MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 14:08, 7. Oct, 2010
This was suggested as an extension of the long mode. In other words the maximum Tower and Wall values would be higher as well as starting values (this would cause a longer game).

The actual Deity game mode suggestion is as follows:

For each deck you will choose a Deity (from some available set of Deities). In game you will need to do certain thing to satisfy your Deity, for example raise your magic or do damage to your own tower or attack your opponent (this would depend on the Deity you chose). After certain amount you would satisfy the Deity and would gain permanent bonus, which you would receive each round (for example, +2 Tower, or +10 Recruits). The bonus would depend on the Deity. The more difficult were the things you needed to do to satisfy the Deity, the better bonus would you get.

There can be variations: some Deities would have small continuous effects, others can have one time effect, which can be achieved multiple times.

All new game modes are currently on hold, because we don't have enough players, so this topic is not so hot, but it doesn't hurt to discuss it ;-)
jbryant3 on 14:10, 7. Oct, 2010
I like it. But what happens if you later fail to satisfy your diety? Do you lose your bonuses? I vote yes.
Mojko on 14:10, 7. Oct, 2010
The original suggestion didn't consider this option.
Fithz Hood on 14:12, 7. Oct, 2010
I like it. and also the friend next to me likes it.
dimitris on 14:22, 7. Oct, 2010
Magnificent idea!

I propose some or all of the deities to have powerful abilities that will be used only once (not permanently) after the amount of satisfaction is fulfilled, ie it would act as a very powerful rare card.

Of course in order for this to function in a "long game mode", I think the deity satisfaction should be more difficult to fulfil otherwise it would be just another token.

Oh and it would be good if we had artwork for the deities too! :))
Mojko on 14:30, 7. Oct, 2010
We could steal some from Age of Mythology. Just kidding :P
dimitris on 14:31, 7. Oct, 2010
That's what I had in mind also ;-)
DPsycho on 18:12, 7. Oct, 2010
I really like this idea.

I think that, rather than using gods of cultural myth around the world (many of which are already referenced in cards), we should create deities from scratch. They can be similar to mythical deities, but having a lightning god does not necessitate that it be the Greek, Japanese, or Aztec one. Alternately, the deities can simply be various elements or emotions, though then we end up repeating ourselves when it comes to a few keywords.
Mojko on 19:24, 7. Oct, 2010
Or we can use Deities from our fantasy novels ;-) There is plenty to choose from in that world.
Mojko on 07:09, 8. Oct, 2010
Because the original suggestion doesn't describe the bonuses, let's suggest some (such effects will take place at the end of round before the victory conditions are checked, N is some constant that yet has to be balanced, different for each suggestion):

- permanent Tower gain (+N Tower each round)

- permanent Attack (N damage each round)

- automatic wall rebuild (each time wall is lowered below N, wall is rebuild to N height)

- double wall (while your wall stands, your tower can't take any damage)
DPsycho on 18:09, 8. Oct, 2010
- Gain resources equal to N% of the cost of each card you play

- Reduce enemy's matching resources by 1 for each resource type in the cost of cards you play

- Increase either wall or tower by N each round, whichever is presently lowest
DPsycho on 18:24, 8. Oct, 2010
- Any keyword tokens less than N will be raised to N

- Any values changed by 5(?) or more (towers, walls, facilities, resources, tokens?) are affected an additional N(%?), followed by an additional check to make sure values haven't gone into impossible ranges

That last one is a bit of a mess, but it could be interesting.
Fithz Hood on 18:46, 8. Oct, 2010
- when you surpass for the first time 30, 60, 90, 120... of a resource you get +1 to corresponding facility (permanent)[condition: stock<10]

- when an attack would destroy your tower it reduces it to 1 instead (cumulable like monopoly's out of jail tickets) [condition: get a "ticket" every time you discard a rare by normal discard action]

- when your opponent gets a token bonus you get the same bonus (alliance give a normal production at the end of enemy turn) (permanent) [condition: get 3 different token bonuses]

- if tower>75: tower-10 recruits +25 (permanent) [condition: deal 30 or more damage in one turn]

- next card will be rare [condition: discard 3 times in a row]

- discard your commons [condition: raise/lower your tower to a multiple of 10]

- take another turn [condition: lower your tower]

I don't know if they are implementable but you proposed costant effects (that are the most non-implementable things ever)

Mojko on 19:01, 8. Oct, 2010
Continuous effects are not supported for cards, but this is a different thing, so feel free to suggest such effects for Deities.