Stacks
- primary field consists of stack(s)
- a stack has certain operations
- Push
- Pop
- Switch items
- Stack Status
- Stack Size
- Stack Empty
- Stack Full
- Stack Overflow - If a stack is forced to overflow it instantly is resolved.
- Stack locked
- a stack has certain operations
Stack Resolutions Ideas:
- Player resolves a stack with an effect
- Both players choose not to add / cannot play to a to stack
- Stacks have turn timers to resolve
- Stack pointer will resolve a stack in a given time
- pointer can be moved by card effects
- Stacks automatically resolve when “overflow”
Key Concept:
- No “mental” stacks!
- All call and response type gameplay must be represented on a stack by playing cards
- This stack is temporary and must be resolved before gameplay continues
- All call and response type gameplay must be represented on a stack by playing cards
Card Activations:
- On Push
- On Pop
- On Stack Created
- On Stack Resolved
- On Stack Full
- On Stack Overflow
Cards Effects
- Deal Damage
- Heal Damage
- Prevent Damage
- Cause Activations (define activations!!)
- Prevent Activations
- Stack Modify (Push, Pop, Swap)
- Stack Blocker (No actions for X turns)
- Gain Action Tokens
- Gain Requisition Tokens
- Remove Opponent Action Tokens
- Remove Requisition Action Tokens
- Force Resolve Stack (Empty)
- Requisition card
- Draw Card
- Discard Card
- Trash Card
Gameplay / Phases:
- Players take it in turns to play cards on to stack
- Card effects might allow them to
- Play additional cards
- Buy cards from the pool
- Claim victory points
- Card effects might allow them to
- A turn is over when both players cannot or pass playing on the stack
- Turns resolves using the given stack resolution rule if applicable
- Game ends as first to claim the majority of VPs
Playfield:
- Three stack areas
Resource:
Actions Tokens
- Allows you to play cards on to stacks
Requisition Tokens (Money)
- Allow you to pick a card from the pool (Market)
Question:
- Does the game start with a stack or is it empty?
- Starting stack
- Could be a good idea to avoid starting hands?
- Is it possible to have a base stack, that will allow players to acquire new cards to stack
- Could be a good idea to avoid starting hands?
- Multiple Starting stacks / hubs
- specialised resources to be pulled from various stacks allow for material acquire new cards
- Empty field
- Requires players to have starting hands / materials to acquire new cards
- Starting stack
- Does the game start with a stack or is it empty?