The player with the most cards of their color once the board is full wins the game.
Each player selects 5 cards to play with from their pool. A player's card pool consists of cards that they own, Metamask authentication required. Once both players select their 5 cards, the game is allowed to begin! Currently, the creator of the lobby always goes first. In the future we will allow for random choosing the first player, and for "best of n" series where the loser of the previous game will choose whether they want to go first or second.
Each player takes turns placing cards on the board. When a card is placed next to no other cards, the card color is that of the player who placed it. When a card (cardA) is placed adjacent (up, down, left, right) to another card (cardB), they compare numbers. If cardA has a higher number than cardB, then cardB is assigned to cardA's color. If cardA has an equal or lesser number than cardB then cardB remains the color that it is. Players take turns placing cards on the board until the board is full. After the board is full, the player with the most cards under their control wins the game! Note that the last remaining card in the player’s hand counts towards the final score. Example: If playerA went first and they control 5 cards on the board, and playerB controls 4 but has one card left in their hand, then it’s a tie 5 (on the board) = 4 (on the board) + 1 (in hand)
The game is played on a 3x3 grid where players take turns placing cards from their hand. The players hands are displayed on the left & right so that the other player knows how many cards are left in their hand. Above the board there is a running score, the left number being player A’s score, the right number being player B’s score.
Cards have the following attributes: - Directional Power: Each card in the game has a Top, Bottom, Left, & Right power value. These values determine how the cards interact with other cards on the grid when placed. - Elemental Affinity (advanced): Some cards will be assigned an elemental affinity which gives them bonus's when placed on a slot that has the same elemental affinity. - Spell (advanced): Cards with a rune attribute will be assigned a spell that they can cast upon entering the grid given certain conditions.
One of the additions that I'm most excited about is a way to balance the game across the entire card set. Naturally there are going to be cards in Runes that are more powerful than others. So what would keep someone from gathering the most powerful cards in the game & beating up on everyone else? If we assign a cost to a card, and make players choose a set of 5 cards that, when their costs are added together, equal a number lower than a “cap”. This cost is called **potency**. The stronger the card, the higher the potency. I believe the Potency Cap format is going to be a natural fit for fun, competitive play. Potency also requires players to be more creative & resourceful when strategizing
Players might want to limit the number of cards that can be used from a player's personal pool in order to keep the game balanced. For example, someone with 15 rare wizard cards will have an advantage vs someone with 1. So the players might agree that they can only use 1 wizard card, and the rest of cards must be from the core set. Or maybe they want to only use lower potency cards in apauper fashion. I believe the Potency Cap format is going to be a natural fit for fun, competitive play. Potency also requires players to be more creative & resourceful when strategizing
For the degens, players can agree to wager nfts. If this is done up front, ideally the nfts, tokens, ETH, etc are submitted to a smart contract & the smart contracts gifts the nfts to the winner automatically. Another popular wager might be “the winning team gets to choose 1 card that was used during the game”. In this case, players must authorize a smart contract to be allowed to transfer an asset of the winner's choice?