(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.
Current Progress: Set Skeleton
A set skeleton is a list of the cards being made and listed by function. The Magic: the Gathering guys are probably the best-known users of set skeletons. Of course, they’ve got a lot more factors to balance–creature size, spell cost, draft viability, ratio of sorceries to permanents, etc.–but the basic idea is the same.
The set skeleton for DPD needs certain themes to be present. It doesn’t mean that I need to nail down every card right now, just as long as I have enough cards to do the things I need to do. It’s considered penciled in and because I’ve never made a Magic set (despite making several individual cards), I don’t really know how the numbers balance out. It’s just another part of trying to get the most out of playtesting before I have to burn every part of the playtest for the first revision.
|Card Type||Subtype||Theme Slot||Proposed Implementation|
|Adventurer||Fighter||Heirloom||When you loot an Animal or Mechanical monster, you may immediately use that bounty to pay to Hone an Heirloom. When you do, the cost of that Heirloom is reduced by 2.|
|Adventurer||Fighter||Heirloom||This Adventurer may convert up to two non-[C] dice from Heirlooms to an equal number of [C].|
|Adventurer||Fighter||Stack [C]||This Adventurer gets an additional [C][C] against monsters with a trap.|
|Adventurer||Fighter||Stack [C]||This Adventurer adds half of their [C] (rounded up) to any ranged attacks the party makes.|
|Adventurer||Fighter||Heirloom||Whenever you Hone, you may look at an additional card from the Village Deck.|
|Adventurer||Fighter||Marriage||Before a combat roll, you may discard a monster card that shares a type with the monster you’re fighting. If you do, this character and their partner each gain [C] on the roll.|
|Adventurer||Fighter||Buff v Mechanical||When in combat against a Mechanical monster, this adventurer gains an additional [C] for every three [C] they have.|
|Adventurer||Mage||Training||Anytime there is combat in the village, you may immediately train one baby.|
|Adventurer||Mage||Training||When you train, you may look at an additional card from the village deck. During the Village Phase, players may pay you bounties they’ve collected. If you accept, you spend one of your Village Actions to train one of their babies.|
|Adventurer||Mage||Training||If one of your Village Actions this turn was Training, all other Adventurers in the dungeon may reroll one die once per combat.|
|Adventurer||Mage||Ranged Attack||Ranged Attack – Players may only apply M results from that combat roll. Each player rerolls all dice without an M result once on that roll.|
|Adventurer||Mage||Ranged Attack||Ranged Attack|
|Adventurer||Mage||Using Harbinger Heads for [M]||Spell Component – Prior to combat, you may spend the bounty of a Harbinger monster. If you do, this adventurer gains an additional [M] equal to the bounty’s value on all rolls against this room’s monster.|
|Adventurer||Mage||Parent/Child||This Adventurer receives one general reroll for each combat for each of their parents in the dungeon and each child they have. (General rerolls can be used to reroll several dice once, one die several times or any combination).|
|Adventurer||Mage||Buff v Undead||When in combat against undead, each adventurer in the party gains one free reroll.|
|Adventurer||Thief||Rumors||As a Rumor action, you may replace a Rumor card in your hand with a Rumor card in the Village. (You may then play a Rumor card from your hand as part of the same action).|
|Adventurer||Thief||Rumors||Add 3 to the bounty and 1 to the level of any Rumor played with this Adventurer. You must take that Rumor as a bounty and no other Adventurer may take it (Dungeon levels cannot be higher than three. Enjoy the free loot)|
|Adventurer||Thief||Rumors||When bidding to enter a dungeon, if your bid is the fifth highest bid, it beats the fourth highest bid. You must choose this Adventurer to enter that dungeon.|
|Adventurer||Thief||Rerolls||When another Adventurer would reroll any number of combat dice, you may reroll the same number of this Adventurer’s dice (this will replace any other reroll that could have been used by this character on the dice they are rerolling).|
|Adventurer||Thief||Avoiding Consequences||Once per dungeon, if a death consequence would affect this character, it affects the next most screwed Adventurer instead.|
|Adventurer||Thief||Avoiding Consequences||Once per dungeon, if a non-death consequence would affect this character, it affects the most screwed Adventurer instead (if it would affect both this Adventurer and the most screwed Adventurer, it affects the most screwed Adventurer twice).|
|Adventurer||Thief||Siblings||This Adventurer gains one die of any type their sibling has (including die gained from Heirlooms)|
|Adventurer||Thief||Buff v Elementals||When in combat against an Elemental monster, this adventurer gains [S] per level of the dungeon.|
So the “[C] begats [C]” theme is cool, and it’s possible that the “[M] rerolls” theme will keep pace with it, but nothing in the “avoid consequences and do traps” theme of Thieves is going to ramp the [S] levels enough to take out a monster when it’s S threat has got to be beaten. The notion that Thieves get bonuses from the Rumor level in kind of an “I’ll do it on the night” kind of thing is cool, but probably not strong enough.
Good enough for playtesting though.
Next Week: Heirloom Set Skeleton