Nov 082016
 

Sorry to just throw this up here without formatting or images or anything but I am out of time and cannot be running too late to vote. Cannot. Must vote.

So here they, without art or comment.

Please help me proofread this, I really wish it were simpler and shorter and easier to understand and would love to hear any suggestions on how to achieve that.

Really, I am begging you.

Here we go:


Overview

DDO The Card Game (DDOtCG) is a cooperative card game for 1 to 6 players.

Players band together to defeat Quests, building up their characters by accumulating Loot, in the hopes of gaining enough strength to defeat the inevitable Raid. Fail the Raid and all is lost, Evil overruns Stormreach, and everyone loses.

Setting Up

Each player needs their own set of DDOtCG playing cards. A set consists of the Base deck and one of the Adventure packs. Everyone needs to have brought the same Adventure pack.

Monsters and Quests

Choose one player to provide Monster and Quest cards.

  • Shuffle the Monster deck and set it face down in easy reach of all players
  • Shuffle the Quest deck, and draw the top three cards – without looking – and place them on the Raid Boss card
  • Place the remaining Quest cards face down in easy reach of all players

Loot Decks

Each player goes through their Loot cards and selects one Hero.

Each player then builds a Loot deck of 60 cards by choosing the 60 that they think will give them the best chance of helping the team win.

Party Leader

Whoever has the most Warrior Levels will be the first Party Leader. If there is a tie, have the tied players show the top card of their Loot deck; the highest number is first Party Leader. If no one has Warrior Levels then everyone shows their top card.

Starting Hand

The Party Leader draws four Loot cards. Everyone else draws five.

Figure 1: three players ready to save Stormreach!

Turn Sequence

Just like in DDO, players build their characters, then choose a quest, then fight the bad guys in the quest. If they win, the collect an end reward. And win or lose, there is always banking and cleanup.

The Build Phase

The Party Leader draws one Loot card, straightens any Tapped cards, and deploys as many cards from hand as desired

Quest Phase

  • The Party Leader draws the top Quest card
  • Starting with the Party Leader, everyone chooses which one of their un-Tapped Heroes will attempt the quest, if any
  • Hero cards and Monsters are lined up and starting Monster Focus is determined as described in the Combat Details section

Combat

Heroes go first, Monsters go second! Repeat Hero Actions and then Monster Actions until all Monsters and the Quest Boss are defeated – or – all Heros have retreated or died.

Hero Actions

Each Hero player may do one thing..

Starting with the Party Leader, each player that has a committed Hero may do perform any one of the following combat actions:

  • Straighten *
  • Retreat from the Quest
  • Use one Tap or Discard action from any card in that Hero’s stack
  • Perform a ranged attack against any Monster
  • Perform a melee attack against a Monster that is already in melee range
  • Close to melee range with any Monster
  • Retreat to Ranged distance
  • Change focus for one controlled Monster
  • Activate one controlled Monster

More on these actions in the Combat Detail section.

* Tapped Heroes must Straighten.

Monster Actions

For each Monster, working left to right:

  • If the Monster is Tapped, all it does is straighten
  • It it is not tapped, it “Activates”, performing actions according to an algorithm described in the Combat Detail section..
  • Some Monster cards are not monsters at all; details follow later.

Boss Fight

The Quest Boss remains inactive as long as at least one Monster card remains unresolved.

As soon as the last Monster card is resolved the Boss immediately activates, following the same algorithm as other monsters.

  • Bosses are immune to Afflictions and so are harder to Tap, but if one is Tapped at the beginning of the Monster Action all it does is straighten.
  • Otherwise, the Boss is just another Monster, albeit an extra rowdy one.

Ending the Quest and the Quest Reward

If the Quest Boss was defeated, all Heroes present win (even the dead ones), draw one loot card and put it in their player’s hand.

If at any point in the Quest, all Heroes are Dead, Paralyzed, Petrified, or have retreated, the Quest Boss wins and no one gets anything.

