Wizard Academy Chapter 245: Source of Godhead
1. Game name: Wizard
2. Game features: Since the processing of non-electronic games requires players to read, it is precisely because of this feature that changing the rules of the big tree into the rules of the forest is more suitable for the human brain to process.
3. Game Background: Magic and Elements
4. Producer Name: Your Humanity
5. Game duration: 1V1, 10 minutes
6. Game accessories: This game only needs character cards and playing cards, no health bars, no attribute values, and no rules
7. Game preparation: take out a pen and paper and a deck of cards, and then you must understand what the landlord is saying, and the world is yours when you understand it
The more professional landlords here, such as the names of the artists, characters, and skills, are very powerless. I hope my friends will spray it.
It starts
Picture above
I. Skills
♠♠: Indicates that it takes two spades to activate the effect
♠x3: Indicates the effect after consuming 3 spades of the same point to activate
♠♠♠? : Indicates that it needs to match three spades and a pending card to activate the effect after
This kind of representation with a question mark is usually followed by the card type and corresponding effect of the pending card, which is a simplification method
For example
The second skill in the picture can be separately expressed as "♠♠♠♠: Any target performs..." and "♠♠♠♢: Any target HP-1".
Skill effects are expressed in natural language, and can also be simplified accordingly to contain clear meanings.
Of course, the expression method is ever-changing, here are just three examples
Second, life value: red number 6
Then is the health bar. The cards in the discard pile that deduct blood directly represent the amount of blood you have lost (this is an optimization method, you can use other methods such as blood bar cards), deduct 1 point and take 1 card and put it on it. ahead of you. It is better to place it in a conspicuous place where it is not easy to mix.
Three, magic value: blue number 8, perception: green number 6 and mental strength: green number 2
Magic value: hand limit
Perception: The number of cards that can be viewed during the draw phase
Mental power: the number of cards that can be obtained during the draw phase (only the cards you are looking at can be obtained, and the rest are placed on the discard pile or the bottom of the deck)
Magic value is nothing, perception and mental power are similar to Zhuge Liang's "stargazing" skill, and mental power is usually smaller than mental power, so these two attribute values mainly used for drawing cards are written in one piece. It is easy to recognize, the larger value is the perception, the smaller is the mental power. So in this picture, when the model card is viewed, 6 cards are first viewed, and then 2 of them are obtained.
Don't look at the value too much, the content is actually very simple, doing this is actually doing a job of filtering cards, which is equivalent to the magician collecting the surrounding elements. If it is really troublesome, just keep a life value, and then draw 2 cards each time, and the upper limit of the hand card is life value.
Then there is really nothing here. The main mechanism is driven by element cards (replaced with poker here), and skill activation is mainly based on collection and molding, plus an optional card screening mechanism to simplify the blood deduction mechanism. Then, if there are friends who have studied this, you can discuss it together. If you don't understand this, you can ask the landlord, and the landlord will continue to update.
Purpose: After understanding how to use this random element collection mechanism, you can use this mechanism according to your own wishes and styles, and this post is mainly about this mechanism.
Features: Because of the tree-like rules (I really don't know how to name it, just call it that, mainly because you know the meaning) Although it is convenient to use, it is relatively difficult to design, because the deck, consumption, Most designs such as effects and assignments must be considered comprehensively. To balance the game as a whole, the more the design goes to the later stage, the more it needs to be considered. It may not be considered. It is recommended to test the adjustment of the side settings, and then see if you can optimization. But once the design is complete, it's just as easy to play.
Then let me explain the tree-like rules and tree-like rules (first of all because the name is made up by myself)
I. General (public) rules and sub-rules
An example of a game that contains "kill":
The general rules are public rules. For example, under normal circumstances, everyone can play a kill every round, and the effect is the same, and the upper limit of each person's hand is equal to the existing life value, etc., no rounds are drawn. 2 cards, such rules are usually default rules, unspoken rules, if you don't read the manual, you don't know at all.
The sub-rules are directly explained on the generals' skills, weapons, kits and other cards. You don't need to check the manual to understand.
Second, the tree-like rules and tree-like rules
To be precise, the tree-like rules mean that the sub-rules account for the majority ~IndoMTL.com~ the total rules are in the minority, and they are also comprehensive rules, and the tree-like rules are also, but on the contrary, the general rules account for the majority, and the sub-rules account for the minority.
Tree-like rules: reduce a lot of systemic general rules, increase sub-rules, write most of the rules on cards, easy to read
Example: Various Trading Card Games
Features: The types of units are unlimited
Tree-like rules: the main body is the public rules, players must understand them before they can play, and there are usually few or no sub-rules
Example: games like chess, backgammon, go, military chess, and landlord fighting are typical games that are completely invisible from the surface.
Features: The types of units are limited
Speaking of this, some people may think that the rules of the woods are the same as the rules and methods used in the trading card game, you are right, that is the case, which is one of the reasons why it is popular, the huge number of The rules of the game are allocated to each card, and the reading of a large paragraph of rules is changed to a small paragraph, which increases the gameplay without becoming more troublesome. And most collectible card games still retain some general rules that require additional reading to maintain some necessary gameplay (such as how to summon when summoning, how many cards can be drawn per round, game flow, etc. Such rules, although there are not many, but there are still), the current card gameplay revolves around the sub-rules on each card, sometimes adding a little public rules, because the rules are ever-changing and endless (just Like MC code bricks), so you can do it indefinitely.
After that, the owner's personal expansion of this, the expansion is mainly the expansion of the general rules, that is, add some mechanisms, and then if the skills are designed, it will be better to share them together