EDIT: This idea evolved a bit after Lusus121 suggested that standing on the square would give a card. I split the idea in two: Control Squares and Power Squares. Control Squares Here's something that is used in many other PvP games. Idea is that besides having victory squares that give you victory points, we would also have "control squares" that let you control something. Now what this something actually is, that is the million dollar question. Here are some ideas: You would control some kind of a weapon, like catapult, cannon, etc. You would control a powerful Golem (that would be disactivated if nobody controls it) You would control something that changes the map, for example door, bridge, etc. While being in control of the square, your team would have some kind of buff or the opponents would have a debuff etc. To clarify, the player who is sitting in the square gets the bonus but not a victory point. This means you have to make a decision between capping the control square and capping a victory square. It would open up all kinds of cool strategy options and really make maps differ from each other. For example each set of new maps could have 1-2 maps with a new kind of control square that would really shake up metagame. We basically have possibilities on how these Control Squares would get activated: It's automatic. As long as you stand in the square, the effect happens. As soon as you step out, it stops happening. You get a card. If the Control Square is controlling a weapon, at the start of a round you would get a card called "The Big Red Button". And when you play that card, something bad happens to the opposing team. If you leave the square, you instantly lose the card. What makes this different from Power Squares that are explained below, is the fact that these cards would be designed only for that particular map (and also you cannot keep them if you leave the square). You activate it using some new mechanic. A button, pop-up window, etc. Power Squares This is a more simple idea that would be much easier to implement. At the start of each round, a character who is standing on a Power Square would get a special card (or cards) assigned to that particular Power Square. If it gave two cards, they would be either two less powerful cards, or one powerful and one drawback. What the card (or cards) is, would depend on the theme of the map, but it would be something that is not currently in any items, aka monster cards. Here are some examples: Acid map Poison map Fire map Forest map Bull (?) map Lightning map Cave map Cemetery map Temple map Best thing about this idea is of course that it would be really easy to implement. It would also be a great way to let players use some cool cards in MP without worrying about the balance too much. One downside could be that it might not be as exciting as Control Squares, which give a lot more options and make maps more unique. Post your ideas and comments.
If they just had standing on the square give you a specific card(s) it shouldn't be that hard. Sounds interesting.
Awesome idea. Yes, that would be a very simple way of doing it. It would be pretty cool if it gave you these super-op cards that monsters in SP use. It would also be easy to change every map rotation because you would just simply change the card into something that fits the theme of the maps. For example if we had a set of ice maps, the card would be something ice-related.
Yes! YES! Most excellent! There's just so many tactical and thematic possibilities with this! This kind of thing is in basically every miniature game I've seen. How haven't I thought of this?
At the beginning of your turn, if you're on the square, you draw Card A in addition to card 1, card 2, and racial move. Simple, hopefully not hard to program. Sounds fun. A lot of fun. Great suggestion, SLG & Lusus! +1
Great Idea I think we need to differ here a bit. When I first read SLG's post I thought about something in the direction of: Code: xxxxxxxxxxxxx x....1x..M.2x x..M..I.....x xo....x..M.3x xxxxxxxxxxxxx x = wall o = control square 1, 2, 3 = Characters M = Monsters I = Door In order to play together Character 1 has to get around the Monster to get to the Control Square. As soon as he steps on the Square it opens up the Door and Character 2 and 3 can join the fight. Now this is somewhat solved already having "Door" Monsters, but there are serveral other possibilities with those control squares. Like stepping on "hidden" control squares which - let rain down a rockfall in a specific area or - opens up a trap door, that leads into another corridor You could even do something like - holding a control square for at least one round before the effect triggers - or: effect triggers only when the Character has a specific card in its Hand (which can be accuired via another control square or killing a monster); like having a key or something - or: effect triggers only when another control square is occupied by a character (either enemy or friendly is up to the creator of the map) But some of those possibilities cannot be realized via a card in the Characters hand. Which led me to the conclusion that we have two different kind of control squares: - the one that controls something in the way of putting a card in your hand - and the one that controls something in the way of triggering an effect but nonetheless: a really good idea. I like it a lot. *cuddles* Sisquinanamook
@Sisquinamook: You could have a special card like "Rusty Lever: Doors do not block movement. Discard at the end of your turn unless you are on a control square."
