hunting-party/notes/wpi-brainstorming.md
2023-04-02 15:09:53 -04:00

2.5 KiB

  • 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