Objective Cards - The Playtest
Posted: Thu Apr 02, 2015 8:18 pm
I have to say I was really inspired by Bluebright's battle reports and the way his mixed objective cards change up the game and all-around make things more interesting. In essence, each player has a list of secret objectives that they must accomplish in exchange for points, which is how the game is scored. However, on a recent post of his, Stubby suggested a version of the game in which goals are placed in the open for anyone to accomplish, and the point value for completing a goal increases the longer that it remains unachieved. Thus, drawing off the general idea of these giants of brick-gaming, and filling in some of my own material, I present a poorly-drawn, hand-made draft for a card-based objective system that I'll likely be using in many future games.

In essence, there will be two kinds of cards - Missions and Quests. Each player is given one Quest at the opening of the game. This objective only known to the player who drew it, and remains secret until the end of the game. If they manage to accomplish it, it's worth 10 points.

Quest cards:
No Hard Feelings
Wipe out all native civilians on the board.
Sworn Enemy
Kill the Hero of the player to your left before anyone else does.
Hunting Season
Kill all the native wildlife on the board.
Going Green
Burn down 3 trees. Withe fyre ablaze!
Noble Cause
Defend the hero of the player to your left.
The People's Hero
Keep at least 3 natives alive.
Precious
Defend the Artifact.
Treasure Hunt
Add all the Treasure Chests to your inventory. By bringing them back to your base.
Mission Cards, on the other hand, are available throughout the entire game for anyone to accomplish. At any given time, five random mission cards are placed on the board, free for anyone to accomplish. After First Blood is drawn, (worth 1 point), each Mission card will accumulate one brick for each turn that it remains unaccomplished. When the Mission is completed, the player collects all the bricks (each one equivalent to one point) on the card, and a new one is drawn from the deck and added to the queue.

Mission cards:
Solo Act
Only one hero should be taking the stage, and that's you. Eliminate the competition.
Poor Man's Weapon
Make a kill using a Random Object.
Cast it into the Fire
There is an Artifact hidden on the board. Destroy it. Artifact Armor: 1d10
Ruination
Destroy one enemy base. Base has 2d10 armor, +1d10 with Flag. No enemy unit must be standing on the base in order to steal a flag.
Killzone 4
Kill 4 enemy units.
Killzone 8
Kill 8 enemy units.
Buddy System
Lose 4 of your units to enemy fire.
FLUFFY
Bring a wild animal back to your base alive. It'll sit there until the base is destroyed.
Change of Command
Capture an enemy vehicle and pilot it back to your base.
Headcount
Bring the heads of 3 enemies back to your base.
Capture the Flag
Take an enemy's flag back to your base. No enemy unit must be standing on the base in order to steal a flag.
Ends of the Earth
Get a unit to the corner of the board furthest from your base. Easy, right?
As per Bluebright's ruleset, the game ends when the first team is eliminated. Players participate in equal squads, which might be equivalent to one hero and five normal units, or a more varied 50CP or 100CP force. Playtesting demonstrations to come soon! Comments, feedback, and suggestions are more than welcome, and these rules are subject to change at any time based on the ideas below.

In essence, there will be two kinds of cards - Missions and Quests. Each player is given one Quest at the opening of the game. This objective only known to the player who drew it, and remains secret until the end of the game. If they manage to accomplish it, it's worth 10 points.

Quest cards:
No Hard Feelings
Wipe out all native civilians on the board.
Sworn Enemy
Kill the Hero of the player to your left before anyone else does.
Hunting Season
Kill all the native wildlife on the board.
Going Green
Burn down 3 trees. Withe fyre ablaze!
Noble Cause
Defend the hero of the player to your left.
The People's Hero
Keep at least 3 natives alive.
Precious
Defend the Artifact.
Treasure Hunt
Add all the Treasure Chests to your inventory. By bringing them back to your base.
Mission Cards, on the other hand, are available throughout the entire game for anyone to accomplish. At any given time, five random mission cards are placed on the board, free for anyone to accomplish. After First Blood is drawn, (worth 1 point), each Mission card will accumulate one brick for each turn that it remains unaccomplished. When the Mission is completed, the player collects all the bricks (each one equivalent to one point) on the card, and a new one is drawn from the deck and added to the queue.

Mission cards:
Solo Act
Only one hero should be taking the stage, and that's you. Eliminate the competition.
Poor Man's Weapon
Make a kill using a Random Object.
Cast it into the Fire
There is an Artifact hidden on the board. Destroy it. Artifact Armor: 1d10
Ruination
Destroy one enemy base. Base has 2d10 armor, +1d10 with Flag. No enemy unit must be standing on the base in order to steal a flag.
Killzone 4
Kill 4 enemy units.
Killzone 8
Kill 8 enemy units.
Buddy System
Lose 4 of your units to enemy fire.
FLUFFY
Bring a wild animal back to your base alive. It'll sit there until the base is destroyed.
Change of Command
Capture an enemy vehicle and pilot it back to your base.
Headcount
Bring the heads of 3 enemies back to your base.
Capture the Flag
Take an enemy's flag back to your base. No enemy unit must be standing on the base in order to steal a flag.
Ends of the Earth
Get a unit to the corner of the board furthest from your base. Easy, right?
As per Bluebright's ruleset, the game ends when the first team is eliminated. Players participate in equal squads, which might be equivalent to one hero and five normal units, or a more varied 50CP or 100CP force. Playtesting demonstrations to come soon! Comments, feedback, and suggestions are more than welcome, and these rules are subject to change at any time based on the ideas below.
