80 lines
2.5 KiB
Markdown
80 lines
2.5 KiB
Markdown
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- Attacks show a 5x5 grid marking the hit zone
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- Attacks mark out zones they hit, player chooses one zone
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- Monster attacks must be relative to the torso (deck)
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- Hunter attacks are relative to the hunter
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Special effects
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- Move parts/hunter
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- Monster must obey specific rules (all cards touching torso 8 directions)
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- Some monster attacks move the hunters that get hit
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- Status effects
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- Put a token on a hunter or monster part
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- If N tokens would be placed, do different effects and clear
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- Effects
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- Poison (2): Damage when using that part/attack
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- Paralyze (2): Can't attack for a turn
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- Blast (3): 2 damage
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- Blight: Weakness from that type while token is on
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Damage
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- Defaults to 1 for all attacks
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- Have elements, but those only trigger weakness/immunity
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- Weakness should be used sparingly/as part of blight
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Monster Parts
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- Only have so many of a type out in play at a time
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- 2 claws
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- 1 fang
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- 1 tail
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- 2 special (breath, wings)
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- Identity card gives deck building restrictions (element, what kinds of specials)
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- Shows how many defeated cards are necessary to enrage
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Enraged
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- Deals extra damage but also takes extra damage
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Hunter cards
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- Prebuilt Deck Composition
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- Identity/Hunter card
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- 5 Items
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- 3 Weak Attacks
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- 3 Strong Attacks
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- 6 Special Attacks
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- Items get discarded on use, attacks don't
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- Healing
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- Take cards from top of discard
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- Movement
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- Can move one space before attacking
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- Some attacks move the hunter
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Buffs
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- Rotate to show timing
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Classes
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- Sword and Shield (Starter)
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- Defense/parry/counter cards
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- Slashing weapon
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- Katana
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- Stances add persistent buffs, but also weaknesses (movement speed, rage)
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- Slashing weapon
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- Chakrams
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- Highly mobile, most attacks allow movement "through" the monster
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- Slashing weapon
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- Hammer (Starter)
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- Slow, lay down self-buffs, but requires buffs to deal damage
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- Blunt weapon
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- Hunting Horn
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- Cue up to 3 buffs, then activate them all for whole team a round
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- Blunt weapon
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- Leaping Staff
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- Switch between ground and aerial combat
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- Cards launch you in the air for N turns (acts like a buff)
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- These same cards should be weak in the air, to prevent putting too many in there
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- Mobile while in the air
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- Blunt weapon
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- Bow
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- Ranged, but needs to aim (and thus get pulled in range)
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- Ammo as a buff?
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- Piercing weapon
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- Piercing Weapon 2
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- Piercing Weapon 3
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