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tww:tower-_wizwar [2024/08/01 17:08] – [Game Mechanic Summaries] muragami | tww:tower-_wizwar [2024/08/18 15:42] (current) – [Playing Turn by Turn] muragami | ||
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Wizards in the [[#TWW]] battle constantly for a multitude of reasons, but mostly because it is very hard to hurt them. Even when they lose a battle, they simply retreat, rebuild their strength, and wait for the next challenger to appear. Here are the core game ideas you need to learn to play the game: | Wizards in the [[#TWW]] battle constantly for a multitude of reasons, but mostly because it is very hard to hurt them. Even when they lose a battle, they simply retreat, rebuild their strength, and wait for the next challenger to appear. Here are the core game ideas you need to learn to play the game: | ||
- | * **__Rule of three__**: Three wound tokens kills/ | + | * **__Rule of three__**: Three wound tokens kills/ |
- | * **__Rule | + | * **__Rule of five__**: Your hand of available cards seeks to balance at the size of five. At the beginning of your turn, and it's end, you discard excess or draw to refill to a count of five cards in hand. A full draft from your deck is a draw of five cards. When cards form groups (such as attacking and blocking) they may not exceed five cards. |
- | * **__Rule of five__**: Your hand of available cards seeks to balance at the size of five. At the beginning of your turn, and it's end, you discard excess or draw to refill to a count of five cards in hand. A full draft from your deck is a draw of five cards. When cards form groups (such as attacking and blocking) they may not exceed five cards. At the start of turn, for each full five mana cards in your mana pool, increase your mana activation track 4. | + | |
- | The three rules above are the core absolute rules. They never change or will never be adjusted (replaced) by card effects. Physically the game is played in a space containing two types of cards, two or more [[#Wizard Play Map|Wizard Play Maps]], a special draft deck and pools of counters that can be put in and out of play. Each player of the game has these before them: | + | The above rules are the core absolute rules. They never change or will never be adjusted (replaced) by card effects. Physically the game is played in a space containing two types of cards, two or more [[#Wizard Play Map|Wizard Play Maps]], a special draft deck and pools of counters that can be put in and out of play. Each player of the game has these before them: |
* **__Deck of Magic__**: A deck of sixty cards (at the start of play) that is full of: spell cards that are played onto your play map, and celestial events. There are always exactly six celestial event cards in the sixty card deck. These cards trigger a celestial moment when they are drawn and revealed (only when drawn face up). | * **__Deck of Magic__**: A deck of sixty cards (at the start of play) that is full of: spell cards that are played onto your play map, and celestial events. There are always exactly six celestial event cards in the sixty card deck. These cards trigger a celestial moment when they are drawn and revealed (only when drawn face up). | ||
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* **__Mana Pool__**: A place where your stack face down cards, each card one mana in your mana pool. You can discard cards from this pool as needed (at whim, interrupting all play) to create mana: one mana per card discarded. | * **__Mana Pool__**: A place where your stack face down cards, each card one mana in your mana pool. You can discard cards from this pool as needed (at whim, interrupting all play) to create mana: one mana per card discarded. | ||
* **__Play Map__**: A physical space to play your spell cards. Each wizard player in a game of [[#TWW]] has a play map. In order to use a spell you must use it from a spot on the play map. You cast a spell into a spot on the play map, either filling an empty spot or replacing a card at a spot (the card in that spot is discarded) unless rules say otherwise (some cards can overlay a card on the map and not replace it). There are eleven spots on a play map: 1 tower spot, 2 rear adjacent spots, 3 rear shield spots, and 5 forward spots. There is a diagram in the [[#Wizard Play Map]] section. | * **__Play Map__**: A physical space to play your spell cards. Each wizard player in a game of [[#TWW]] has a play map. In order to use a spell you must use it from a spot on the play map. You cast a spell into a spot on the play map, either filling an empty spot or replacing a card at a spot (the card in that spot is discarded) unless rules say otherwise (some cards can overlay a card on the map and not replace it). There are eleven spots on a play map: 1 tower spot, 2 rear adjacent spots, 3 rear shield spots, and 5 forward spots. There is a diagram in the [[#Wizard Play Map]] section. | ||
- | * **__Mana | + | * **__Mana |
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==== Tokens ==== | ==== Tokens ==== | ||
- | There are three types of tokens in [[#TWW]]: Coins, Lights, and Harms. In general: tokens are **drafted** from their source pools, and **discarded** back to their source pools. Tokens always move onto cards in play. | + | There are two types of tokens in [[#TWW]]: Coins, and Harms. In general: tokens are **drafted** from their source pools, and **discarded** back to their source pools. Tokens always move onto cards in play. |
* **__[c]oins__**: | * **__[c]oins__**: | ||
- | * **__[l]ights__**: | ||
* **__[h]arms__**: | * **__[h]arms__**: | ||
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The details of the different spots are such: | The details of the different spots are such: | ||
