Objective Cards - The Playtest

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Sir Sporktimus
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New Card and Amendments

Post by Sir Sporktimus » Sun Apr 12, 2015 2:57 pm

So, after thinking about the ruleset some, and adding in a few more point-delivery methods, I decided to add two more Quests and three more Missions to the game. Both to balance out the lack of Move (green) and Defense (blue) objective cards, but also to play on a few new ideas. And I apologize for the terrible image quality.

Image

New Quest Cards:
Hold the Fort
Keep your base safe until the end of the game. (Potentially could play off Ruination, but also ensures that the player with this card will be playing more defensively, and thus be more obvious to the other players that he's got this card, which in turn means an increased likelihood of attack in order to stop him from earning the points.)
Patriot
Keep your Flag secure until the end of the game. (It may seem redundant, but I thought it was important to make the distinction. Flags have a more important role to play in the game now, as described below, and it gives the player with this card a dilemma.)

Image

New Mission Cards:

Speed Racer
Touch every enemy base with one unit. (This card is likely to be worth quite a bit, given how difficult a feat this could prove to be. If it's too hard, I'll likely delete the 'one unit' part.)
Longitude
Sail across the largest body of water, from one side to the other. (So if there's an ocean of roughly the same distance on all sides, it'd just be from one shore to the opposing one. For something like a river, however, that would imply sailing the length of it.)
Use Your Head
Make a kill with the body of another enemy. (I think this one explains itself.)

In addition:

Flags can now be used to Claim baseplates and buildings. To do this, only the team claiming the area can have units on it. As of current, each team has only one flag, giving them the choice to maintain a protected position or try for a more valuable one. Claimable objectives are divided into these point groups, or the rough equivalent:

16x16 Plate - 2 points
16x32 Plate - 4 points
32x32 Plate - 8 Points
48x48 Plate - 16 Points

When claiming a plate/structure, the team has to place the flag in the center of the area, or somewhere appropriate should a center be difficult to find. This flag will remain there until the end of the game, at which time the points its worth will be cashed in - this is assuming, however, that no enemy finds a way to destroy or steal the flag. Given this, it is now possible to steal a bases' flag while an enemy unit still stands on it, as this forces enemies to make a stronger effort in protecting their base. In addition, in a game where there is a claimable objective marked over ten points in value, the player holding Patriot will have to make a decision - to settle for the ten points gained by protecting their flag, or venture out and risk them for a higher bonus. While two or four points might not seem like much, they can often be the deciding factors of a game. In addition, earning Instant Bennies now earns points as well:

First Blood - 3 points
King of the Hill - 5 points
Last man Standing - 4 points
Enemy Ground - 2 points for every unit within 4" of an existing enemy base.

A full-scale playtest to come soon!
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Re: Objective Cards - The Playtest

Post by Valiant » Mon Apr 13, 2015 6:50 pm

"But how are we going to get through?"
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Re: Objective Cards - The Playtest

Post by Sir Sporktimus » Sun Apr 19, 2015 7:40 pm

Playtest Two: Notations

Image

The second playtest seemed to go remarkably well. It was a pretty small map featuring Blue Heliad Sciences against a force of knights and sci-fi mining equipment, with a spattering of dungans, orcs and other pretty mindless civilians. The point system seemed nicely balanced, and kept the potential for either team to win right up until the end of the game. The opposing player completed No Hard Feelings and Killzone 8, whilst I completed Fluffy, though Speed Racer was within a turn's completion if my sprinter hadn't been eaten by sharks. I also believe that my new statcard for Sharks makes them quite powerful, however, this isn't an issue when they're mindless. The two in this game, however, were controlled by the other player, and they must have devoured half a dozen guys who had the misfortune of falling in the lake. The cards also play off eachother nicely, as we ended up with No Hard Feelings and The People's Hero as our quests - to kill and protect the natives, respectively. More playtesting to come in the near future!
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Re: Objective Cards - The Playtest

Post by collsipp » Mon Apr 20, 2015 3:28 pm

This is excellent! The objective card system is coming a long way. I hope there are more playtests in the future.

