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 Post Posted: Sun Jan 31, 2016 7:54 pm 
Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit This user is a Tool!
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Question, obviously the competition is loooong over. But the thread has stuck around, assuming i can find the time to write it all down would there be anything wrong with dropping my own idea in here? Just as a convenient place to drop it ;).

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     Post Posted: Wed Dec 07, 2016 11:59 pm 
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    Here for the 10th Anniversary Erfworld Bicycle® Playing Cards supporter Has collected at least one unit
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    Just in case anyone wasn't aware this seemed like a good place to post that the Playing Card Kickstarter is live.https://www.kickstarter.com/projects/1554093685/erfworld-bicycle-playing-cards-help-us-celebrate-1

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     Post Posted: Fri Dec 09, 2016 9:33 pm 
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    Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Here for the 10th Anniversary Has collected at least one unit This user has been published!
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    So... The kickstarter for the cards is up. Did anyone win this? Were any games chosen and I just missed it?

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     Post Posted: Fri Dec 09, 2016 10:54 pm 
    This user is a Tool! Here for the 10th Anniversary Has collected at least one unit
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    Check the questions at the bottom of the kickstarter.

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     Post Posted: Sat Dec 31, 2016 5:14 pm 
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    Apologies for posting without reading all the other entries. I did read a few pages of them and they are amazing, so it inspired me to give it a try -- hopefully without inadvertently echoing someone else's idea with...

    Leadership

    Standard deck of 52 cards and 2 jokers. Two to five players.

    The conceit is based on the mechanic of unled stacks automatically attacking on contact with an enemy, whereas stacks with a warlord can choose to attack or not. (Yes, a caster has the same effect, but this game was developed by and for the regular infantry of a warrior side whose soldiers don't spend much time thinking about caster stuff.)

    For purposes of the game, number cards are soldiers and face cards are warlords. The level of a number card is equal to its number (Aces count as 1) - but, if the player has leadership (ie is holding a face card), the Chief Warlord bonus is added to that number to get the effective level of that card. The levels of the warlords are: Jack = level 5 (CW bonus 1), Queen = Level 7 (CW bonus 2), King = Level 8 (CW bonus 3), Joker = Level 10 (CW bonus 5). If a player has multiple face cards, only one can be the Chief Warlord. The CW bonus DOES apply to any other face cards in the hand as well.

    The deck is shuffled and each player draws eight cards. Players take turns (naturally, this is Erfworld). After choosing turn order, the first player (call her Alice) selects another player to engage (Bob). Rules for an engagement are below. Then Carol selects another player to engage (only players who are still in the round - that is, still hold cards - are eligible). Play continues in that fashion until all players but one are eliminated; the one who remains wins the round. The deck is shuffled and a new round can begin. Play either ends after a pre-determined number of rounds, or when one player reaches a pre-determined score, or can continue until interrupted.

    An engagement proceeds as follows:

    If BOTH Alice and Bob do NOT have leadership (that is, if their hands are composed only of number cards), then:
    1. Alice reveals to Bob the total value of her cards (just add up the levels).
    2. Bob reveals the same information to Alice.
    3. The hand with the higher total value wins. The winner discards enough cards to equal the value of the loser's highest-value card, and keeps the rest of their hand. The loser discards their entire hand and is out for the remainder of the round.

    If EITHER Alice or Bob DO have leadership, but the other does NOT:
    1. The player WITHOUT leadership reveals to the other player the total value of their cards.
    2. The player WITH leadership (let's say it's Alice) can choose to attack or retreat. If she retreat, both players keep their hands. If she attacks, Bob must reveal his entire hand to Alice, who can match up the cards from her hand and his as she sees fit - the warlord(s) are directing the battle. The matchups can be one-to-one or two-to-one, but every card from both hands must be involved in exactly one matchup. For each matchup, the side with the highest total value wins and the card(s) from the losing side are discarded. If after this procedure there is still at least one card remaining on each side, Alice can continue the fight or retreat; if she continues the fight, she repeats the same procedure with the matchups (but now it is allowable to have cards that are not involved in the fighting). If she retreats each player keeps the cards from their own hand that are still alive. This continues until one player's cards have all been discarded or until the player with leadership decides to stop fighting.

