hunting-party/notes/wpi-brainstorming.md

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2023-04-02 15:09:53 -04:00
- Attacks show a 5x5 grid marking the hit zone
- Attacks mark out zones they hit, player chooses one zone
- Monster attacks must be relative to the torso (deck)
- Hunter attacks are relative to the hunter
Special effects
- Move parts/hunter
- Monster must obey specific rules (all cards touching torso 8 directions)
- Some monster attacks move the hunters that get hit
- Status effects
- Put a token on a hunter or monster part
- If N tokens would be placed, do different effects and clear
- Effects
- Poison (2): Damage when using that part/attack
- Paralyze (2): Can't attack for a turn
- Blast (3): 2 damage
- Blight: Weakness from that type while token is on
Damage
- Defaults to 1 for all attacks
- Have elements, but those only trigger weakness/immunity
- Weakness should be used sparingly/as part of blight
Monster Parts
- Only have so many of a type out in play at a time
- 2 claws
- 1 fang
- 1 tail
- 2 special (breath, wings)
- Identity card gives deck building restrictions (element, what kinds of specials)
- Shows how many defeated cards are necessary to enrage
Enraged
- Deals extra damage but also takes extra damage
Hunter cards
- Prebuilt Deck Composition
- Identity/Hunter card
- 5 Items
- 3 Weak Attacks
- 3 Strong Attacks
- 6 Special Attacks
- Items get discarded on use, attacks don't
- Healing
- Take cards from top of discard
- Movement
- Can move one space before attacking
- Some attacks move the hunter
Buffs
- Rotate to show timing
Classes
- Sword and Shield (Starter)
- Defense/parry/counter cards
- Slashing weapon
- Katana
- Stances add persistent buffs, but also weaknesses (movement speed, rage)
- Slashing weapon
- Chakrams
- Highly mobile, most attacks allow movement "through" the monster
- Slashing weapon
- Hammer (Starter)
- Slow, lay down self-buffs, but requires buffs to deal damage
- Blunt weapon
- Hunting Horn
- Cue up to 3 buffs, then activate them all for whole team a round
- Blunt weapon
- Leaping Staff
- Switch between ground and aerial combat
- Cards launch you in the air for N turns (acts like a buff)
- These same cards should be weak in the air, to prevent putting too many in there
- Mobile while in the air
- Blunt weapon
- Bow
- Ranged, but needs to aim (and thus get pulled in range)
- Ammo as a buff?
- Piercing weapon
- Piercing Weapon 2
- Piercing Weapon 3