Children of the Sentohrin

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Layenem
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Children of the Sentohrin

Postby Layenem » Fri May 20, 2016 7:39 pm

Here is the current layout for the game as we have it:

Children of the Sentohrin: A Sacrament Card Game

General Concept:

The game uses a Role System to identify the role of each card, however, each card has a Stated Effect and cannot perform any other functions. Each card will have two numeric values: The first represents their Efficiency Rating and the other will be their Defense Rating.

There are a total of five lines to place cards on for both players (combined) with each line being accessible by each player. Each player will position themselves at either side of the board and that will be where their Deity Card will be placed.

Players will take turns placing, positioning, and using their cards.

The objective is to clear all of the other player’s cards off of the board and to defeat their Deity .


Movement:

Every card will start on the row closest to the player using the card.

Moving from row to row is dictated by the amount of ER and DR each card has. The card can move in any direction but cannot pass up an opposing player’s cards (moving towards the opposing player’s Deity Card ) until all cards on that row are cleared OR there are more of their own cards on the same row than the opposing player.

For example, if Player A wishes to move to the center row but Player B has a Tank Card on the row before this then Player A simply needs to have two cards on the same row as the Tank Card in order to move. The resulting total number of cards for Player A do not have to exceed that of Player B after the move.

If a player chooses to move a card before that card has performed an action during that same turn the move will cost 1 ER per row (unless otherwise dictated via buffs/debuffs/other). However, if a player chooses to move a card after that card has performed an action during that same turn the move will cost 1 DR per row (unless otherwise dictated via buffs/debuffs/other).


1v1v1 Scenario:

In the event that players decide to go into a three-way battle there will be a different board layout.

In the 1v1v1 scenario the players will have a single shared board but will all have two rows close to them with a circular “row” in the center that leads to the other two players’ rows.


Deity Cards:

The Deity Cards are special cards that will be one of the 21 deities found within Sacrament that represent the player. This will be the deity that the player works to protect from the assault of their opponent.

Some cards will be restricted to and/or from specific Deity Cards. This will be uncommon for now.

These cards will have no ER or DR but will instead have a raw Health Value of their card. Once the health of the card has reached 0 the game is over and the person with the Deity with 1 health or more wins. Any events where both Deities reach 0 health will result in a tie and there will be no victor.

A Deity Card cannot be attacked until all other cards of that player’s army are defeated from the board. Players can continue to place cards on subsequent turns, however.

These cards are on a special slot on the board and not in one of the five rows.


Drawing/Using Cards:

Every player begins with 8 cards to begin the game.

At the beginning of each turn a player can draw two additional cards from their deck.

A deck cannot contain more than 75 cards.

A player can use UP TO 3 cards for their first turn but only one card after that for each subsequent turn (special rules apply to some cards). Each card played can be moved according to the rules of movement when they are first introduced to the field.

Each card played on the field will have their Special Effect played when it is laid down and then will perform no action until the player’s next turn where that cards Stated Effect can now be used.


Card Statistics:

The front side of the card will have the image of the “creature” on the card and the Stated Effect of the card. The back of the card will have the ER and DR stats so that opposing players cannot see them. The player that owns the card can look at the backside of the card whenever they wish.

The stats will use a variance method meaning that an “Ogre Trenchman” will have a varying ER of 1 to 3 and a varying DR or 2 to 4. This will prevent the absolute knowledge of the stats of a card by memorization or using a second screen.

Health:

Every card has a specified amount of health. When this number reaches 0 the card is considered defeated and placed in the discard pile.

Stated Effect:

The Stated Effect (SE) on the card are the details of the cards function from turn to turn when on the board.

Special Effect:

The Special Effect (Spec) on the card is the function of the card when it is played. This effect is only applied when it is played from the player's hand and not from the player's discard pile.

Efficiency Rating:

The Efficiency Rating (ER) of the card determines first whether the attack is a hit and second how effective their SE will be.

If the attack is considered a hit then the remaining value will be applied as a % of the total value to the card’s SE and will be known as a Resulting Effect (RE).

Defense Rating:

The Defense Rating (DR) determines whether or not the card is hit by a negative effect and what the total effect is. If a cards DR is higher than the ER of the card trying to negatively affect it then the attack is considered a “miss” and nothing happens.

Examples:

If a DPS Card with an ER of 8 is attacking a card with a DR of 5 then the attack is a hit. The card’s SE is that it will deal 5 damage. The RE done will be 2 or [(Efficiency.Rating - Defense.Rating) / Efficiency.Rating] * Stated.Effect = [(8 - 5) / 8] * 5.

If a Crowd Control Card with an ER if 8 is attacking a card with a DR of 5 then the attack is a hit. The card’s SE is that it will stun a target card for 3 rounds. The RE will last for 1 round or [(Efficiency.Rating - Defense.Rating) / Efficiency.Rating] * Stated.Effect = [(8 - 5) / 8] * 3.

NOTE 1: All final values will be rounded to the nearest whole number (result can never be less than 1).

NOTE 2: ALL numerical values in the SE will have the formula above applied.

NOTE 3: The formula above will be referred to as the “RE Formula” from here on.


Role System:

Each card will identify with a single role: Tank, DPS, Healer, Support, or Crowd Control. No card will have more than one role.

When a card is used it will have an initial effect that will last three turns and then an extended effect that will work on a specific target (or group of targets).


Tank:

Single Target Tank Cards:

These cards can select a specific target, no further than three rows away, including the row it is in, and intercept all attacks from that target. These cards cannot change their targets for 3 turns.

