Twill wrote:Again, you're going to have to hash out the idea.
Feel free to copy the main contents of your other thread over for people to mull over

Okay, here is a first draft of what I kind of have in mind. Now I do not have any mapping software or experience, so someone would have to pick up the reigns for that. Here is the mechanics that I came up with so far, feel free to debate them:
WARRIOR--Regular territory bonus', Regular card bonus', and gains a +1 Attack die.
PRIEST--Regular territory bonus', Regular card bonus', and gains +1 Defensive die and can kill 4 times as many of any Lich army.
THIEF--Gains +1 troop bonus for each Thieve's Guild held, Regular Card Bonus', and can cause twice as many casualties to any adjacent territory to a Thieve's Guild held.
MAGE--Turn Bonus' are diminished by -1, Cards can be played as spells every turn if the player desires. This is my Spell schematic:
RED cards are Fireball spells. The Mage gains +1 Attk die per Red Card played. A card that matches that particular territory may add 1 more Attk die.
GREEN cards are Charm spells. The Mage can charm 1 troop from an adjacent army per Green Card played. In effect, the Mage increases his army by +1 per Green Card played. A card that matches that particular territory may add 1 more troop to be charmed into the Mage's army.
BLUE cards are Banishment spells. The Mage can banish 1 troop to another position on the board per card played. A card that matches that particular territory may banish 1 more troop to another position on the game board.
MIXED SET of cards are a summoning spell and can be played for the regular CC bonus (-1 for being a Mage, however).
DWARF--Gains a +1 troop bonus for each territory held in the Mountainous Regions, Gains the Regular CC bounus for cards, and can attack thru mountain barriers, as well as kill twice as many orcish armies.
ELF--Gains a +1 troop bonus for each wooded territory held, May opt for the regular CC card bonus' or may turn in GREEN CHARM spell cards as a Mage would, and the Elf also can attack through Forest Barriers and can not become Paralyzed by any Lich.
HALFLING--Gains a + 1 troop bonus for each Burrow held, gains the regular CC card bonus', and can randomnly pick pocket a card from the deck of an adjacent army he has defeated from a Burrow.
ORC--Gains a +1 Attk die per Orcish Outpost held, Gains the Regular CC card bonus', and may make attacks through Mountain or Forest barriers.
LICH--Gains a +2 troop bonus per Catacomb held, Does not gain the Regular CC bonus for cards; but, instead, can summon Undead troops by turning in only matching colour cards. The Lich may summon 1 troop per matching color card turned in times the number of territories that are directly chained back to a catacomb held. The Lich also has the ability to Paralyze any army that is adjacent to a catacomb held. A successful attack will cause the opposing army to become Neutral for 1 turn per catacomb held.
This is only a rough idea of the mechanics. The number of Catacombs, Burrows, Thieve's Guilds, and such are yet to be determined.
Do you think such a game schematic can be programmed?
This is a copy of the thread from General Discussion...Please consider.
