The BZFlag Card Game
Posted: Sun Dec 16, 2007 4:12 pm
Good clean fun.... sorta
https://forums.bzflag.org/
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--Stealth--
+1 bonus
Guided Missile flags have no effect on your tank. Your tank has one free attack per turn on any tank entering your tank's zone.
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--Tiny--
+3 bonus
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--Box--
Tanks in this zone get +1 if they are defending.
Tanks on the box may engage tanks with Wings.
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--Flagzone: Stealth--
Tanks in this zone may drop their current flag and immediately pick up a Stealth flag from the supply.
If a tank does not have a flag, it immediately grabs a Stealth flag.
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--Flagzone: Blindness--
If a tank does not have a flag, it immediately grabs a Blindness flag.
Probably. You're right. So, Rogues are individuals then?Joe-Schmoe wrote: 2) Each player controls a whole team. I think the game will be over too quickly if each player only has one tank, especially with stuff like GM. Maybe each player also starts with a preset number of respawns.
Maybe. Or we could make it RISK-style, so every player rolls 1 die for every shot they have. Flags like Machine Gun and Rapid Fire would give you more dice to roll, perhaps.Joe-Schmoe wrote: 3) Combat could be as simple as a dice fight (Roll a die and whoever gets higher wins). Of course, this would only apply when two tanks are fighting normally, not when someone gets shot with a laser or something.
That might work also. 4x4 is a bit small, I would say, but the idea is quite good. Maybe, also have three of these fields, representing the ground, the sky (accessible only with WG or JP) and the very high sky (accessible only with WG), and each layer can have flags, boxes and bases (a la Flying-PHP War).Joe-Schmoe wrote:
4) Zone cards are shuffled before the game, and then get dealt onto the field at random. Players would decide what the dimensions of the playing field will be before the game, but I think 4x4 would be a good standard. The locations of the team bases would be decided beforehand as well.
Zone cards could include:
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--Box-- Tanks in this zone get +1 if they are defending. Tanks on the box may engage tanks with Wings.
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--Flagzone: Stealth-- Tanks in this zone may drop their current flag and immediately pick up a Stealth flag from the supply. If a tank does not have a flag, it immediately grabs a Stealth flag.
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--Flagzone: Blindness-- If a tank does not have a flag, it immediately grabs a Blindness flag.
What original concept?Joe-Schmoe wrote: What do you think? I think I may have strayed from the original concept quite a bit, but they're only ideas.