AoE Target Tank Cards:

These cards can select UP TO 3 cards, no further than one row away, including the row it is in, and intercept all attacks from that target. These cards can change 1 target every turn but cannot exceed 3 total targets.

Special Considerations:

Tank Cards have an additional formula that determines their ER since they are a purely defensive force. For any card assaulting the Tank card they will also apply the RE Formula to determine how effective their SE is in defending themselves and others. This is the only Role to do this.


DPS:

Single Target DPS Cards:

These cards can select a single card, based upon range (see Special Consideration*) and can change targets on every turn.

AoE Target DPS Cards:

These cards can select UP TO 3 cards that are next to each other to deal damage to. These cards can adjust their targets every turn.

Special Considerations:

Melee DPS Cards can only reach cards in their row or the immediate rows surrounding them whereas Ranged DPS Cards can reach up to three rows away (counting the row they are stationed on) and do less damage to cards on the same row or on immediate rows surrounding them.


Crowd Control:

Single Target Crowd Control Cards:

These cards can select a single card to control. These cards cannot select a new target until their controlling effect has worn off of its current target.

AoE Target Crowd Control Cards:

These cards can select UP TO 3 cards OR all cards on the same row. If these cards select UP TO 3 targets, but not an entire row, regardless if the 3 cards are on the same row or not, then they can select new targets as their effects wear off of their current targets but they cannot exceed UP TO 3 targets (i.e., if their effects wear off of one but not the other two then they can replace that one target with a new target). If these cards select an entire row then they cannot select new targets for 3 turns or until every effect has fallen off of every target in that row; whichever happens later.

Special Considerations:

Charm effects cannot be cast on targets further than the same row, lull effects (reducing the range of a target by 1 row) cannot be cast more than two rows away, and all other CC effects can be cast up to 3 rows away.

Hard Effects will result in the card casting the effect to remain stationary so long as an effect remains on another card. Examples of Hard Effects are Charm, Mesmerize, Sleep, Root, etc… While suffering from a hard effect the card uses half of its DR when affected by another card. First damage to the card removes the Sleep and Mesmerize Hard Effects.

Soft Effects will allow the card to continue to move but all other rules remain in place. Examples of Soft Effects are Lull, Debuffs, Snare, Slow, etc...


Healing:

Single Target Healing Cards:

These cards can select a single card, no further than three rows away, including the row it is in, and can change targets on every turn; includes Deity Cards.

AoE Target Healing Cards:

These cards can select UP TO 3 cards OR an entire row. If these cards selects UP TO 3 targets, but not an entire row, regardless if the 3 cards are on the same row or not, then they can select UP TO 1 new target each turn but cannot have more than 3 total targets. If these cards select an entire row then they cannot select new targets for 3 turns.

Special Considerations:

These cards can always select themselves regardless of the previous targets but they will cancel ALL of their targets and retain the retargeting timers from their previous targeting choice. (i.e., if these cards select to heal an entire row they will have three additional turns before they can select another target, HOWEVER, they can choose to select themselves two turns later but will still have one more turn before they can select another target.)


Support:

Single Target Support Cards:

These cards can select a single target. These cards cannot select a new target until their controlling effect has worn off of its current target.

AoE Target Support Cards:

These cards can select UP TO 3 targets. These cards can select new targets as their effects wear off of their current targets but they cannot exceed UP TO 3 targets (i.e., if their effects wear off of one but not the other two then they can replace that one target with a new target).

Special Considerations:

N/A


Event:

Event cards have unique effects and their own rules marked upon the card. These cards are played once and then remain in play until cleared by special cards designed to clear Events. Event cards are unable to be revived from the discard pile by any means.

A single player can only play one Event Card per turn. Currently, there will be no limit on how many active Event Cards exist on the board.

Examples:

Fog Horn - Causes a fog to roll in obscuring the playing field and limiting targeting of all ranged by 1 row. Melee cards gain x additional DR.

Time Vortex - Reverts the board back to the exact state it was in 3 turns prior to the placement of this card. Player that places this card has the cards they’ve drawn and played in the previous rounds added to discard, opposing player’s cards drawn/played during the previous turn are returned to their deck. Special: Time Vortex card is discarded upon use.

GENERAL NOTES:

Each role can continue to cast on their current target regardless of whether they can select a new target or not. The effect will simply refresh (unless otherwise impeded upon) as well as the retargeting timer will refresh.

If the card’s target dies then the retargeting timer will reset to 0 UNLESS the target was “an entire row”.
All cards can be viewed here.


Winning A Match:

The reward for winning a match is that five random cards will be selected from the losing player’s deck and the winning player can select one of those cards.

For players playing in “Extreme Mode” they can select UP TO 2 of the cards and the other three will be disabled for the next game played by the losing player but they will remain in that player’s possession.

For 1v1v1 the winner selects cards from both losing opponents.


Voice Acting:

We will be placing a voice acting module within the game to go with every move. Our list of voice acting lines and their scenarios can be located here.


Glossary of Terms:

DR - Defense Rating

Determines if another card will hit it and how effective its attack will be.


ER - Efficiency Rating

Determines whether a card will hit another card and how effective its SE will be against that card.


RE Formula - Resulting Effect Formula

The formula used to determine the Resulting Effect for a card that passes a hit check.


RE - Resulting Effect

The actual effect a card will have on another card after the RE Formula has been applied.


SE - Stated Effect

The raw effect stated on the bottom of the card.


Spec - Special Effect

The effect a card has when it is first played on the field.
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