* **__T / Tower__**: Rear/Tower - This is a Rear spot that can only hold a tower card or a card that specifically says it can be played into the Tower spot. | * **__T / Tower__**: Rear/Tower - This is a Rear spot that can only hold a tower card or a card that specifically says it can be played into the Tower spot. | ||
- | * **__A / Adjacent__**: Rear/Adjacent | + | * **__J / Juxtapose__**: Rear/Juxtapose |
* **__S / Shield__**: Rear/Shield - This is a Rear spot that can only hold any card. Cards in this location CAN be used to block an incoming attack against your tower. | * **__S / Shield__**: Rear/Shield - This is a Rear spot that can only hold any card. Cards in this location CAN be used to block an incoming attack against your tower. | ||
* **__F / Forward__**: | * **__F / Forward__**: | ||
- | You play a spell card into a allowed spot, and there it remains until you play another card into that spot (usually replacing it). During the move phase of your turn, you may move any card into another allowed spot, each time spending 0 mana. | + | You play a spell card into a allowed spot, and there it remains until you play another card into that spot (usually replacing it). During the move phase of your turn, you may move cards into legal spots, based on the rules [[here]]. |
- | Cards can be expended, an expended card has no game effects and is flipped so that it is back is shown in it's spot. At the start of each turn, unless otherwise affected by a card rule, you will renew expended cards and return them to their face up state. In this way you normally can only use a card ability that requires expending once a turn. Cards that are expended can still be the target of spells | + | Cards can be expended, an expended card has no game effects and has an expended token place on it. At the start of each turn, unless otherwise affected by a card rule, you will renew expended cards and remove this token. In this way you normally can only use a card ability that requires expending once a turn. Cards that are expended can still be the target of attacks |
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Card attacks can be made only during your attack phase (last phase before end of turn), and a card making an attack is expended by the Attack unless the card says otherwise. For each attack do the following: | Card attacks can be made only during your attack phase (last phase before end of turn), and a card making an attack is expended by the Attack unless the card says otherwise. For each attack do the following: | ||
- **__Declare attackers__**: | - **__Declare attackers__**: | ||
- | - **__Declare blockers__**: | + | - **__Declare blockers__**: |
- **__Calculate attack Damage__**: Add up all the combined attack power (and modifiers, etc) to get a final attack damage. | - **__Calculate attack Damage__**: Add up all the combined attack power (and modifiers, etc) to get a final attack damage. | ||
- **__Resolve attack Damage__**: Controller of the defending target resolves incoming damage, assigning it to all blocking card(s) first, and then any remaining to themselves (Tower/ | - **__Resolve attack Damage__**: Controller of the defending target resolves incoming damage, assigning it to all blocking card(s) first, and then any remaining to themselves (Tower/ | ||
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A Battle is between two wizards, or two equal matched sides of wizards (2x2, 3x3, etc.) Before play each player wizards deck of magic must be shuffled well and always show a spell card on top. You can just cut the deck as needed to comply. A turn order must be decided upon and then each player wizard in sequence will take a special setup turn which is called an [[# | A Battle is between two wizards, or two equal matched sides of wizards (2x2, 3x3, etc.) Before play each player wizards deck of magic must be shuffled well and always show a spell card on top. You can just cut the deck as needed to comply. A turn order must be decided upon and then each player wizard in sequence will take a special setup turn which is called an [[# | ||
- | A player wizard making an entrance does the following: | + | A player wizard making an [[#entrance]] does the following: |
- | - **__Draw a hand__**: [[#Draw]] five cards from the top of your deck face down, placed left to right. If they are all [[#spell card|spell cards]], move the left two into your [[#mana pool]] (still face down) and discard the other three. Repeat and draw another five cards. Once you have a face down set of cards that has one or more [[# | + | - **__Draw a hand__**: [[#Draw]] five cards from the top of your deck face down, placed left to right. If they are all [[#spell card|spell cards]], move the left two into your [[#mana pool]] (still face down) and discard the other three. Repeat and draw another five cards. When you draw and you have ten cards in your mana pool, discard all cards when you have all spell cards. Once you have a face down set of cards that has one or more [[# |
- **__Enter the game__**: If you have a [[# | - **__Enter the game__**: If you have a [[# | ||
- **__Cast__**: | - **__Cast__**: | ||
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[[#TWW]] is played in rounds of turns. Each round allows each player wizard to take their turn, in an established order at the start of play. Rounds are symbolic, and no mechanics or rules are attached to them. Turns however are quite rigid in rules and structure. | [[#TWW]] is played in rounds of turns. Each round allows each player wizard to take their turn, in an established order at the start of play. Rounds are symbolic, and no mechanics or rules are attached to them. Turns however are quite rigid in rules and structure. | ||
