This week I started to design the cards and I’ll do an update on that progress soon. More importantly, I’ve temporarily finalized the gameplay of my game. Now it is subject to change, but as of right now this is the version of the game that I will be playtesting with going forward. The deck size has also been changed to 45 cards. The game starts with a basic coin flip to determine who goes first. Each player will draw seven cards and the game will begin. During each players first turn they can’t attack the opposition, and it is usually the time they will fill out their defensive area.

Mockup of board with all six Time Beasts in the defensive area

Opponents will begin to use time to attack each other and this is where some new additions to the game will be entered. There are two areas on the board, apart from the time pieces, deck and discard pile. Those are the defensive area and the attacked area. The defensive area is where creatures that can defend and be hit by damage go. For example, say you have your whole defensive area filled with the maximum six time beasts, and you attack the opponent with two of them. Those two attacking creatures go into the attacked area. These creatures cannot be hit by the opponent during their turn, but the rest of the creatures can. If you were to attack with all six the opponent would bypass the defensive area and hit you and your time pieces directly, no matter how much the attack would normally do. Being hit directly results in a loss of 3 time pieces, while losing a creature will cost you 1 or 2, depending on the card.

Board setup after attacking with three Time Beasts

That is the basic combat mechanic that makes up most of the game. There are other cards, called gadgets, that use time that allow you to look for a time beast, or put a gadget from your discard pile into your hand. I’m not going to cover those now, but I’ll probably cover those when I do a deck analysis of the two decks being created. Right now I want to cover the time pieces and the late game. Throughout the game you start to lose time pieces, and you have to manage that resource in order to attack effectively. But when you typically get into the end of the game, you start to find yourself limited in the moves you can make. This is where the comeback mechanic will come in. Once you are down to six or less time pieces, you will be able to flip all of the pieces over. This allows you to make some moves but doesn’t allow for everything. Once you are down to three or less time pieces you will be allowed to attack for free, twice. These attacks can be of any cost and from any creature. You also retain the ability to flip all of your pieces over at the start of your turn. The pieces are going to be color-coordinated so that you know when you gain that ability. Pieces 1-3 are going to be red, 4-6 are orange and 7-24 are green. The games that I’ve played with this ruleset have been pretty close and they have a good bit of strategy with them now. As of right now, the mechanics are in a good place and I’m beginning to focus on the card artwork.

Ryan
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2 thoughts on “Gameplay Update

  1. Comeback mechanic seems like a genius idea, Ryan. Is that adapted from some other tabletop gameplay? I get that the idea itself appears in lots of different forms, but I like that at a moment of desperation everything is upended and the player has additional room to make trouble for whomever is in the lead.

    How does it look when you’ve trialed it in playtesting so far? Can you imagine scenarios where someone intentionally lets themselves lose, only to take advantage of your comeback mechanic for the win? More importantly, maybe: Would that be so bad?

    1. So far the comeback mechanic has been an interesting addition. It usually comes in during the last few turns as you can’t rely on the mechanic in order to win. However, it does influence what the opponent should do, in terms of playing around that condition. While I was playtesting, my opponent took out one of my Time Beasts and got me into that comeback range, leading to my ability to take them out in my following turn. If they hadn’t gotten me into that range, I wouldn’t have been able to take them out and would have lost.

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