Battle Scape Armada - Space battle based collectiable trading online card game

Introduction

The game is based around a set of cards and would be ideally suited to a phical card game. However, since the cost of producing this would be prohibitive it could be made as an online multiplayer game. The game allows the players to battle each other using armadas of ships and equipment represented by their pre-created decks. The battle takes places in a sector of space described by a set of randomly selected cards distributed at the beginning of the game and shuffled into the player's decks.

Target Audience

The game is aimed at your average Magic/D&D player that hasn't been masisvely interested in computer games in the past. While similar to many trading card games this one takes a new domain (space combat) and the rules and plays system are significantly difference. The balance here is shifted from having the right cards in your deck to having more luck and adaptability to new circumstances. There is also a fair amount of cloak and dagger tactics. This should make it possible for even extremely experienced players to be beaten by a lucky player with an ounce of sense.

Visual Style

Since the game essentially card based the display can be fairly simple. Nice spacey backdrops are a must and the cards in play and in hand must be easily accessible. The target audience means that the game can be developed as a stand alone app - although a web based (webstart?) distribution would be desirable to ease adoption of the play system in workplaces.

Technical

Since the game is to played online there must be communications of some sort. Its desirable to have a central server in this case to ensure legal play. A central server also gives the potential to add and charge for new cards and features. Communication must be corporate compatible so http or e-mail based comms would be ideal.

Cards

The game itself is based around a set of cards. The details below describe the general card attributes and the specifics of different types of card.

Card Layout

All cards share the same layout although some don't utilise all the features. The card layout is similar to other trading cards games and should be as shown below.


The name of the card is as you'd expect an identifier for the card type. The picture on the card shows the entitiy represented.

The cost of the card restricts how many cards can be built into a deck. For instance you might have a 1000 credit deck where the card costs in the deck add up to no more than 1000 credits. The cost also shows how much of the different resources is required to bring the card to the table.

The attack values indicate what amount of each type of damage is inflicted when this unit attacks. The defense values indicates how much of each type of damage can be absorbed by a unit. These values are the "base" for the unit and can be augmented by the upgrade cards.

The sector identifier defines which one of the 6 sectors of space (alpha, beta, gamma, delta, epsilon, phi) the entity on the card comes from. When playing a card, if the game is played in the same sector as the source of the card the attack/defense powers are +1. Some cards have no sector and hence recieve no bonuses.

The description section may contain a simple text description of the entity on the card. However, it may also contain special rules that apply when the card is used in certain circumstances.

Damage Types

Damage occurs in 4 types. Weapons and shields have either cause or absorb certain amounts of each type of damage. The damage types are:

Resource Types

Playing cards from the player's hand to the table requires the resources cost shown on the card. The planet cards that have been played define how many resources are made available to the player each turn. The resources defined are:

Planet Cards

Planet cards begin the game in the playing field deck. At the begining of the game the field deck is shuffled and delt equally between players. Each player then shuffles their field deck cards into their main deck. During the a player's turn they can play a maximum of one planet card onto the table. Once a card has been played it can be used immediately.

During a turn a player may wish to bring cards to the table which require resources. To achieve this they must use the planet cards to amass enough resources by turning them 90 degrees (like tapping in magic). A planet card can only be used once a turn but is reusable next turn. A planet can only be used to bring one card into play. Partial resources can-not be shared between multiple deployments.

Planet card can be attacked by the opposing player assuming there are no units on the planet owner's field. The planets defense value must be overcome to destroy the planet.

Anomaly Cards

Anomaly cards are playing field cards that have special properties or rules. For instance, a particular playing field may have a black hole which causes all units on the table of a certain chronotic defense or lower to be destroyed. Anomaly cards are a place holder for any feature that might want to be added to a playing field deck at a later date.

Spacecraft Cards

Spacecraft cards represent the units that can be deployed to attack the opposing player. Any type of unit can be presented by the game is intended to be space craft based. The spacecraft cards in a players deck are selected by the player before hand up to a certain credit limit agreed by the players before hand. To a bring a unit from the player's hand to the table (in-play) the appropriate amount of resources must be available from unused planets under the player's control. Once a spacecraft is deployed (on table, in-play) it can be utilised immediately.

A spacecraft can be used to attack an opposing player, player's units or planets. An opponsing player's units must be all be destroyed before either the player or the planets can be attacked. A unit can only attack once per turn. The unit's potentially augmented attack value is compared against the potentially augemented defense value of the attacked unit. The player attacking choses the type of damage inflicted. If the attack value is higher that the defense the attacked unit is destroyed. If a unit's defense or attack value is in question any upgrades related to the values must be made visible to both players.

When attacking players the attacked is assumed to have no defense value. Any damage chosen will effect the player. A player is assumed to have 1000 points of health. Once 1000+ points of damage have been done to the player the game is over and the attacking player wins.

Upgrade Cards

Units and planet can be upgraded using upgrade cards. Planet's have one upgrade slot. Units have 3 upgrade slots. When upgrades are played they are placed under the upgraded card. Upgrades may be played publically (face up) or privately (face down). Playing a card privately prevents the player's opponents from being able to determine what attack/defense values may be available to a unit or planet. Note that some upgrades are only applicable to units or planets.

