Epic Duels: How to Play
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Epic Duels: How to Play
Okay here how game works
-Win by making enemy HP become zero
-Setup: both players draw 2 cards (maximum hand size = 5)
(To draw a card, use the online dice roller to roll a 6-sided die. You get the card of the number you rolled.)
DICE ROLLER
-Player 1 goes first and starts at position 3 on the field, while player 2 starts at position 5. (1,2,3,4,5,6,7)
Note: You must be standing in the same space as your opponent to be able to attack.
Turn order:
-Draw a card
-Gain 1SP (Maximum Capacity = 5SP)
-Take 2 actions
-End
An action can be
-Playing a card (attacking, etc)
-Moving one space
-Trading a card for 1SP or vice versa
-Discarding a card to draw a different card
Attacking and Defending
-The attacker posts his attack in spoiler text. This uses up the card.
It can be the attack value on the top of the card alone, or a special attack (the SP is consumed after the attack is revealed).
-The defender must post what card he is using to defend with, or that he is not defending.
-Then the attacker reveals what he was attacking with and subtracts the defender's defense value from his attack to tell how much damage the attack caused.
-This ends the attack (which took up one of the attacker's two actions).
Sample Card:
1: 5/2
Obliterate
7 Attack, the target cannot move next turn. (3SP)
(1:) - If I roll a 1, I get this card.
(5/2) - 5 Attack, 2 Defense.
(Space Shock) - The name of the card's special move.
(7 Attack, the target cannot move next turn. (3SP)) - The effect of the special move and its cost.
Last note: It might be a good idea to post what you have in your hand in spoiler text as well so spectators can tell what's going on in the battle.
Below this post is a turn template. Copy it to make posts go a bit faster.
To get the spoilers to work, put a / in front of the word spoiler in each second box.
-Win by making enemy HP become zero
-Setup: both players draw 2 cards (maximum hand size = 5)
(To draw a card, use the online dice roller to roll a 6-sided die. You get the card of the number you rolled.)
DICE ROLLER
-Player 1 goes first and starts at position 3 on the field, while player 2 starts at position 5. (1,2,3,4,5,6,7)
Note: You must be standing in the same space as your opponent to be able to attack.
Turn order:
-Draw a card
-Gain 1SP (Maximum Capacity = 5SP)
-Take 2 actions
-End
An action can be
-Playing a card (attacking, etc)
-Moving one space
-Trading a card for 1SP or vice versa
-Discarding a card to draw a different card
Attacking and Defending
-The attacker posts his attack in spoiler text. This uses up the card.
It can be the attack value on the top of the card alone, or a special attack (the SP is consumed after the attack is revealed).
-The defender must post what card he is using to defend with, or that he is not defending.
-Then the attacker reveals what he was attacking with and subtracts the defender's defense value from his attack to tell how much damage the attack caused.
-This ends the attack (which took up one of the attacker's two actions).
Sample Card:
1: 5/2
Obliterate
7 Attack, the target cannot move next turn. (3SP)
(1:) - If I roll a 1, I get this card.
(5/2) - 5 Attack, 2 Defense.
(Space Shock) - The name of the card's special move.
(7 Attack, the target cannot move next turn. (3SP)) - The effect of the special move and its cost.
Last note: It might be a good idea to post what you have in your hand in spoiler text as well so spectators can tell what's going on in the battle.
Below this post is a turn template. Copy it to make posts go a bit faster.
To get the spoilers to work, put a / in front of the word spoiler in each second box.
Last edited by Catbread on Sun Aug 30, 2009 4:56 pm; edited 3 times in total
SHSL Gang Leader- Exodus
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Re: Epic Duels: How to Play
Draw:[spoiler][spoiler]Current Hand:[spoiler][spoiler]Cards:
SP:
My Position/Enemy Position:
Action 1:
Action 2:
Current Hand:[spoiler][spoiler]Cards:
SP:
My Position/Enemy Position:
SP:
My Position/Enemy Position:
Action 1:
Action 2:
Current Hand:[spoiler][spoiler]Cards:
SP:
My Position/Enemy Position:
SHSL Gang Leader- Exodus
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Re: Epic Duels: How to Play
Helpful Abbreviations
c# - The card you're playing, as in "c1: 5/2"
spc# - A card's special move, as in "spc1: Obliterate"
a - Attack, as in, "3a"
d - Defense, as in, "3d"
dmg - Damage
p - Position, as in "p5"
c# - The card you're playing, as in "c1: 5/2"
spc# - A card's special move, as in "spc1: Obliterate"
a - Attack, as in, "3a"
d - Defense, as in, "3d"
dmg - Damage
p - Position, as in "p5"
SHSL Gang Leader- Exodus
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Re: Epic Duels: How to Play
what's with the range on attacks if you can only attack when your on the same space?
