Weekly Update 6/18/13 – Now With Pictures!
This week has been fairly productive. I finished most of the card templates for When Worlds Collide and made progress on Elementary. This update will focus mostly on When Worlds Collide, abbreviated as WWC for the rest of this post, and explain some of the mechanics in the game.
Creatures: Creatures are the most common obstacle that the players will face in WWC and they offer a chance to earn all three of the resources in WWC.
Creatures have several features listed on their cards. First at the top of the card is the creatures name, which has little to no effect on game play. Secondly right below the creatures name is the creatures native world and sub-type which several classes, events, and abilities interact with. There are currently five worlds and seven sub-types in WWC.
The next set of information is the stat bar on the right. The Difficulty is indicated, Easy in the Goblins case, which is a measure of how difficult the creature is to kill and also indicates how many trophies the creature is worth. The difficulties are Easy, Medium, and Hard and provide one, two, and three trophies respectively.
Below the Difficulty are four symbols that list the creatures health, toughness, damage, and loot. Health, the heart symbol shows how much damage the creature must take in order to be killed. Toughness, the shield symbol shows how much damage the creature reduces attack rolls by. Damage, the crossed sword symbols, shows the amount of damage that the creature does to players after they attack. Loot, the stacked coins symbol, show how many and what type of loot dice the player rolls after defeating the creature. In the case of the Goblin the player would roll one Common loot dice.
Locations: Locations are where the players will encounter the creatures.
Locations also have several pieces of information on them. At the top of the card is listed the locations name, the locations home world, and the type of location, starting or advanced. again the name has little to no effect on the game play mechanics but the locations home world does interact with several other mechanics and only starting locations will be present at the start of a game. The Right side of the card also explains any special rules for the locations and the number of creatures that spawn at the location.
Bosses: Bosses are the main antagonists in WWC some of them have effects that last throughout the game whether they are in play or not while others only affect the game while they are in play. At the start of a game players will put three bosses into the summoning pool.
Once again there’s a lot of information on the card and as usual we start with the name and its home world. Bosses share some stats with creatures but a few of them work differently. Toughness works just like with creatures it reduces damage from attack rolls. Damage works almost the same for bosses as it does for creatures, the only difference is that bosses get to attack before the players. The black hole symbol is the bosses maelstrom threshold, which fills up slowly as the players roll dice. Health also works differently for bosses. Instead of having an amount of damage that must be inflicted they have wounds and each wound works like a creatures health stat. For example Leviathan has ten wounds with damage thresholds from eight to five. the first wound would be inflicted to Levithan if a player could deal eight damage to Leviathan. Wound thresholds are broken from left to right, so if Leviathan had five wound counters on him a player would only need to inflict six damage to add the next wound counter. Once the boss is out of wounds it is defeated
Lastly below the bosses stats any boss special effects are listed. Leviathan has an effect that only happens when it attacks and changes the normal boss attack mechanics, but other bosses change different parts of the game.
Classes: Classes provide players special attacks, actions and passive benefits.
Classes also have lots of information on their cards. As usual the top of the card lists the classes name and its home world. On the left side of the picture the classes special actions are listed along with the class passive. Special actions have a charge cost in the alchemists case the costs are; 2,3,5 each ability can be used once per round at any time during a round. Some abilities add extra effects to attacks, like the first two abilities listed on the Alchemist others provide other benefits, like the third ability listed on the alchemist card. The class passive is a benefit that the class provides to the player for the entire game, even if the player takes a new class.
On the right side of the card the class stats are listed. Attack is the number of Attack Dice the class adds to the players attack rolls. Health is the amount of damage the player can take before losing a life. The max charge is the amount of charge a class can hold at one time, players gain charge by attacking and through dice rolls. The last two pieces of information listed on the alchemist are it’s starting item and that Alchemist is a basic class. Starting items are given to each player at the start of the game and basic classes are the only classes available at the start of the game, if this was an advanced class there would be requirements for gaining the class listed instead of starting items.
I’m also going to talk about winning the game briefly. The players win under one of several conditions:
Clear the Locations Deck. The players win if they would put a location into play but the locations deck is empty and no bosses are in play.
Clear the Creature Decks. The players win when there are no creatures in play and no cards in any of the creature decks and no bosses are in play.
Clear the Bosses. The players win when there are no bosses in play or in the summoning pool.
Posted on June 18, 2013, in Elderhaven News, Projects, When Worlds Collide and tagged Board Games, Cards, Dice, Doug Whitley, Elderhaven Entertainment, Game Mechanics, Indie Developer, Loot Fest, When Worlds Collide. Bookmark the permalink. Leave a comment.