• Rules Development

Rules Development

Demigods on a quest to become a God. Card game, campaign over more than one game, players compete... maybe form alliances and cooperate occasionally?  Must have a lot of player interaction.  

Eventually required to pick a theme or domain - wind, storms, nature, etc.  This is maybe 1/2 way through becoming a god - so it's a big deal, also has a huge impact on your abilities, and who you work well with or against.  Also, should be something you have to work towards - each one has prerequisites.

To become a god you must amass 100,000 worshipers.   When you do (over the course of many games), you essentially retire the character (opportunity for expansion, to let gods play together)

Many quests will have a choice of reward - either more worshipers or adding a special ability.

Everyone starts off with one minor power, randomly assigned.

Set worshipers to tasks. More worshipers means tasks get done faster or are more effective.

Worshipers provide divine influence to spend.  10k worshipers make 1 DI per turn.

Blind Bids of DI to influence rolls.   Rolls used to determine success of missions, like saving a farming town from a drought.  Special abilities may help or hinder while trying to complete a mission - for example, a Demigod with power over the weather might be able to automatically overcome the drought.  

Demigods pick up an Avatar along the way - sort of like a pet, can help with some tasks, has its own abilities.  

A player's Demigod, Avatar, and Worshipers should each have their own business card sized card.  These should be print and play so that they may take them home with them, keep them in their wallet, etc.

Good karma vs. bad karma.... good gods vs. evil.  smite/curse vs. blessing.   miracle vs. plague 


Karma Rolls

Some cards require a karma roll after they have been played in order to see if they succeed or not.  A karma roll is a roll of a d10.  The card will state what value is necessary for success, called the target number.  All Demigods (including the one who played the card) may influence this roll by spending divine influence.  Spending one divine influence will change the resulting roll by +1 or -1, of the demigod's choosing.  When making a karma roll, the initiating player announced the target number for the roll.  Then, all demigods secretly (or publicly, if they so choose) determine an amount of divine influence to spend on the result of the roll, and whether they want that influence to help the roll or hinder it.  Once all players have chosen an amount of divine influence to spend (it may be zero), all expenditures are revealed simultaneously.  The d10 is then rolled, and all positives and negatives are added (or subtracted) to the result.  If the result is equal to or higher than the target number, the roll succeeds.  If it is less than the target number, the roll fails.  A roll of 10 on the d10 *always* succeeds, even if the target number is not reached, and a roll of 1 on the d10 always fails, even if the target number is reached through positive divine influence.


Karma 
If a player plays a Miracle card, and the karma roll is successful, the demigod who provided the most positive divine influence on the roll gains one point of Good Karma.  If the miracle fails, the demigod who provided the most negative divine influence on the roll gains one point of Bad Karma.  

If a player plays a Plague card, and the karma roll is successful, the demigod who provided the most positive divine influence gains one point of Bad Karma.  If the plague fails, the demigod who provided the most negative divine influence on the roll gains one point of Good Karma.  

Whenever you gain a point of Good Karma, you must discard one point of Bad Karma (if you have any).  Whenever you gain a point of Bad Karma, you must discard one point of Bad Karma (if you have any).

For each Good Karma you have, you gain +1 to karma rolls for Holy cards, and -1 to karma rolls for Unholy cards.  For each Bad Karma you have, you gain +1 to karma rolls for Unholy cards, and -1 to karma rolls for Holy cards.



Open Questions

How to win the game session?   
How to balance differing power levels?
How to keep track of added demigod powers?

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