- | A player wizard takes there turn in a series of phases, each phase completes and you move onto the next. Here are the six phases of a turn in TWW: | + | A player wizard takes there turn in a series of phases, each phase completes and you move onto the next. Here are the seven phases of a turn in TWW: |
- **__Stabilize__**: | - **__Stabilize__**: | ||
- | - **__Renew & Reduce__**: All expended cards in your play space are [[# | + | - **__Renew & Reduce__**: All expended cards in your play space are [[# |
- | - **__Draft__**: | + | - **__Draft__**: |
- **__Cast__**: | - **__Cast__**: | ||
+ | - **__Movement__**: | ||
- **__Attack__**: | - **__Attack__**: | ||
- **__Stabilize & Wound__**: If you have six or more cards in hand: [[# | - **__Stabilize & Wound__**: If you have six or more cards in hand: [[# | ||
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==== Spell Cards & Non-spell Cards ==== | ==== Spell Cards & Non-spell Cards ==== | ||
Spell cards in you deck all have a mana cost, sometimes also called their level. You must pay their mana cost to cast the spell into a legal location on your play map. Spell cards in your deck of magic come in a few types, and a spell cards type is a game keyword: | Spell cards in you deck all have a mana cost, sometimes also called their level. You must pay their mana cost to cast the spell into a legal location on your play map. Spell cards in your deck of magic come in a few types, and a spell cards type is a game keyword: | ||
- | * **__Creature__**: | + | * **__Creature__**: |
+ | * **__Non-Creature__**: | ||
* **__Minion__**: | * **__Minion__**: | ||
* **__Monster__**: | * **__Monster__**: | ||
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Non-spell cards are not cast, but simply played from your hand. They can not be placed in your Mana pool, and are not discarded but when used (or leave play) are sent to the Aether. They have a different back from Spell cards that identify their type when face down. | Non-spell cards are not cast, but simply played from your hand. They can not be placed in your Mana pool, and are not discarded but when used (or leave play) are sent to the Aether. They have a different back from Spell cards that identify their type when face down. | ||
- | * **__Celestial__**: | + | * **__Celestial__**: |
- | * **__Orbital__**: | + | * **__Orbital__**: |
All Spell cards can be unaligned, or aligned to one of the elements: Air, Earth, Fire, or Water and belong to a spellbook (with a distinct card back). All non-spell cards can be unaligned or aligned, but do not come from a spellbook. | All Spell cards can be unaligned, or aligned to one of the elements: Air, Earth, Fire, or Water and belong to a spellbook (with a distinct card back). All non-spell cards can be unaligned or aligned, but do not come from a spellbook. | ||
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Tower cards also have a value - 2 to 7, which limits how that can be placed in your deck of Towers. You must have 7 to 10 total value of Tower cards in your deck at the start of play. | Tower cards also have a value - 2 to 7, which limits how that can be placed in your deck of Towers. You must have 7 to 10 total value of Tower cards in your deck at the start of play. | ||
- | All Tower cards also have a draft value listed on them from 2 to 5, and at the start of turn if the Tower is in play, you may elect to draft mana cards from the top of your deck equal to that number or less. For each mana drafted this way, increase your mana activation track one. | + | All Tower cards also have a draft value listed on them from 2 to 5, and at the start of turn if the Tower is in play, you may elect to draft mana cards from the top of your deck equal to that number or less. For each mana drafted this way, increase your mana drain one. |
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+ | ==== Spellbook Expansion Packs ==== | ||
+ | These expansions have 3 Tower cards, 2 orbitals, and 10 spell cards in a given spellbook. - TODO - | ||
+ | ---- | ||
==== Game Mechanic Summaries ==== | ==== Game Mechanic Summaries ==== | ||
Quick summaries follow of the basic mechanics of the game. | Quick summaries follow of the basic mechanics of the game. | ||
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=== Draft === | === Draft === | ||
+ | |||
+ | When you draft, you draw cards from your deck into your hand or mana pool (as directed by the magic or game rule). Non-spell cards (celestial or orbital) are ignored when drawn and placed down in front of you - these do no count as your hand, but instead are played at the start of your movement phase one at a time. | ||
=== Draw === | === Draw === | ||
+ | |||
+ | Draw and draft are the same, but in general Draw specifically means take from your deck into your hand. Follow the same rules as draft, and place non-spell cards face down before you and don't count them towards your draw total. | ||
=== Entrance === | === Entrance === | ||
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==== Wizards in Retreat ==== | ==== Wizards in Retreat ==== | ||
In multiplayer games, wizards may lose but they still are able to play the game from a weaker stance. These are called wizards in retreat. Here is how their turns play: | In multiplayer games, wizards may lose but they still are able to play the game from a weaker stance. These are called wizards in retreat. Here is how their turns play: | ||
+ | - **__Stabilize__**: | ||
+ | - **__Reduce__**: | ||
+ | - **__Draft__**: | ||
+ | - **__Cast__**: | ||
+ | - **__Stabilize__**: | ||
+ | If it isn't clear above, a wizard in retreat has no play space. Instead they play cards into their ally's spaces. This means they have no renewal or attack phase. Cards played into their ally's spaces are controlled and used by that ally and not the wizard in retreat. | ||
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