What if you get the special card instead of your default move? Probably the hardest part to implement would be the interface for the board/scenario editor to set the card.
That would be cool too! Or replacing one of your normal draws. Or any number of possible implementations
Maybe based on the effect the card would trigger? - pulling a lever: instead of move card - controlling a golem (monster etc): instead of an attack card - shielding your party: instead of an armor card - debuffing your opponents: instead of a bad trait card - buffing your party: instead of a good trait card This would mean that an action like "pulling a lever" can always played by every character, but other actions would require a specific character from your team. but I am not sure with this one. Because on one hand the player has to be more strategic (should I play this attack card, or should I hold in on hand and use it for the control square?) on the other hand this can easily lead to advantage/disadvantage situations based on the players build.
Yep. I think I'll tweak the first post a bit and divide it into Control Square and Power Square, first one being something totally new and the second simply giving you an extra card at the start of each round. This could be confusing and it would be a bit illogical. For example you would be able to use the lever even though you were at the other side of the map. If we used a card for the lever action (instead of some new mechanic like a special button appearing) it would have to disappear as soon as you leave the square. I don't see why you would have to lose your default move. Victory Square does not have this downside so I don't see why Control/Power Square should have it. Also it could be devastating if the opponent used lava on the square and you didn't have any movement cards or don't draw them. You would just be stuck there until you die without being able to do anything. That sounds better but I still don't get why you couldn't just draw an extra card? I mean we already have effects that let you do that, so there shouldn't be a problem. I think a simple solution is always the best. If you are sitting in a Control Square, you can control whatever it is that the square controls. If you are sitting in a Power Square, you draw an extra card each round. I don't think it should be made more complex unless there is a good reason for it. EDIT: I made some changes to the first post.
Perhaps the 'Control Square' could be done by temporarily adding a character (Door, Golem, Giant Crossbow...) to your party with whatever cards are needed for the character.
Yes, that was exactly what I meant when I talked about controlling the monster. A monster that would switch sides based on who is controlling the square, and would have (and draw) cards just like it normally would. Both players have a maximum of 5 character slots so it should be possible, although there is no "unassigned" space where the monster would go if nobody controls the square. But yeah it could work with other things as well, like doors and giant weapons, as you suggested.
Nice idea! The control squares could work just like the power squares, except it would be flavored as "using" the object (although controlling a golem or something sounds fun). For example, a ballista could just be a power square that gives you Stake Missile each round. Some power square ideas for the existing rotations: Gladius: Caltrops, Entangle, Pinning Spear Toss, Violent Spin, Berzerk Swing, Reactive Trip, Taunt Winter: Freeze, Ice Bolts, Cone Of Cold Haunted/Crypt: Grasping Arms, Dastardly Curse, Only Bones, Unholy Curse Celestial: Tripping Sweep, Nimble Strike, Acrobatic Flip, Enabling Ray, Quick Monkey Strike, Redistribute
Love this idea of more strategic effect/reward squares. Besides it giving (in a simple way) the occupant at the beginning of a round one extra card or the control over a neutral monster/ Item-card there are many more possibilities. A switch type function for a campaign map would be interesting as already mentioned by opening a heavy door for instance or causing a rock slide in a fixed or random area. How about a "shielding/blocking" effect for the area. This combined with an earthquake every 3rd turn that does so 5 damage to all those not shielded. Teleporting tile anyone. "so this demon portal does work after all" A Whirlwind everyone save the tile owner perhaps. Activates each turn a character is on the power tile or until the player gets sick after the 10th use in concession.