Re: Epic Duels: How to Play
Some attacks are ranged, these will say how far they can shoot in the attack description.Tsukune wrote:what's with the range on attacks if you can only attack when your on the same space?
SHSL Gang Leader- Exodus
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Re: Epic Duels: How to Play
AHA
I had an idea about how to make playing the game less complicated.
Instead of "drawing cards", each character has a movelist with many different moves on it, all of which cost Action Points, which would regenerate quickly. More AP spent = better moves.
This would eliminate the need for "cards" and the diceroller and would offer more strategic options, because everyone would have access to all their moves all the time.
Other things that might help:
Eliminating the "movement" aspect, to avoid having to keep track of position. I probably won't end up doing this because it'd take away a lot of the characters' individual strengths, but it's something to think about.
I also want to add:
Stage effects - because that would be cool
Ultimate Moves - same reason. These wouldn't be too hard to add, I just never got around to it.
Thoughts?
I had an idea about how to make playing the game less complicated.
Instead of "drawing cards", each character has a movelist with many different moves on it, all of which cost Action Points, which would regenerate quickly. More AP spent = better moves.
This would eliminate the need for "cards" and the diceroller and would offer more strategic options, because everyone would have access to all their moves all the time.
Other things that might help:
Eliminating the "movement" aspect, to avoid having to keep track of position. I probably won't end up doing this because it'd take away a lot of the characters' individual strengths, but it's something to think about.
I also want to add:
Stage effects - because that would be cool
Ultimate Moves - same reason. These wouldn't be too hard to add, I just never got around to it.
Thoughts?
SHSL Gang Leader- Exodus
- Favorite Tales Game :
Posts : 4164
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Re: Epic Duels: How to Play
I can see a potential problem actually-
If the "card drawing" is removed, there wouldn't be any random influences on gameplay. That's not a huge problem, but without some random events, matches could become too much of the same thing each time.
Possible solutions:
-Instead of "2", attack/defense values are more like "1-3". This'd require the diceroller, though.
-Special moves become available randomly. This would also require the diceroller, and I'm not too sure how it'd work exactly- maybe it would work like the "hand" system from before.
-Characters pick moves from their full movelist before a battle, letting them change their styles between fights. It's not the most "random", but it could keep fights fresher, and it'd help keep characters from having poor matchups, because it'd let the player pick moves that are effective in different situations.
I like this one.
Yeah, I could even get more in-depth with it, like so:
Raptor has an extra weapon slot and can equip a tazer or a handgun, and his grenade belt can hold one-two types of grenades (flash, smoke, frag, etc).
...Thoughts?
If the "card drawing" is removed, there wouldn't be any random influences on gameplay. That's not a huge problem, but without some random events, matches could become too much of the same thing each time.
Possible solutions:
-Instead of "2", attack/defense values are more like "1-3". This'd require the diceroller, though.
-Special moves become available randomly. This would also require the diceroller, and I'm not too sure how it'd work exactly- maybe it would work like the "hand" system from before.
-Characters pick moves from their full movelist before a battle, letting them change their styles between fights. It's not the most "random", but it could keep fights fresher, and it'd help keep characters from having poor matchups, because it'd let the player pick moves that are effective in different situations.
I like this one.
Yeah, I could even get more in-depth with it, like so:
Raptor has an extra weapon slot and can equip a tazer or a handgun, and his grenade belt can hold one-two types of grenades (flash, smoke, frag, etc).
...Thoughts?
SHSL Gang Leader- Exodus
- Favorite Tales Game :
Posts : 4164
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Re: Epic Duels: How to Play
it doesn't seem bad but I don't know I guess we have to test (nightmarre)
Re: Epic Duels: How to Play
Sounds pretty cool, actually. I don't know if I'm up for testing it out though, as I've barely played that last battle and I feel bad for it already, so I don't need to double my guilt.
Re: Epic Duels: How to Play
WhatNightmare wrote:guilt
No cut it out you shouldn't feel guilty
But the system isn't complete enough for a test anyways. Once it is, then I'll post it and I can get to that.
SHSL Gang Leader- Exodus
- Favorite Tales Game :
Posts : 4164
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