Win or lose:

  • All Afflictions are removed.
  • Death or Unconscious status are removed – but only those two, any others remain on the Hero.
  • All Heroes are returned to their player’s Play Area in Tapped state.

Banking Phase

  • All Warforged characters, belonging to any player, heal to full and if Tapped, straighten
  • The Party Leader may deploy any or all cards from her hand, and may use any Tap or Discard actions in her Play Area that are not Combat actions
  • The next player clockwise becomes the Party Leader and the game advances to the next Build Phase

Winning the Game: the Raid

When the Party Leader goes to draw a Quest card but none remain it is time to run the Raid.

The Raid is similar to other quests, with key differences:

  • Players may bring as many un-Tapped Heroes on the Raid as they like, they are not limited to just one. Place them all at once, not one at a time.
  • Once all Heroes have joined the Party Leader may re-order the Hero cards, once, in any way that she sees fit
  • Once all Heroes have joined and been re-ordered, instead of drawing Monsters, the Party Leader turns over the Quest cards that were placed with the Raid at the beginning of the game, one at a time, setting Monster Focus as if she were drawing from the Monster deck. Ignore Quest text or Quest details; you are using the Quest card as a Monster
  • Since there are at most three Quest bosses, only the first three Heroes may begin with Monster Focus
  • The Raid Boss can not be damaged or affected in any way until activated, and does not activate until the last Quest boss monster is defeated.
  • Quest boss monsters retain their immunity to Afflictions. The Raid Boss is immune to all Afflictions and all Status changes except Death. You must kill the Raid Boss.

It will be a tough fight! We can only trust that Good will prevail!

Concepts and Terms

Tapping

Cards that allow special abilities or effects when “Tapped” are said to have “Tap actions”. Using the Tap action causes the card to “Tap” which is indicated by turning the card sideways. Tapped cards have no effect until straightened.

Cards in your play area straighten at the beginning of the Build Phase when you are the Party Leader.

Cards do not straighten during the Quest Phase at all excepting Heroes who may take their one Combat Action to straighten themselves.

Focus

Monster attention is called “Focus”. If the Monster is looking at you, you have Focus.

Monster focus changes during the Quest, depending on Hero actions.

Any number of Monsters may be focused on one Hero, but each Monster may only focus on one Hero at a time.

Status Changes & Afflictions

Afflictions are temporary effects which remain until the next Banking Phase, or until removed. Afflictions stack, meaning you can receive multiple instances of the same effect.
Status Changes are permanent effects which remain forever, unless removed. Status Changes do not stack, meaning you can receive only one of each Status, although you can still receive more than one different Status.

Both kinds of cards have effects on your Hero, reducing Combat Values or preventing actions as described on the Affliction or Status card.

Loot Cards

DDO the Card Game features several different kinds of cards. Some of these cards are played directly in front of you, or “deploy” to your “Play Area”. Other cards do not play directly to the table top but rather deploy onto other cards. Especially the Hero card; most of your Loot deck will consist of cards that deploy to your Heroes to make them better.

Cards that deploy to your Play Area

Heroes go on quests and earn Loot. When you add other Loot cards to your Character, you form a “Character Stack”. You may have as many Character Stacks as you like.

Public Instances provide powerful one-time actions or have permanent effects. You may deploy as many Public Instances as you like.

Festivals affect everyone in the game. There can only be one Festival in play at a time; when someone plays another, the current Festival is discarded.

Cards that build your Hero

As you deploy cards onto your Hero you build a Hero Stack.

Level Ups Your Hero begins at first level, and gains a level whenever you add a Level Up to its Hero Stack. Any Level Up can be deployed on any Hero. If you play a Rogue Level Up on a Barbarian, you create a multi class Hero that has attributes and effects from each class. Later you can add a Wizard level too. Or whatever you like.

Race cards add attributes and effects to the Hero. You may only have one Race card in each Hero Stack.

Enhancements come in chains that are each three cards long, that can only deploy in the proper order, with the third card in the chain being the most powerful. Enhancements are either class-specific (can only be deployed on a Hero that is a specific class or that has a Level Up in that class) or race-specific (can only be deployed on a Hero that has a specific Race card). You may only have any three Enhancement cards in each Hero Stack.

