| eugman on Fri, 20 May 2005 18:48:51 -0500 (CDT) |
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| [s-d] The proposasl script does like cards games. |
Hmmm seems to be broken. I didn't notice it until I tried to start making a new prop. Hmmm maybe I should run before wonko hits me with a large fish....
I'm guessing the use of the æ symbol screwed things up.
> EugeneMeidinger has amended p88.
>
> ---------------------------------
> Proposal 88/3: Cards aren't really dangerous, silly!
> A Standard Proposal by EugeneMeidinger
> Last modified on nweek 89, nday 4
>
> [[ I still am not sure how to make use of freight yet. Still need to add a
> buttload of cards.]]
> [[I may be missing some parts let me know if I am missing anything as I may have
> forgotten something.]]
> Change the first sentence of Rule 1-3 of the Collectable Cards Rulebook to
> read:
> {{
> Players may be Card Players. Players are initially not Card Players.
> }}
>
> In rule 2-1 of the Collectable Cards Rulebook replace the paragraphs defining
> rarity and type with the following:
> {{
> Rarity - Rarity is a nonnegative integer between 0 and 5, inclusive.
>
> Type - Cards are either Upgrades, Frieght or Actions
>
> Subtype - For Upgrades it lists what slot the card may be played in. For Actions
> it determines at what time it may be played. For Frieght it is just a marker;
> frieght may only be played in a cargo slot.
> }}
> If p87 does not pass also add to the rule after the paragraph defining rarity
> the following:
> {{
>
> Appearance - An image file or text description of what the card represents.
>
> }}
>
> Add a rule to section 2 of the Collectable Cards Rulebook:
> {{
> == Trading ==
> Card Players may exchange cards.
> }}
>
> To the end of the paragraph of rule 3-1 in the Collectable Cards Rulebook add
> the following sentence:
> {{ A deck may only be used in one race at a time.}}
>
> Replace rule 3-2 of the Collectable Cards Rulebook with the following:
> {{
> A deck must contain between 20 and 60 cards, inclusive. A deck may at most
> contain three of the same card except for common and somewhat common cards. The
> player who has the title of duel master may have up to 5 copies of the same
> uncommon card in eir decks.}}
> [[ Tie-in to Duels]]
>
> Add to section 6 of the Collectable Cards Rulebook the following:
> {{
> == Starter decks ==
> Starter Decks are game objects. Any player Playing Cards may buy a Starter Deck
> for 15 Genechips. When a player buys a Starter Deck, e must specify a card set
> and which starter deck. The player adds 60 predetermined cards from the
> specified set to his library. The cards added are listed in the description of
> the starter deck.
> }}
>
> Add to rule 7-1 of the Collectable Cards Rulebook the following:
> {{Players may not begin a Battle if they are all already in a Battle consisting
> of the same members}}
>
> Add to rule 7-3 of the Collectable Cards Rulebook the following:
> {{
>
> Scrap - Move a card in play to the discard pile.
>
> }}
>
> Add before ]Draw Phase[ of rule 7-4 the following:
> {{
> === ]Setup Phase[ ===
> The Player's ap is set to 7 and the Player's ep is set to 0.
> Add any ep stated by the static effects of this player's cards.
> }}
> and replace the ]Main Phase[ with the following:
> {{
> === ]Main Phase[ ===
> The player may put cards from his hand into play, as long as e can has enough ap
> and can pay any additional costs. AP used by card abilities also counts against
> this limit.
>
> Replace rule 7-6 of the Collectable Cards Rulebook with the following:
> {{
> Each player begins a Battle no damage and no distance. Damage and Distance are
> integers which which if less than 0 are increased to 0.
>
> If at any time a player has exactly twenty Distance in the current Battle,
> they are eliminated from that Battle. All of eir cards in the battle are
> returned to eir Deck, and eir Deck is removed from the Battle. If the game
> has lasted for at least one nweek and there are at least two vacant Grid
> Locations, 2d6 and dX are rolled, where X is the player's Damage when they
> left the Battle. If the former roll is greater than the latter, a Dimship
> owned by that player is placed at a random vacant Grid Location. If the
> latter roll had the greater value, a wrecked Dimship is placed at a random
> vacant Grid Location.
>
> If a Player has more than 6 Damage at the end of a turn, a random Upgrade
> they own is scrapped and eir Damage is reduced by 6. If they have no upgrades to
> be scrapped and there is only one other player in the race that player's
> distance is set to 20. If they have no upgrades to be scrapped and there are at
> least two other players in the Battle then e loses the game, eir cards are
> returned to eir deck and eir deck is removed from the Battle.
>
> If a player is the only player left in a game, e is the loser of that Battle and
> the Battle is ended.
>
>
> If a player has no cards in eir deck, but is required to draw, e takes 2 damage.
> }}
>
> Add a rule to section 7 of the Collectable Cards Rulebook:
> {{ == Slots ==
> There are 12 slots where a player may play cards:
> Weapon
> Weapon
> Engine
> Energy
> Shield
> Hull
> Special
> Cargo
> Cargo
> Cargo
> Cargo
> Cargo
>
> All slots may are considered occupied if they contain one card.If a card is
> played on an occupied slot, the player must choose one card to scrap. If there
> is an occupied slot and an empty slot of the same name the player is assumed to
> play the card on the empty slot unless e states otherwise.