    If BOTH Alice and Bob DO have leadership, then:
    1. Both players reveal to each other their entire hand.
    2. Both players reveal to each other whether they want to fight or retreat. If they both retreat, both keep their cards.
    3. If one wants to fight and the other wants to retreat, the player with higher leadership (total base level - not effective level - of warlord cards) determines whether to fight or not.
    4. Let's say Bob has higher leadership this time. If he (or both players) wishes to fight, he first proposes a matchup (as in the scenario above) between his cards and Alice's. Alice then has the opportunity to make changes to the matchup. A change consists of either moving one card (of either player) from a tag-team matchup to a single matchup, or swapping the positions of any three of her own cards or any two of Bob's. She may make two changes for each Joker in her hand and one change for each Jack, Queen, or King. After discarding the losing cards from each matchup, recalculate which player NOW has higher leadership, and return to Step 2. Continue until one player is eliminated or until the player with higher leadership wishes to end the combat.

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     Post Posted: Sun Mar 05, 2017 2:03 am 
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    Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    While probably too late to the party to actually get any rewards, I do have a game to share with the class. This one is designed to help warlords learn how to work with casters. It's called "Stack 'em Up", and intended for four players. If more than four players are involved, you may need to use two decks.

    In this game, the four suits represent four different types of casters and their minions. The numbers represent variously powerful uncroaked units, worth the value indicated on their card. Face cards represent casters. In addition to being worth ten points by themselves, they will also boost the value of any same-suit numerical card. A Jack represents an Apprentice caster and gives a +1, a Queen is a journeyman, and gives a +2, a King is a Master-class and gives a +3. However, only the highest caster bonus applies. So if you have both a Queen and a King in your hand, all units of that suit only get the +3 from the king.

    Aces represent the Chief Warlord, worth 12 points and give a +2 bonus to all cards in your hand, and an additional +1 (for a total of +3) to all units of his suit. However, as you can only have one Chief Warlord on your side at a time, you only count one ace in your hand, the rest have null value.

    The Jokers are Foolamancers, and may mimic any numerical card, including suit, but not face cards or aces.

    Spades represent Dirtamancy, with the numerical cards representing various golems a dirtamancer can make.
    Clubs represents Croakamancy, with numerical cards representing various Uncroaked.
    Diamonds represents Dollamancy, with numerical cards representing various dolls.
    Hearts represent normal units, with face cards being warlords.

    Each player is dealt 8 cards, for 8 is the optimal stack. Each round, players may bid, raise, fold, or attack. Any player who does not fold may discard one card, face down, into the discard pile, and draw one card from the unused pile. If there are cards in the discard pile, the player may instead opt to draw from the top of the discard pile before discarding his card, but he needs to set aside the card he is discarding before drawing, which cannot be taken back.

    To continue participating, each player needs to put in the bid amount into the pot every round, or raise, increasing the bid for everyone. Any player may Fold, surrendering anything they have put into the pot and not participating further in that game. A player may declare an Attack once he has successfully bid that round. Once that happens, all players put their cards down, and points are tallied.

    Some common 'dream' hands:

    * Full Stack: Ace, King, Queen, Jack, 10, 9, 8, 7 of the same suit. Point breakdown: Ace is worth 12, all three face cards also worth 13 due to the warlord bonus, 10 is worth 16 since the +3 from the King and +3 from the Ace stack, and so on, bringing the total to: 109 points

    This is generally seen as the 'royal flush' of the game, and impossible to beat. However, that isn't strictly the case (see below), and it can still be beaten under the right circumstances.

