Card Game

Progress. Its strange when I'm making a card game based on GURPS. I gave up designing card games back in college but, strangely this all makes sense. The system I outlined is original and based on historical warfare. Of course I took the "bowed" or "Tapped" element to keep track of cards that have acted. Otherwise it combines GURPS realistic human stats and applies them in a simple card game to resolve mass battles.

Encounters. Whats the point of mass battles unless you can zoom in to the thick of the action. Usually players get to role-play the first few seconds of a engagement. Large numbers fighting can take a while and highlighting some scenes has some movie-like storytelling aspects. Depends on how much time the GM has, he can play out a battle where there are different opponents and different situations. In the Dark Ages there is not so much fighting formation opposing forces just swarmed one another, which is best for Holywood Style warfare. In eras where fighting in formation is the norm, this narrows heroic actions to those in the front line. Breaking the opposing force's frontline formation takes some tactics and great personal fighting ability, heroic actions while in formation can improve morale but require creativity and great personality, and a very clever leader can always just use his forces effectively to do the job (which is the contest of tactics).

Ok the system is almost done except for a few rules tid bits so now I'm mostly going to prepare art for the cards. German Gothic infantry and cavalry mostly (for Vitigis's army) and the various types of cavalry (for belisarius' army).

First I have to get those basic cards fixed, then I'll move into the Wealth and Influence to determine forces. A Price tag per card equal to the cost of supporting the unit per month. Individual Pay + Cost of Living. then the option of Sacking/Pillaging to make up for that. I guess I have to make all transactions in pounds of gold, because thats how the Strategikon Measures it.



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