Post by Adam on Aug 7, 2009 12:37:39 GMT -5
...are belong to us?
All Your Boss is a concept for a card game I'd like to make (yes, yet another idea to get in the way of me actually making Wraithsight). The premise is that, fed up of being cruelly slaughtered one after another by the vicious Characters, videogame bosses have banded together and joined forces against their most hated enemies. Unfortunately, they just can't get along, and by the time their supposed target turns up to kill one of them, they've started trying to kill each other. On top of that, every single one of them secretly wants to be The One who takes down a character for the first time in history...
In All Your Boss, you generate your boss and its weapons by drawing and using a hand of cards, and fight it out with the other bosses on a hexagonal grid. The game should support anywhere from 2 to 6-8 players.
I have a collection of ideas on how the game's going to work, which I'll try and write up into a preliminary ruleset sometime soon. Attacks rely on the hexagonal grid, enabling the usage of unusual powers and patterns, and the strategic positioning element - as a videogame boss, whose weapons are all carefully designed to be dodgeable, it makes sense that you can only fire in six fixed directions...
The character, meanwhile, is represented by random event cards. Once (or if) it appears, it can (depending on gametype) destroy healing stations, attack the bosses, activate members of a series of random boss-destroying/game-ending artefacts, and so on. In some scenarios, the character is placed on the board, and the first boss to destroy it wins. (Of course, the sweet taste of victory is swiftly turned sour, as time unwinds and reverses itself. The characters' mythical Save Point power is generally disregarded as a truth, but only because no boss has yet lived to tell the tale.)
As for the bosses themselves, each player draws a single card showing the boss's vital statistics (the stats for each of its forms, which ability cards you draw for it, inherent abilities it already has, etc) at the beginning of the game, and each time it spawns or dies and reveals a new form, draws a certain number of cards from one or more of several ability decks. These decks - arcane, brawler, sci-fi, etc - contain weapons, attack types and abilities that you then attach to the boss, generating a new fighter each time. Each of the basic boss cards is different - even different types of the same thing (e.g. giant space ships) have different stats, special rules, number of forms and/or ability card compositions.
The goal is to be the last boss standing! Lights, Cutscene, Action!
All Your Boss is a concept for a card game I'd like to make (yes, yet another idea to get in the way of me actually making Wraithsight). The premise is that, fed up of being cruelly slaughtered one after another by the vicious Characters, videogame bosses have banded together and joined forces against their most hated enemies. Unfortunately, they just can't get along, and by the time their supposed target turns up to kill one of them, they've started trying to kill each other. On top of that, every single one of them secretly wants to be The One who takes down a character for the first time in history...
In All Your Boss, you generate your boss and its weapons by drawing and using a hand of cards, and fight it out with the other bosses on a hexagonal grid. The game should support anywhere from 2 to 6-8 players.
I have a collection of ideas on how the game's going to work, which I'll try and write up into a preliminary ruleset sometime soon. Attacks rely on the hexagonal grid, enabling the usage of unusual powers and patterns, and the strategic positioning element - as a videogame boss, whose weapons are all carefully designed to be dodgeable, it makes sense that you can only fire in six fixed directions...
The character, meanwhile, is represented by random event cards. Once (or if) it appears, it can (depending on gametype) destroy healing stations, attack the bosses, activate members of a series of random boss-destroying/game-ending artefacts, and so on. In some scenarios, the character is placed on the board, and the first boss to destroy it wins. (Of course, the sweet taste of victory is swiftly turned sour, as time unwinds and reverses itself. The characters' mythical Save Point power is generally disregarded as a truth, but only because no boss has yet lived to tell the tale.)
As for the bosses themselves, each player draws a single card showing the boss's vital statistics (the stats for each of its forms, which ability cards you draw for it, inherent abilities it already has, etc) at the beginning of the game, and each time it spawns or dies and reveals a new form, draws a certain number of cards from one or more of several ability decks. These decks - arcane, brawler, sci-fi, etc - contain weapons, attack types and abilities that you then attach to the boss, generating a new fighter each time. Each of the basic boss cards is different - even different types of the same thing (e.g. giant space ships) have different stats, special rules, number of forms and/or ability card compositions.
The goal is to be the last boss standing! Lights, Cutscene, Action!