Feats can be deployed on any Hero, but some Feats have to be deployed in a specific order, for instance, you cannot deploy Great Cleave onto a character unless the character already has the Cleave Feat. You may have one Feat in each Hero Stack per Character Level.

Spells

are another type of card that deploys into a Hero Stack. Spells come in two types: Divine Spells mainly consist of effects that do good things to Heroes. Arcane Spells mainly consist of effects that do bad things to Monsters.

You may only deploy spells onto a character that has the correct spell casting attribute. Wizards, Sorcerers, and their Level Ups all have the Arcane Caster attribute. Clerics, Favored Souls, and their Level Ups all have the Divine Caster attribute. Bards and Bard Level Ups have both.

Magic Items

All Magic Items deploy onto the Hero Stack. When you deploy a Magic Item to a Hero, it is “bound” there, although some cards allow you to pool items or move them from one Hero Stack to another.

Weapons, Armor, and Shields add to combat values. Some Weapons cannot be in the same Hero Stack as a Shield.

Clothing and Jewelry may add to combat values but may also have other effects. There are several different types of items in this category. You may Stack more than one piece of magical clothing or jewelry, but not of the same type. For instance, one Hero Stack could contain both a Gloves card and a Necklace card but not two Necklaces.

Scrolls and Potions have a variety of one-use effects. You may carry as many Scrolls and Potions in your Character Stack as you wish.

Wands have a variety of reusable effects. You may carry as many Wands in your Hero stack as you wish.

Trinkets have a variety of effects. You may only have one Trinket in each Hero Stack.

Monster Cards

Monsters contain a combination of effects and combat values. You must defeat all of the monsters before you can defeat the quest Boss and win the quest.

Monsters “Activate” on their turn, following this algorithm:

Figure 3: Monster Activation flowchart

Puzzles require one character to have a specific Attribute Level. An iron gate may require so many Warrior Levels to open; a locked door may require so many Trapsmith levels; a Sigil may require so many Divine Caster levels, etc. You must solve all puzzles before you can face the quest Boss.

Traps can be resolved either by setting them off or by removing them. Traps have differing harmful effects, some of which damage the Hero setting them off while others damage everyone on the quest. Traps can be removed by a Hero with so many Trapsmith levels. You must resolve all traps before you can face the quest Boss.

Optional Objectives represent a choice; the party may complete the objective or discard it. If it is completed, the Hero completing it receives a penalty (usually damage) which may apply to the party, and everyone in the party gets a bonus reward (usually drawing a bonus Loot card). Optional Objectives must be completed OR discarded before you can face the quest Boss.

Quest Cards

Quest cards may contain special effects, and will always describe the quest Boss. The boss is a Monster, but will remain inactive until all of the Monsters and other Monster Cards have been resolved.

The Quest boss cannot be damaged or affected while inactive.

Quest bosses are immune to Afflictions.

Combat Detail

At the beginning of combat, each monster is focused on one hero.

  • Hero cards are lined up left to right as they enter the quest as shown in figure 2. Do not move the whole hero stack into the Quest area, only the Hero itself.
  • The Party Leader draws one Monster Card for each committed Hero; the Monster begins Focused on that Hero

Figure 2: Ready for combat!

Some monsters that have game text that allow them to bring in additional monsters, and if so, additional monster(s) begin focused on the same hero as the original monster.

Monster Focus in Combat

These actions cause the affected monster to change focus to the the Hero performing the action:

  • Closing to melee with a monster
  • Doing damage to a monster
  • Casting any spell on a monster whether or not it does damage

These actions cause the hero to shed Monster Focus:

  • Gaining Dead or Petrified status
  • Retreating from the quest

A monster that has no Heroes in Focus takes no action.

Range

There are only two distances; either a hero is in hand-to-hand combat distance and is said to be in “Close Combat”, or the hero is not in melee distance and is said to be “At Range”.

