Difference between revisions of "Combat"
(Add stack based combat concept.) |
(→Stack Based: Much better retreat rules.) |
||
Line 23: | Line 23: | ||
Combat is a handled as an [[implied ability]] on characters that reads: | Combat is a handled as an [[implied ability]] on characters that reads: | ||
− | ''<card partial='1'> D: This | + | ''<card partial='1'> D: </card>This deals X [[damage]] distributed any way among any number of [[target]] characters, where X is less than or equal to the [[character]]'s [[attack]], then this character may move to target neighboring area that is nearer the nearest character that is not on this [[area]]. Each target character must be assigned at least one damage and the total must be less than or equal to this character's attack. The ability may only be played on a movement stack and has a range of 0 regardless of the range of this character. This action is called a combat action.'' |
This is the entire system. These actions are handled exactly the same as any other action on the movement stack. The name combat action is only given to allow other cards to treat combat actions specially. | This is the entire system. These actions are handled exactly the same as any other action on the movement stack. The name combat action is only given to allow other cards to treat combat actions specially. | ||
Line 32: | Line 32: | ||
* Characters can "dodge" combat damage by moving off the area while the damage is on the stack. This could become a problem, if it is too easy to dodge. However by dodging you are basically giving up the area to your opponent so it could be counter acted by making area control more important. Also the damaging player could "chase" them if it had some way of moving. ([[Target]]ing rules are important for all this.) | * Characters can "dodge" combat damage by moving off the area while the damage is on the stack. This could become a problem, if it is too easy to dodge. However by dodging you are basically giving up the area to your opponent so it could be counter acted by making area control more important. Also the damaging player could "chase" them if it had some way of moving. ([[Target]]ing rules are important for all this.) | ||
− | |||
[[Category:Glossary]] | [[Category:Glossary]] | ||
{{Needs work|Sanity check and choose one of the ideas. Retreat rules.}} | {{Needs work|Sanity check and choose one of the ideas. Retreat rules.}} |
Revision as of 23:53, 2 April 2007
There are currently 2 ideas of how combat should work. The #Stack Based system is more elegant, but more or less untested. The #Special Event system is more traditional and is very similar to how combat is handled in Magic and other games.
Special Event
Combat occurs when characters controlled by different players are in the same area and any of those players wishes to enter combat. This check is made at the end of every stack (REWORD!).
If none of the players who control an undrained character on the area want to have combat occur combat does not occur. However if any player who controls an undrained character on the area wants combat to occur it does. A drained character does not allow a player to initiate combat.
When combat occurs each non-drained character deals its attack in damage spread as its leader chooses among the opposing characters. After combat each player may retreat their characters.
It works as follows:
- The player with initiative assigns the damage of all his/her characters in one step.
- Each other player does the same, proceeding in turn order.
- The player with initiative becomes active and a fast action stack is played out.
- All characters deal damage as they were assigned to.
- Starting with the player with most total endurance on the area where combat occurred (computed as the sum of all the endurances of the characters controlled by that player) and progressing the order on decreasing total endurance, each player may choose whether or not to retreat. If any player chooses not to retreat then all other players must retreat. To retreat a player moves each of their characters at it's normal movement speed to another area. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative).
- All retreat movement occurs simultaneously.
- All characters involved in the combat are drained.
Stack Based
Combat is a handled as an implied ability on characters that reads:
: This deals X damage distributed any way among any number of target characters, where X is less than or equal to the character's attack, then this character may move to target neighboring area that is nearer the nearest character that is not on this area. Each target character must be assigned at least one damage and the total must be less than or equal to this character's attack. The ability may only be played on a movement stack and has a range of 0 regardless of the range of this character. This action is called a combat action.
This is the entire system. These actions are handled exactly the same as any other action on the movement stack. The name combat action is only given to allow other cards to treat combat actions specially.
Discussion
The following are some of the interesting implication of this system. These are all results of the above rule combined with the rest of the rule set.
- Characters can "dodge" combat damage by moving off the area while the damage is on the stack. This could become a problem, if it is too easy to dodge. However by dodging you are basically giving up the area to your opponent so it could be counter acted by making area control more important. Also the damaging player could "chase" them if it had some way of moving. (Targeting rules are important for all this.)
Note: This page needs to be updated to reflect changes in the game or need to be worked on for other reasons.
Sanity check and choose one of the ideas. Retreat rules.