The cutting room floor for a free-to-use roleplaying deck-building card game template, as well as a bit of a personal lore dump and place to talk about other deck-builder games. See the pinned master post for details, links, and blog tags.
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Game Template: Slay the Spire
The game that started it all, “Slay the Spire” is a deck-building game in which you add cards to your deck that control the actions of your player character, accumulating more and more loot to assemble your arsenal with each victory taken and monster slain. As a template in Project M.A.M.I, this game’s combat encounters feature the following:
Leader: One of four different player characters (or more if you install a mod), each with their own category of cards and relics unique to themselves. Each of them starts a run with their own HP pool, a starter deck of 10 cards, a personal starter relic, and 99 gold.
Cards: Primarily Action cards used to attack enemies, defend yourself, and strategically prepare for the following turns. Cards here are played on a 3-Energy system which refills to 3 at the start of the player turn. Your hand of 5 cards is drawn at the beginning of the player turn, and is subsequently discarded at the end of your turn unless such cards are played, discarded, or “exhausted” to a permanent discard pile beforehand. These cards are categorized as follows:
Attacks - Methods of dealing direct damage to enemies.
Skills - Cards that help block or debuff enemies, as well as buffing yourself in various ways.
Powers - Passive-granting cards that grant buffs after being played. These cards remove themselves from rotation completely after being played.
Statuses - Generally-unplayable cards forced into your deck by enemy actions and by playing select cards. These cards are typically junk that will clog your hand, but they’ll remove themselves from your deck at the end of the encounter.
Curses - Negative unplayable cards that are forced into your deck from varying events and intensifiers. They will sometimes actively hinder your ability to play when drawn, while sometimes just clogging up your hand. These cards will stay in your deck between encounters until forcefully removed.
Items: Items offered throughout a run manifest in the form of Relics that stay in your possession for the duration of your run, and Potions that are single-use before disappearing. These items can be found as part of an encounter’s loot, in select events, or purchased from the card-selling Merchant. Some items are exclusive to one character.
Relics - They present themselves as either Passive items that (usually) present a passive buff throughout the entire run, or as Instant items that grant an immediate boost and do nothing else thereafter. There is no limit to how many Relics you can carry, but you’ll never find duplicates.
Potions - These Consumable items sit in your inventory until used, in which they take an instant effect at that point. You can hold up to three potions at a time, although you can discard unwanted potions whenever you want to make space for new potions. They can be used at any point during your turn as a free action without losing any other resources, while some can also be used while enemy actions resolve or even outside of combat altogether.
Units: The only units in this format are the enemies that you fight in encounters. Some enemies are classified as tougher Elite encounters or a Boss fight found only at the end of the map. Once all enemies are killed or flee, you win the encounter.
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Battle Flow:
On the first turn only, resolve any combat-start effects.
Start of player turn: Resolve turn-start status effects and passives, then set Energy to 3 and draw 5 cards unless you have 10 cards in your hand (extras will be discarded).
The player then spends Energy to play their cards, and then chooses to end the turn.
Turn-end status effects and passives are resolved after the turn is ended.
Start of enemy turn: Resolve turn-start status effects and passives, then resolve enemy intentions from left to right.
Start the next player turn and restart the cycle.
Once all enemies are killed or flee, you win the battle and claim their loot; this is typically gold, a card, and sometimes a Potion or Relic.
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Categories:
The Ironclad
The Silent
The Defect
The Watcher
Neutral
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Rule Section D: Items
Items are collectible resources that apply special rules- often for the benefit of the player- across the course of a run when conditions are met. They are oftentimes purchased at a shop or found in an event or combat encounter. Almost free rein is given to the implementation of Items, although the number of rule sheets in which they can be applied as part of Project M.A.M.I is limited. Each Leader typically starts with one item, although some iterations may start them with multiple items or none at all. Items in Project M.A.M.I are divided into two categories:
Consumables: Items that are used during your turn to apply its effects, usually as a free action. Once used, it disappears from your inventory.
Passive: Items that apply a permanent additional rule to a run while in your inventory. They cannot be used directly in most situations.
Instant: Items that apply an immediate effect once obtained. Once the effect is resolved, it usually does nothing for the remainder of the run and can usually be removed from your inventory with no direct effect.