Heroes and Monsters can only launch a Melee attack when they are in Close Combat. They may only launch a Ranged attack when they are At Range. Heroes may cast Spells at any range.

At the beginning of a Quest, Heroes and Monsters are all At Range.

  • Heroes that are At Range can use one action to close into Close Combat.
  • Heroes that are in Close Combat can use an action to retreat to At Range.
  • Monsters close and retreat too

Indicating focus and range on the battlefield

Combining Focus with Range results in four possible relationships between any one Hero and any one Monster. Either they are in Close Combat or not. Either the monster has Focus on the hero, or not.

  • If the hero is in focus, align the hero card directly in front of the monster. Otherwise align it to one side
  • If the hero is in Close Combat, place the hero card so that it is touching the monster. Otherwise place it at a noticeable distance.

Figure three shows how the battlefield can become complicated when there are multiple Monsters and Heroes. But even so, the placement rules suffice to show all of the ranges and focii:

Figure 3: Have at you!

In Figure three, Monster 1 and Monster 2 are both focused on Hero 1. Monster 1 is in Close Combat with Hero 1 while Monster 2 is At Range. Hero 2 does not have any focus, and is At Range relative to all the monsters. Hero 3 and Hero 4 are both in Close Combat with Monster 3, which is focused on Hero 3. Monster 4 is focused on Hero 4, and is At Range.

Hero Combat Actions

Starting with the Party Leader and working left to right, each player may perform one action during the Hero Action phase:

Straighten a Tapped hero

If the Hero is Tapped, it must straighten, no other action is possible.

Retreat from the quest

Retreated Heroes are returned to their owner’s play area, Tapped.

Use one Tap or Discard action

Only cards that are part of the Quest – the Hero card, or cards from that Hero stack, may participate in Quest combat.

Perform a Ranged Attack against any Monster that is At Range

Compare the total RNG attribute of the attacker to the total DEF attribute of the defender.

  • If the RNG is higher, the defender loses HP equal to the attacker’s DMG attribute.
  • If the RNG is the same or lower, the defender loses one HP

Perform a Melee Attack against any Monster that is in Close Combat

Compare the total ATT attribute of the attacker to the total DEF attribute of the defender.

  • If the ATT is higher, the defender loses HP equal to the attacker’s DMG attribute.
  • If the ATT is the same or lower, the defender loses one HP

Charge into Close Combat

Characters may not take this action when they are already in Close Combat.

Retreat to Ranged distance

The character taking this action will be at Range relative to all opponents. This does not remove Focus, it only changes distance.

Change focus for one controlled Monster

If the Hero is controlling a Monster, she may set the Focus for that controlled Monster to any one opponent.

Activate one controlled Monster

If the Hero is controlling a Monster and that Monster has Focus on an opponent, the Hero may Activate the monster. It will follow the same algorithm described in the Monster Cards section.

Special: When Monsters Attack!

Some heroes will be able to control monsters. When this happens, the monster lines up on (or moves over to) the Hero side of the battlefield, next and to the right of the controlling player.

The controlling Hero may set the initial Focus for the controlled monster as part of the controlling action. Changing the controlled Monster Focus later requires a combat action.

Controlled Monsters that have no Focus cannot be Activated.

Unconsciousness and Death

Heroes or Monsters that have zero hit points are unconscious and receive an Unconscious status card.

Heroes or Monsters that have less than zero hit points are dead and receive a Dead status card.


Thanks in advance for any editing help you may be able to provide!

🙂 😀 🙂

  2 Responses to “DDO the Card Game: The Not-Quite-Final Version of the Rules”

Comments (2)
  1. Aargh I do not have clear deployment and stacking rules. So this is not even quite as not-quite-final as I’d thought it was.

    • I shall put on my editor’s cap and get to work soon* – although at a quick glance, doesn’t look like there’s much work to be done!

      * – after I go relieve election stress, tension, and depression by pounding the living crap out of stuff in DDO.

What do you think?

%d bloggers like this: