they are out. It is possible to go beyond 0 HP as a condition. See below under 'All In'.

Effects

When you apply an Effect, make sure to look at the important details of those effects. The Trigger, Intensity, and Duration.

Example of Piercing Strike card.

[Applies <Guard Down> to target, <on activation> (Lowers Guard Power by <1>) for <2 hit(s) / 2 round(s)>]
  • The Effect is the buff/debuff being applied. <Guard Down>
    • For a list of common effects, see the Card Effects tab.
  • The Trigger is when it starts taking effect. <on activation>
    • On activation: The card activates on normal Order of Operation (Utility, Defense, Incoming Attack)
    • On play: The card activates immediately.
  • The Intensity is how intense the effect is, and is usually accompanied by a description of the effect within parentheses. <1>
  • The Duration is how long it lasts. This can be expressed in either Hits or Rounds. <2 hit(s) / 2 round(s)>
    • Hit Duration is how many 'hits' or either an Damage or Defense type card it'll affect, until it disappears.
    • Round Duration is how many 'rounds' (The amount of times you press Done) it remains.
    • If there is both a Hit and Round Duration, whichever one is first met, makes the effect disappear.

If there are multiple instances of an effect, the one with the highest intensity acts. As such, it is discouraged to stack effects that do the same thing.

All In

It is possible to put a Memory down, before you drop to 0 HP. This will allow you to keep fighting beyond 0 HP. But each drop in HP has a chance of disabling the person, and permanently erasing that Memory from their memories. The higher level a Memory is, the longer one will stay up.