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Recorded Collection:
(None Yet)
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Rule Section C: Battle Flow & Game Template
The Battle Flow is a dictated cycle that stipulates how the game is intended to play out, often with their own win/loss conditions, strategies, and cards. Due to how diverse everyone’s takes are on combat, we will cover each ruleset in their own posts. The following games will be utilized as template formats for Project M.A.M.I:
Slay the Spire
Monster Train
Legends of Runeterra
Hearthstone
KARDS
Wildfrost
Clash Royale
Clash Mini
Marvel Snap
Plants VS Zombies
Plants VS Zombies Heroes
Inscryption
Phantom Rose
Reverse 1999
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Rule Section B: Cards
Cards are the primary means of playing a run through any rendition of Project M.A.M.I or existing deck-builder game, each with their own unique set of abilities to advance through the game. Depending on the format you use, cards are often played using an energy or mana system that limits how many you play in a turn before being discarded. Cards are usually drawn at the start of an encounter and at the start of the player’s next turn. All player actions are denoted by them, although the diversity of deck-builders can often make them VERY hard to translate into being playable in another game. That’s where I come in. As such, the term “card” will fall under one of these sub-classes:
Unit: An extra combatant with their own stats and abilities that can change the flow of the game, either considered an ally, enemy, or neutral. When the HP of a unit reaches 0, it is considered “dead” or “destroyed” and usually removed from the field to a “graveyard pile” separate from a discard pile. Unlike Leaders, a dead unit doesn’t necessarily mean your run is over unless extra applicable rules state so.
Champion: A unique unit that has special rules, abilities, passives, upgrades, and stats that set it apart from other units. Only one copy of a Champion can appear in your deck or on your side of the field at a time. Letting a Champion die sometimes puts the player at a disadvantage, although strategies differ.
Action: Often considered things such as “attacks”, “skills”, “spells”, and “tricks” among other things, these cards have an immediate effect on the game once played successfully before being moved to the discard pile.
Passive: A card that applies an extra rule to the game once played successfully. Passives persist from the moment they’re played until the end of the combat encounter.
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Sub-Rules
Keywords: Keywords are common words that are used over multiple cards that indicates a specific overarching rule to be followed.
Equipment: A card/rule modifier that can be applied to cards between encounters in a run to change their rules and/or stats. Their length can range from specific actions, a number of turns, or even an entire run.
Modifier: A sub-type of passive or action that applies or changes extra rules to PART of the field, sometimes considered to apply a status effect. Modifiers persist from the moment they’re played until they expire or removed by other rules.
Energy/Mana/Resources: A measurable, finite resource that allows you to play cards once spent. Most formats utilize energy or other exterior limits in some way to limit the amount of cards you can play in a turn, although it can regenerate in different ways depending on your rule sheet.
Category: A notation that limits which decks a card can be played in unless overridden by another rule. Oftentimes, categories indicate that cards are exclusive to specific Leaders.
Class: A sub-classification for a given card which bears no immediate effect, but may trigger other rules and card abilities/text.
Tokens: Tokens are cards and units created by other cards or rules. They do not start in your deck at all.
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Recorded Categories:
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Rule Section A: “Leaders”
Leaders- sometimes referred to as Commanders or Heroes- are the playable characters of a run through any rendition of Project M.A.M.I or existing deck-builder game, each with their own unique set of abilities and sets of starter cards to advance through the game. Although each one is unique and provides their own twist on any game template, one thing remains constant: if their HP reaches 0, the player immediately loses the game or is eliminated until the encounter ends (provided another player character wins).
Combat encounters usually feature an enemy Leader or Boss that needs to be defeated to win the battle, which tends to be a mini-boss or a stronger version of a normal enemy. In other cases, the Leader on either side is a structure that needs to be defended/destroyed to decide the outcome of a battle. Rules that apply to Leaders apply to these buildings as well, but they are instead referred to as Citadels.
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Either way, each Leader requires the following to complete their starter kit:
Hitpoints: Measure of survivability. If this reaches 0, you lose the run… usually.
Abilities: Any special effects that either activates during your turn as an action or passively activates once specific conditions are met.
Starting Cards: Every run with a specific Leader starts with their own deck.
