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- Goal is to rescue/capture the enemy's princess by getting into their tower.
- Usual Deck, Hand, Field format, but with a special Tower Zone. Players do a combination of building a party of adventurers to make raids on the enemy's tower and fortifying their tower.
- It takes an action to:
- 1. Make a run on your opponent's tower
- 2. Upgrade your tower with money (short-term upgrade in reaction to a single enemy run)
- 3. Draw an extra card
- 4. Place a hero on the field
- Round Cycle:
- 1. Draw, Discard if over hand limit
- 2. Placement. Place Heroes/Upgrades on field. Response cards can be played. (responds to opponent's placement
- 3. Determine initiative (Dice? Some sort of stat based on heros? Bidding war?)
- 4. Take turns making runs on the opponent's tower until you are both out of actions or neither of you can make any more runs.
- 5. Reset Phase
- Win Conditions:
- 1. Capture the opponent's princess (relies on a certain number of successful raids)
- 2. Capture enough enemy heroes
- 3. Make your tower Unassailable
- Faction determines tower type, choices of Princess.
- Token Generation/use a primary function?
- Food Tokens: Can be used to pay to send Heroes from the hand on a run against the tower. Can be used to fortify the tower in an ongoing basis
- Finance Tokens: Can be used to pay for equipment, some effects. Can be used for short-term fortification of the tower.
- Advancement Tokens: Can be used to pay for various effects, can be used to upgrade the tower permanently.
- Starting Decks:
- Team Humie (Human, Knight)
- Team TECH (Dorf, Golem)
- Team Society (Goblin, ?)
- HUMANS
- Tower Tower: No special pluses or minuses. 2 food, 2 finance, 2 advancement per turn. Draw 1 card per turn. take 3 actions per turn.
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