Rules Greek Card Game Xerium
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This is a description of a game I'm working on. I'm posting this basically looking for an input of ideas, thoughts on the game, et cetera. The idea is that every card is unique and the aim is to complete tasks/quests as detailed on the cards.
For example, unite Eros with Psyche, or kill the Minotaur. The setting is ancient Greece. There are 2 to ~5 players who each have a character card, which represents their location in the game.
There are a few location cards spread around the table. (A few cities and the underworld, where monsters go when they are killed.) In the rest of the deck there are four types of cards: - 7 god cards, which can be played to Mount Olympus (location) to receive their blessing or have another player receive their curse. - Monsters, which exist in locations and can be killed by heroes. - Heroes, which players place face up in front of them in their 'party'. In a location, the player can 'exhaust' (turn 90 degrees) a hero to kill a monster. If all monsters in a location are killed, the player can pick up other cards which were there. Retro Synths 1980s By Puremagnetik RARE.
- Miscellaneous. Most of the cards. Can be anything from Aeolus 'move somewhere for free' to Hippocrates 'heal 3 heroes' to Erebus (Darkness), required for some tasks.
Cards that have tasks written on them also have 'VICTORY POINT' (trying to avoid the word quest). When the quest is completed this is put in the player's victory point pile. The first player to 3 victory points wins.
So, thoughts? Ok - seems like we have both channeled a similar Muse. I have a Heroes of Greece game in development You can choose to undertake your quest card or force another player to undertake it.- If you do your own quest its worth (something) and if another completes it its worth more Players are heroes/lesser gods manipulating heroes. My game is map based - but with card controlled movement - so a galley is needed to cross water for esample. Minor heroes and regular soldiers are available to recruit and if you cannot recruit them they are auctioned to other players Mine has no exausting (tap) effects (its too confusing) mine has sacrificing the card for effect or returning the card to hand for an effect. Mine has secret win conditions on a face down card. My game also has a mode where a solo player can go up against the gods to create an adventure that takes them from place to place like Odysseus I look forward to being able to play your game - mine will be on a show tour at UK wargame shows either next year or the year after 2012/2013.
And - in the game I am designing everyone has their own deck - like in a customisable card game - each deck will contain hazards - equipment heroes and godly favours I am not developing a game to sell or even to give away - just to play at shows If it does generate interest it will probably end up in a wargaimng magazine or evailable as a PDF fro print and play I have developed some little games over the last ten to fifteen years. My best design was The gladiator game that we put on at UK wargames shows. Smartboard Dvit Driver Download. It had a complete arena with over 1000 28mm spectators and was a card controlled melee game - it had rules for beast hunts and everything. A large company approached us, made an insulting low offer for the game design, I told them through my legal advisor to take a walk and the design has sat in the vaults for 8 years. If the market makes an upturn and the design can be re-themed to an appropriate fashionable combat then it might just be released.
I'm Greek, so I'd be happy to help with theme as well. Have you played Cyclades? It handles gods and ancient greek theme well, but is a role selection strategy game.
You could try incorporating a similar mechanic in your game, whereas each turn you 'pray' on a particular god, taking 8 cards in hand and choosing which one to play down. Depending on what you choose, Poseidon could offer faster and safer trips through the sea, Zeus additional strength etc. Each god may require a sacrifice for the praying, of course. If more than two players choose the same god, the one with the greater sacrifice receives him. If it feels too 'strategic-y' for your RPG game, you could have miniquests to satisfy gods and have their favor, gaining specific abilities, but another player may steal that favor by doing a greater task. One advice from my previous experience in an RPG (check ) is that you should make combat more than 'I use this hero to win the monster', in order to add more suspense, unless you want it to be more of an exploration than a combat game.
I have a Heroes of Greece game in development There is a game in Greek with that theme, published professionally and distributed through the country. You can see a store carrying the game here: Also, check some of the amazing art in this forum (don't mind the greek): From what I heard, it had a few MtG mechanics, but other than that it was a typical CCG, you had your hero and used some of his key abilities on the left side to perform tasks and gain Glory, when you reach 40 Glory you win, when you reach -20 Glory you lose. You can try to take a different direction of course.