Weapon Upgrade

A weapon upgrade card adds an attack value of particular type of damage. Only the highest value for any given damage is applied during an attack. Attack values do not accumulate. When an attack is made the attack value is declared. If an attack value is question (due to a private upgrade) the upgrade must be made public.

Shield Upgrade

Shield upgrade cards increase a unit or planets defense value for a particular damage type. Upgrades to shields are accumulative. For instance, if a unit's base value for plasma defense is 4 and it has two shield upgrades applied of 1 plasma and 2 plasma shielding its total defense value for shielding can be declared as 7. In addition, a player may choose to declare a lower value and hence not have to make upgrades to shields public before absolutely required.

Scanners Upgrade

Scanner upgrades allow detection of private upgrades before attacks. However, a particular scanner upgrade can only detect certain types of upgrades/damage types. Additionally scanner upgrades have a set number of uses before failing and being destroyed. A scanner upgrade can be used at any point in a turn but cannot be used on the turn that its installed.

Drive Upgrade

Drive upgrades allow units to respond to attacks in different manners. For instance, a spacecraft with a jump drive may be able to "dodge" an attack by jumping to a new location. However, drives have a fixed number of uses and often incur other penalities (losing turns of attack for instance).

Game Start

Before the game starts the players must have built a deck based on an agreed credits cost. The cost of each card in credits must be balanced to ensure that its not possible to fill a deck with super powerful cards.

Next the playing field deck is selected based on the roll of a 6 sided dice. The field deck contains the cards and anomalies for the selected sector. The field deck is shuffled and then delt between the players. The players then shuffle their part of the field deck into the their playing deck. At this point the games is ready to start.

Game Play

Each turn the player takes enough cards to increase the number of cards in hand to 6 - a full hand. At this point the player can deem to play any card in their hand (planet, upgrade, anomaly or spacecraft) or to use any card they currently have in player (e.g. attack with a space craft).

Bringing cards into play

Cards can be played assuming there are enough resources available unused this turn on the player's planet cards. There are no resource requirements to play a planet card. Only one planet card can be played a turn. If no move can be made by the player they can choose to throw away all held cards and draw 6 new ones. The 6 cards are thrown away and destroyed. This circumstance should be very unlikely but should it happen puts the player in question at a significant disadvantage.

All cards except scanner upgrades can be utilised as soon as they enter play.

Attacking Spacecraft

A spacecraft card in play can be used during a player's turn to attack opponents spacecraft cards that are in play. When attacking a player's spacecraft the attacker must declare what how much and what type of damage they are hoping to inflict. This value can be anything up to value that spacecraft (including upgrades) can inflict. Should it not be obvious how the value is reached the opponent can challenge meaning the attacker must justify the value by exposing any private upgrades that are required. Once the attack damage is agreed the defending opponent must declare what defense value in that particular damage type they are putting forward. This can be anything up to the defense value of the spacecraft (including upgrades). As with the attacker the defense value can be questioned and hence defense upgrades may need to be exposed.

If the attack value is higher than the defense value the spacecraft and its upgrades are destroyed.

Attacking Planets

If the opponent has no spacecraft in play the player may choose to attack any planet's they have in play. The player must declare the attack value of their spacecraft (as with attacking spacecraft). However, multiple spacecraft can be combined to attack a single planet. If the combined attack value is higher than the defense value of the planet (including upgrades) the planet is destroyed.

Attacking Players

If the opponent has no spacecraft in play the player may choose to attack the opposing player. The player is deemded to have a defense level of 0 so any damage inflicted will damage the opponent. Players are initially given 1000 hit points which are lost at the player is attacked. If the player loses all their attack points that player loses.

There will be anomaly cards in the field decks that return hitpoints and defend the player in attack situtations.

Avoiding Attack

If a spacecraft is attacked it may be able to avoid the attack all together if it has an appropriate drive fitted. On declaration of attack (before calculation of attack value) the defending player must declare that they are attempting to avoid the attack and show the drive upgrade in use. Drive upgrades allow the spacecraft to "jump" out of the attack. However, drive upgrades have a speed assocaited with them and should the attacking player have a drive upgrade equal to faster than the defending players upgrade they may choose to use one of their drive uses to follow the defender and continue the attack.

If the defender manages to avoid the attack unfollowed then the attack is ended and no damage is done. The attacker can not go on to attack any other spacecraft within the same turn.

Scanning for Upgrades

At any time during a player's turn a spacecraft can use its scanner to detect upgrades on other ships. Scanners describe which types of upgrades can be detected and the opponent is required to make public any upgrades matching the scanners capabilities currently in play. A scanner can-not be used on the turn that it deployed. Scanners have a limited number of uses (mostly 1 time hits) before they burn out.

Online Game Ladder

Players must be able to choose to fight any other player registered with the central game server. However, each game server will maintain a competition ladder which players can attempt to conquer and become the supreme commander.