Is it possible to scan the cards and put them in a public document so others may download them?
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Re: Objective Cards - The Playtest

Post by Sir Sporktimus » Mon Apr 20, 2015 5:46 pm

collsipp wrote:This is excellent! The objective card system is coming a long way. I hope there are more playtests in the future.

Is it possible to scan the cards and put them in a public document so others may download them?
There isn't yet, but after a little more testing there will be. I want to make sure there's no glaring problems before making it accessible to the public, and making final drafts of the cards.
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Re: Objective Cards - The Playtest

Post by Valak87 » Tue Jun 02, 2015 12:31 pm

We use our Objective, inspired from Risiko, since few months and the game is much more funny.
I like your Cards, i'll use them.

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Re: Objective Cards - The Playtest

Post by Darthnox129 » Sat Aug 08, 2015 4:02 pm

I hope you don't find problems here and that you can post downloads of these. Bluebright's are great too, but I like the open objectives idea where anyone can grab the points, and these seem much more generic, there aren't any very specific battlefield requirements. :tiger:
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Re: Objective Cards - The Playtest

Post by runnybabbit223 » Wed Aug 19, 2015 8:11 pm

Had any of you thought of making the cards, and flag zones, to earn CP points for army boosts?

Just while you lot are on the subject of "new ways to play," we (i.e. my Brikwars community) had come up with a game type a bit like this about a year ago.

we used a system similar to the flags-and-bases-type, where we had "drop zones" a 4x2 flat of different colours that give up to 20CP if your team had a unit on it.
The games worked pretty well, as two teams would fight for the more valuable orange drop zone one wold often beat them with a mass amount of lesser, red drop zones. All the drop Zones gave the same amount, but some produced quicker than others, if you put a lot of lesser zones and only one or two bigger zones on the battlefield the game was reasonably balanced. Here's the stats of zones.

Any team can capture any drop zone if they put a mini-fig on top of it and kill whoever was on top of it first.

Orange 4x2 = produces once every two rounds (providing a mini-fig is on the zone, usually only one on the battlefield.)
Blue 4x2 = produces once every three rounds (often put in starting bases)
Red 4x2 = produces once every four rounds (usually in places easy to defend)

All the drop zones need a mini-fig on the slab at all times otherwise the clock for them would restart.

We also recently made our own objective cards,(some directly copied off Sir Sporktimus's cards.) once they were completed they would give anywhere between 10CP and 25CP.

Hope that helps. :warhead:

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Re: Objective Cards - The Playtest

Post by Aslocate » Sun Aug 30, 2015 9:18 am

Have you thought of maybe rewarding more points the quicker you complete the objective? All missions have a base point value, and every round, it loses one point from its maximum. This would only be the case with missions, though, so quests would still grant more points, since they have no point dropoff. For example, Fluffy, the mission card, begins with 10 points. Every round it loses one point of its value. Say the Jawjun Peaches capture an animal on turn 6. The Peaches gain the reward for the quest, but since it was turn 6, they only get 4 points. If the Peaches completed the "No Hard Feelings" quest on turn 7, then they would still get the full point value of the quest.
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Re: Objective Cards - The Playtest

Post by Aslocate » Sun Aug 30, 2015 9:07 pm

I really like the idea of objectives rewarding CP upon completion, too.
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Re: Objective Cards - The Playtest

Post by Aslocate » Sun Aug 30, 2015 9:10 pm

It encourages greater competition and makes the objectives more rewarding
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Re: Objective Cards - The Playtest

Post by runnybabbit223 » Mon Sep 07, 2015 7:15 am

Ok I did a playtest with the CP points.
We took out the points for winning just to test the idea,
it worked really well, with the cards granting between 15-40 CP, although the aggressive cards were a bit unbalanced, as you would lessen the nuber of enemy units to increase your own.

Then, sparked by our first success, we tried to add in "objective" cards. The idea was to have a card that was given with the quest card, and compleation meant instant victory.
The problem was, the cards were harder to accomplish than simply killing all the enemy, so everone just ignored the card.

Still thinking on the aggessive cards though, a grant of 2-4 instant bennys pahaps?
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