Thursday, December 27, 2012

Additions

These are some of the last additions. The additions have slowed down and once we have all of the facts done for each card we will be absolutely done with additions for the most part. If anything needs to be added it will be crucial.


•Double points Help card, if someone kills you when you have it they get double points for that card and the double points help card is destroyed and put back in your special deck
•the only buildings that can't be built without the builder under them (when the Engineer reaches the enemy safe zone) is the Tower and the Catapult
•Will be making a Help card called Ammo. The only cards that can produce them are the Team Class cards (except for the Switcher) by reaching your Safe Zone. This card will act exactly like any other Help card. If the card on top is killed the card can take it. Any card can do this. This card can also give the Murderer more kill hits when a card from the Team Class lands on it with the card (the ammo card will then go under the Murderer). When put on the Imposter it allows it to reset its Ability- the Imposter then will have it's original ability and the card will go under it until it changes again (changing it can be done in one turn and you don't have to go to the enemies territory- this can only be done if want to change the ability you have already got- this can be done multiple times but once you have done it the ammo card is destroyed and you must get another one to do it again). When given to a Hitman the Hitman can go all the way to its Safe Zone to get another card to be able to kill. When given to the Sorcerer it will enable it to spawn two cards when in the Battle Grounds
•you can bring Help cards on a Carrier but I counts as a card
•Trapper and Captivator cannot use their abilities on cards with Help cards under them
•when attacks happen it will always kill the first card when cards are on top of each other except with the Anchor- it will kill every card except face down cards.

Happy holidays!

Not much going on since its, you know, Christmas time. Yesterday started working on going through the facts of each card. Ill be on the road till around Monday.

Sunday, December 23, 2012

Organization update

Some good changes:
-manual is becoming more organized and almost complete with all rules
-Team class except the switcher can now bump cards to the Jail- this ability is taken from the Killer
-some names of the cards will be changed due to the new theme: Mobster wars. The name "Battle of the Aces" will be described as the mob wars between four brothers with the last name "Ace". They were all brought up in a broken home and decided to run away. They then found a man name John smith who raised the boys in his personal business: stealing shooting and killing. Once John died because of old age, the brothers split up . 15 years later they find each other and discover some unsurfaced tension that will soon bring them all to their knees in the war of a life time: The Battle of the Aces.

Friday, December 21, 2012

Minor report

-The Spy and it's abilities seem to be working good. I think only two booby traps and two sabotages can be done for each team. Keeps it simple and less chaotic.
-the help cards need a solid rule pertaining to what happens in different scenarios.
•the card the lands on a help card has to keep it under them until used or brought to a specific place.
•if you kill a card with one you now have it under that card.
•if it ends up on top of a card or under a deactivated card it is destroyed.

Thursday, December 20, 2012

Some additions

-Spy can booby trap one space, this will be done just like a sabotage; in secret. If a card goes on it(friendly or enemy), it will be bumped to its safe zone. This can only be done in your territory. And only one booby trap can be put in your territory at a time
-Spy can teleport to any space in the Battle Grounds when on a Battle Ground space. You can teleport under enemy cards with this as well if there is an enemy card on the Battle ground space
-Hitman gets double points for its kills if you control the Middle Ground
-Hider can teleport to any open territory space when on a territory space

Wednesday, December 19, 2012

Pushing forward

Alot of good things are happening. The manual is going smooth with alot of detail being administered. Some additions were made but ill release those tomorrow. I'm still a little uneasy as to the amount of addition in the past view days but it should slow down soon.

All card names

Self class:
Blocker
Guard
Jumper
Void class:
Trapper
Captivator
Denier
Disposal class:
Anchor
Archer
Gogetter class:
Reviver
Bandit
Kidnapper
Intimidate class:
Destroyer
Imposter
Tempter
Under class:
Spy
Hider
Bloodhound class:
Murderer
Bomber
Hitman
Team class:
Engineer
Carrier
Bouncer
Switcher
Make class:
Builder
Sorcerer
Hierarchy class:
Attacker
Assassin
Killer
Capitol class:
Castle/Ace
Twin

Tuesday, December 18, 2012

Progress

Game Manual is going good. Just need to organize the facts in each card- might even change it to description and really get into depth with the identity of the card. More testing will be done but won't really kick off again till Friday. Hopefully these rules will slow down.

Info update

Tonight ill try to post all of the card names. Periodically I will show the card like I have been doing with the description.

