Codename: Dragon: The Concept
It's a two-player card game about the showdown between St. George (patron saint of England and a bunch of other places) and the dragon. It's a Good Little Game, so 18 cards, some counters representing George's hit points and the dragon's hit points and some dice (a few for each player). One player plays St. George, he has nine cards, a few hit points and several (4? 5?) dice. The other player plays the dragon, with more hit points, but fewer dice (3? 4?).At the beginning of the game both players roll all their dice. Then each round both players simultaneously choose a card (representing an attack, defence or movement) and optionally a die. Once chosen, both players reveal their chosen card, action them and then discard them and any die they chose.
The cards represent attacks (which do more damage for high die rolls), defence (which work better with low die rolls), movement (between long and short range) and a recoup card which lets you draw back the cards from your discard pile to your hand and re-roll all your dice.
The game has two ranges, long and short. At the beginning you are at long range. Some attack and defence card only work at long/short range and the ninth card that both players have is a double-sided cheat sheet showing which cards work at the current range. Each player has cards that let them move from short to long range and vice versa. If one player advances and the other retreats they stay at the same range, if both advance they are at short and if both retreat they are at long range. If only one player moves then the range changes as appropriate for the card played.
First player to run out of hit points is slain by their opponent.
Some details
The game is asymmetric, the dragon cards are different from George's cards and have different strengths and weaknesses. I'm thinking the dragon cards will be:- Cheat sheet
- Recoup
- Breathe fire (long range, high damage)
- Bite (short range, medium damage)
- Slash (short range, low damage)
- Block (medium protection)
- Flap (high protection)
- Advance (move long -> short)
- Retreat (move short -> long)
- Cheat sheet
- Recoup
- Charge (long range, high damage + move long -> short)
- Hack (short range, medium damage)
- Slash (short range, low damage)
- Combo (short range, medium damage, can be played immediately after Hack or Slash if they did damage)
- Block (short range, low protection)
- Dodge (all damage avoided)
- Retreat (move short -> long)
An example card
An example of what I'm thinking to make the above a little more tangible:Slash (St. George)
Can only be played at short range.
Damage done:
If no dice: 0
If 1/2/3 on the die: 1 damage
If 4/5/6 on the die: 2 damage
Flap (Dragon)
Can be played at long or short range.
Reduce damage by:
If no dice: 1 damage
If 1/2 on the die: 4 damage
If 3/4 on the die: 3 damage
If 5/6 on the die: 2 damage
Obviously, I'm going to have to play this a lot to adequately balance it, but what are your first impressions? Any ideas? Want to help test it when the files and rules available? There's PIPs in it!