    * Spread Stack: Ace (any of the three suits present), King, 10, King, 10, King, 10. This is basically three kings and their respective 10's plus an Ace. Ace worth 12, Two of the three kings are worth 12 and the third worth 13, two of the three 10's worth 15, the last worth 16. This is worth 95 points plus your final card's value. However, if your final card is in one of your three suits and a 9 or 10, or a Joker, you can theoretically beat a Full Stack.

    The odds, however, of both a Full Stack and a Spread Stack capable of beating it showing up in the same game are vanishingly rare, if theoretically possible, as you can have a Full Stack in the one suit the Spread Stack doesn't have. To the point that the scenario is called a Carny's Gambit, and are the stuff of myth and legends, something told around the taproom table drinking with your buddies. "Yea, I got horrible luck, used it all up on my tenth turn, playin' my first game of Stack 'em Up. Actually played a Carny's Gambit. No, really, I didn't even know what the damn thing was, or that there was a name for it. Haven't won a hand ever since..."

    * Chief's Stack: Ace (in one of the two suits), two kings, two 10's, two 9's, and any other card. 12+13+16+15+12+15+14 = 97 points. If your final card is in one of your two suits, and is at least a 7, it can beat a Straight Stack, however it is incompatible with a Spread Stack due to needing a total of five kings showing, unless you are using two decks due to the number of players involved. A Chief's Stack beating a Straight Stack, like the Spread Stack beating the Straight Stack, is a thing more heard of than seen, and can also be referred to as a Carny's Gambit.

    While technically stronger than a Split Stack by two points, amateurs always try for either the Split Stack or the Full Stack. Veterans take advantage of this.

    * Four casters, minion high. A face card and respective 10 in all four suits. This will actually prevent a Full or Spread or Chief's Stack because you are taking up all the 10's, and is seen as a veteran's play as a result. As each pair is worth 21-23 (depending on the face card), this is worth 84-92 points. It is also seen as a 'sure thing' hand, as it will block any of the other hands that can beat it.

    * Short Stack: Face + 10, 9, 8 of the same suit. When this combination comes up, you are said to have a 'short stack', doing this with two different suits gives you a 'double-short'. Assuming you have a 'Short stack King high', this is worth a total of 46 points, or 92 for a double-short king high. Double short stack is a common goal for players to reach, as you can luck into a Chief's Stack, but even having a Short Stack is respectable.

    * Pair of Casters, minion high: A pair of face cards and their respective 10. Each caster plus 10 is worth 21-23 points, making the pair around 42-46 points. This is also a respectable hand, although obviously you're going to want to try to develop a Short Stack or Double Short from this if you can.

    Due to the bidding nature of the game, and how bidding doesn't end until one person calls Attack, it is not uncommon to see Short Stacks or even Double Shorts develop before the attack is called. However, one tactic a new player can use, since he is new to the strategic game, is to attack immediately if he feels his hand is strong enough, as he will almost certainly be beaten by the more experienced player if he is allowed to develop his hand.

    Due to the bidding nature of the game, it is rare for someone to not have at least a short stack or similar point spread.

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     Post Posted: Mon May 01, 2017 3:51 am 
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    This user is a Tool! This user was a Tool before it was cool This user has been published! Pin-up Calendar and New Art Team Supporter Armored Dwagon Monthly Winner Has collected at least one unit Here for the 10th Anniversary Shiny Red Star Erfworld Bicycle® Playing Cards supporter
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    Does anyone know when will Kickstarter cards ship?

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     Post Posted: Sun Sep 10, 2017 12:48 pm 
    Here for the 10th Anniversary Has collected at least one unit This user is a Tool!
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    I just opened the page hoping for an update and saw the following:1626 people are pledging 2,000.42. That's the kickstart milestone for card day right?




    I hope I'm right.


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     Post Posted: Sun Sep 10, 2017 2:08 pm 
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    fulnitus wrote:
    I just opened the page hoping for an update and saw the following:1626 people are pledging 2,000.42. That's the kickstart milestone for card day right?


    Also on the Toolshed page it says "Milestone 4: Thrive and Grow was unlocked at $2000 per One-Time Update".

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