Oh right, you guys still need the rules for how to *play* this thing, don't you?.
Fine, here you go.
I've been striving to crank this document out in my spare moments, which are still fairly scarce; let's just say that my last 2-week paycheck had 96 hours on it. You can thank a couple different folks I ran into IRL I ran into last week for providing the motivation; turns out they've actually been hoping to see more of this. (Seriously, it gets hard to keep making these things in a feedback vacuum. Those of you who do make those thoughtful comments are helping more than you could know.)
It's been a little surprising to realize just how bad I am at doing manuals. I have no problem explaining my games when I demonstrate them to someone in person, but when the time comes to lay out all that info in the form of a text document I tend to gloss over lots of vital details. Attempting to buckle down and lay everything out step by step produces instructions that, as someone said about an early draft of Trigger Discipline, "read like a legal document". Hopefully I've been able to put a little more natural voice into this one.
Can you tell this another one of those sleep-deprived posts? If not, you will soon.
I've gotta balance this part of the game first, but I can tell you now how those Mastermind cards will work. You each who you're playing as from several random draws, but your identity is kept secret for as long as you like. Revealing your identity grants you the benefits of your character (such as larger hand sizes, cheaper turn point costs, conditional bonuses, that kind of thing) but also makes you a target- you now have a Luck and Paranoia score, and can be targeted just like any of your Pawns. On the plus side, your hand becomes the scheme cards you're carrying, so you can reveal ones with defensive abilities.
What makes this interesting is that lots of Event cards involve characters which may or may not be one of the Masterminds a player drew for this game. If the next round's event card involves a speech by Prince Albert, and gives Prince Albert's stats as well as a fat style bonus if someone manages to whack him, and you're playing Prince Albert (and don't want anyone to know). . .well. Things are about to get interesting.
Wednesday, August 4, 2010
Court d'Capitate: Beta playtest rules
Labels: Court de Capitate, Game Design, Hobby Games, Ready-to-play, RPG
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3 comments:
Took a short look at what you got so far and I have to say that I like what I see. One question: Are Style points gained only from what schemes you use for murder plots or did I miss something?
Now, that looks nicely playable. I do question how one can use the Cannon which "cannot be contributed". Does that mean it has to be attached to a pawn, or that it has to be played from the hand?
Yes, Style points are only gained from the Style scores of the cards you use in murder plots.
Thanks for pointing out Cannon, I was meaning to rewrite that to "Cannot be carried". Little clearer that way.
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