Other stats are often add-ons that add depth to their leaders and make them unique in their own games. These include:
Attack/Damage: Your Leader’s capability to deal damage directly
Defense: Your Leader’s capability to withstand incoming damage (typically DMG/ATK — DEF)
Traits: Passive keywords and attributes that make your Leader unique
Resources: Regenerating units needed to play certain cards
Currency/Money/Gold/Coins: A means to add trade/shopping values to any deck-builder game, often with merchant nodes or special events to make use of money gathered from won encounters
Equipment/Treasure/Relics: Items that can passively support your deck which aren’t utilized as cards
Exclusive Cards: Cards that are exclusive to a given Leader unless changed by other rules
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Recorded Leaders
(None yet)
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Project M.A.M.I Directory
The Project for Multiverse Anomaly-Mending Investigations- or Project M.A.M.I for short (or personally considered as My Alternate Universe Interpretations)- is an open-ended deck-building adventure game template inspired by the spirit of roleplaying in things like Dungeons and Dragons and the genres of card battler games and other similar card/roleplaying/action games found all over the internet. Some of the games I plan to draw inspiration from include- but are not limited to:
Clash of Clans* (Clans, Royale, Quest, Mini, Project R.I.S.E)
Cookie Run (OvenBreak, Wars, Kingdom, Puzzle World, Witch’s Castle, Tower of Adventures)
Boom Beach (and Frontlines)
Rush Wars
Brawl Stars
Jetpack Joyride
Squad Busters
Inscryption*
Exploding Kittens
Plants VS Zombies (1, 2, Heroes, and select mods)*
Town of Salem (1, 2, and Traitors)
Wildfrost*
Phantom Rose* (Ruby/Sapphire)
World of Horror
KARDS* (and countless other WWII/CW-era-based games)
Slay the Spire* (including its Touhou derivative “Lost Branch of Legend��)
Touhou* Lost Word (because it’s the only mobile Touhou game I have access to, which also doubles as an RPG with almost the entire cast as playable characters)
Monster Train* (including its sequel)
Reverse 1999*
Angry Birds
Legends of Runeterra*
Hearthstone*
The list goes on and on, but below the break includes some important questions, the rulebook, the catalog, and blog tags. This post will be the master post for everything- including secondary master posts- and will be updated regularly as more content is added.
*I intend to use the games with the asterisk as a “format” for my work here due to how they already utilize cards in some way
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Important Questions
Is it a closed project? No. This is an open template for helping other people produce a base for any sort of roguelike deck-building roleplaying experience through any platform such as tabletop, Tumblr, Discord, etc., especially if they want to mix multiple fandoms together just how I like to do it with my other projects. Ultimately, this project takes existing content and converts it into a common medium that can fit into the game project and its rules, allowing it to mix with components from other fandoms.
What about copyright? Credit for existing concepts that I gamify will be provided, and such content is ultimately a fandom derivative of the original creator’s work. You can use the content I gamify here without any restrictions, and you can provide your own feedback if you use it. Crediting this blog if you intend to use these ideas would be appreciated. I plan to make no money from this project, and I forbid anyone here from trying to monetize it for their own gain.
Can we suggest our own original content for this project? Of course! Just use the ask box or submission forms (when they’re open) and I’ll take a look at them, making necessary adjustments as needed. If it’s not an original character, provide the source values that you used for your idea. Keep in mind that your ideas will be posted for everyone to see and share. Submitted content containing blatant 18+ content (for lack of a better descriptor) will be thrown out at the inbox.
Is there an intended storyline we need to follow? While I intend to use the backdrop of merging universes and player characters entering this merge to answer their own personal questions and mysteries as driving forces, that is not a requirement if you have other plans for it. The world’s your oyster, write the story you want your players to follow!
Where did you get the name for Project M.A.M.I? It’s a combination of name concepts that merge Project R.I.S.E (a WIP game from the same devs as Clash of Clans, where players team up to scale a mysterious tower) and the first name of Mami Tomoe. If you know, you know. If you don’t, here you go.
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Game Rulebook
Leaders
Cards
Battle Flow
Items
Currency
Overworld
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Blog Tags
#rules - Items outlined in the rulebook
#rule section: (item) - Subheadings under a greater rule heading
#game template - Brief explanations of games utilized as Templates for the Project, and how they fit in the Project’s framework
#project catalog - Items/Cards listed as part of the master catalog
#original catalog - Original source material found in other games, sometimes coupled with a link to an existing wiki article
#the logbook - Original lore with characters that canonically exist elsewhere, or are my original creations. Lore here is often penned into other blogs that I run
#project m.a.m.i - A general tag for everything on this blog
#deck building#tabletop#roguelike#open-ended#card game design#master post#card game development#project m.a.m.i
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