> }}
>
>
> Add a rule to section 7 of the Collectable Cards Rulebook:
> {{ == Syntax and abilities ==
>
> Players may only use an ability costing ap only once a turn. Abilities that can
> use ap or ep may only use ap once a turn but may use the ep any number of times
> a turn.
>
> An ability of the form "[price],[actions]:[effects]" or
> "[actions],[price]:[effects]" is interpreted to mean that the card's owner may
> perform the actions in [actions] and pay ap or ep they have equal to [price] to
> cause [effects] to happen. "If in x," may be put in front of an ability to show
> that it may only be used if the card is in whatever slot x is. Aep or æp in an
> ability can be chosen to mean either ap or ep by the owner of the card.
>
> The use of the 2nd person refers to the entity who owns the card in question.
> }}
>
> Add a rule to section 7 of the Collectable Cards Rulebook:
> {{
> == Action Cards ==
>
> When Action cards are played, They go straight to the discard pile and the
> effect is carried out as described by the text of the card.
>
> There are two subtypes of Action cards action and reaction[[Give me better non
> mtg names if you can think of them]]. Action cards with a subtype of action may
> be played at anytime. Action cards with the subtype reaction may only be played
> during the player's main phase.
> }}
>
>
> Replace all instances of the words "Battle" and "Battles" in the Collectable
> Cards Rulebook with the words "Race" and "Races" respectively.
>
> Create a Set called "Gamma Edition."
>
> Create cards for Gamma Edition with the given properties:
>
>
> "Basic Laser" - {{
>
> Rarity - 1
>
> Appearance - A weapon not fit for an escape pod. The picture shows a weak beam
> being emitted from a dented laser.
>
> Type - Upgrade
>
> Subtype - Weapon Cargo
>
> Action Points - 1
>
> Set - Gamma Edition
>
> Text - If in weapon, 1 ap: target player gains 1 damage
> If in weapon, 4 ep: target player gains 2 damage
> If in cargo, scrap this card: target player gains 2 damage
> }}
>
> "Basic Engine" - {{
>
> Rarity - 1
>
> Appearance - A propulsion system that moves the ship at a maddeningly slow pace.
>
> Type - Upgrade
>
> Subtype - Engine Cargo
>
> Action Points - 1
>
> Set - Gamma Edition
>
> Text - If in engine, 1 ap: increase your distance by 1
> If in engine, 4 ep: increase your distance by 2
> If in cargo, scrap this card, 2 ap: increase your distance by 2
> }}
>
>
> "Basic Energy Core" - {{
>
> Rarity - 1
>
> Appearance - An energy core with faulty wiring. It looks dangerous.
>
> Type - Upgrade
>
> Subtype - Energy Cargo
>
> Action Points - 1
>
> Set - Gamma Edition
>
> Text - If in energy, Add 4 ep to your total during your Setup Phase
> If in energy, scrap this card, x ap: Add to your total ep 2x ep
>
> }}
>
>
> "Basic Shield" - {{
>
> Rarity - 1
>
> Appearance - A pathetic sphere of protection.
>
> Type - Upgrade
>
> Subtype - Shield Cargo
>
> Action Points - 1
>
> Set - Gamma Edition
>
> Text - At the end of any turn, reduce any damage taken by 1.
> If in shield, scrap this card, 1 ap: At the end of any turn, reduce
> damage taken by 2 until your next turn.
> If in cargo, 2 ap: Return this and another card you own to your hand.
> }}
>
>
> "Reverse Engine" - {{
>
> Rarity - 4
>
> Appearance - An engine with the word written "Second quickest way to lose a
> race."
>
> Type - Upgrade
>
> Subtype - Engine Cargo
>
> Action Points - 2
>
> Set - Gamma Edition
>
> Text - If in engine, 2 æp: decrease your distance by 2
> If in engine, 4 æp: increase your distance by 1
> If in cargo, scrap this card, 2 ap: increase or increase your distance by
> 3
> }}
>
>
>
> "Multipurpose Part #636" - {{
>
> Rarity - 5
>
> Appearance - A piece of machinery that appears to have 6 sockets. It looks
> really cool.
>
> Type - Upgrade
>
> Subtype - Weapon Engine Energy Shield Hull Special
>
> Action Points - 5
>
> Set - Gamma Edition
>
> Text - If in weapon, 6 ep : target player gains 3 damage
> If in engine, 3 ap: increase your distance by 3
> If in energy, Add 6 ep to your total during your Setup Phase
> If in shield, At the end of a turn reduce all damage taken if it is
> greater than 2
> If in hull, scrap this card: Change your damage to 0
> If in special, 3 ap: Draw 5 cards discard 2 of them
> }}
>
> Remove the First Edition set from the game and give everyone who bought First
> Edition booster packs that many booster packs of Gamma Edition.
>
>
> ---------------------------------
>
>
>
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