Test #7

Some good changes... Hopefully we can get to a comfortable place soon where few changes can be made.
-trapper can't trap more than one cards on top of each other
-the building safe zone can be disabled by the Guard and Bomber but the Hider, Spy, Engineer and Killer can kill the Builder with the building. (This may change) although if there is a card on the safe zone only the Guard, the Bomber and the Killer can do anything.
-you can go on top of an activated Bomber, enemy or friendly, but if it goes off, which the Bomber can do even if there is a card on it, it will still kill that card.
-the building tower now shoots only diagonal
-middle earth abilities when captured
•your safe zone cards can't be affected by enemy abilities
•can place card slot cards on any open territory space
•can attack from friendly safe zones
•Destroyer gets double points
•Twin can teleport the Castle on top of it
-middle earth abilities when controlled by the intimidate class
•can deactivate up to three cards anywhere on the field (only three cards per game can be manually deactivated

Monday, December 17, 2012

Tomorrows agenda

Tomorrow will hopefully be another good testing day as well as going the through the manual more. Feel free to leave comments and ask questions in this post.

Test #6

Did a little bit of testing, here are some changes that need to be administered.
-the Killer has become very weak due to the changes in the game. The Killer will be able to kill all of its prey except the Twin. It will also be able to kill the Builder only when it has a building on it. The Murderer can't kill the Killer. The Killer can't be affected by the Denier.
-the Engineer can kill all help cards
-the Twin can now teleport the Castle on top of it at anytime.

Team class: Carrier

This card is called the Carrier. It's ability enables three cards to be able to move with it. It's good for transporting important cards to desired destinations faster than they would separately. But be careful, if and Anchor catches you with cards on top it'll be able to kill the Carrier as well as the cards on top. Not only that but if this card brings all of the cards from the Hierarchy class to the enemies territory you will be able to deduct 15 points from the enemies team (this may change due to point changes in cards). This card can also provide the catapult building ammo.

Board continued

The second picture shows your territory and what it contains: safe zones, card slot, card positions and so forth.
The first picture shows most of what makes up the no mans land: battle ground spaces and the middle earth space.
More information about these will be posted soon.



Board

This is just a preview of the test board and how the general size of the board will be.





Tweaks

-the building catapult will be able to move one backward and one forward
-the building tower will be able to move left one and right one
-the Jumper can now kill the Attacker the Guard and Blocker
-the cards in the Team class (except the Switcher) can bring ammo to the catapult by getting it from your territory and landing on the catapult. These are the only cards that can go on top of that the catapult.

Today

For the most part today will be information day. I will be working on the manual today, posting a picture of the test board (which looks horrendous but it works), and hopefully get another test run in. So far we went through an entire one hour game with only one rule added which is good. Hopefully I can organize each card in the manual to where every question can be answered by simply looking up the card.

Sunday, December 16, 2012

Cards: Teleporter

This card is a building that can be built by a builder. It acts as a transporting device from the safe zone to the Teleporter. You can also go from the Teleporter to your safe zone. Enemy cards can also have a decision of either disabling the building or using it. This card is very useful in getting your card slot cards into battle. But it leaves your safe zone and territory vulnerable to enemies. Putting it in strategic places is highly needed

Test #5

Good game. Game lasted little over an hour. Could last longer. Looking at the tests so far it can span from 50 minutes to 2 hours.
-builders have to build on the board

Test #4

The testing today was good. I'm afraid there will be too many rules for each card but it should be okay
-instead of the Spy going to the enemy territory another card will provide the catapult ammo similar to how the Murderer recharges it's kill ability by going back to friendly territory
-the Anymove building you are now able to move two spaces from it or one space from it in any direction- the only thing is you can't attack from it.
-the Engineer can move your space remover and the enemy Engineer can destroy it
-captivated cards are flipped over
-cards in safe zone are safe from enemy abilities (except for the Killer and the Guard) and from being attacked
-there can be up to three cards in jail
-cant captivate in enemy territory
-the Tempter can't move the same card two turns in a row
-Tempter can't move the Switcher

Cards: Switcher

This card is called the Switcher. It's ability allows it to trade places with any of your cards that are active (face up cards). The switcher cannot move other than switching and cannot kill any cards. It's special ability allows it to switch places with a trapped, jailed, or captivated card when in your safe zone.
This card is very useful for getting cards out of sticky situations and moving cards long distances.

Today's agenda

For now ill be going through the game manual and sprucing it up. Finishing touches and continue configuring the structure for the rules.
- Also I'll be showing another card and maybe some more testing

Saturday, December 15, 2012

Test #3

Today has been another successful day of testing.
-cards that can kill builders can kill builders weither they have a building or not (they can't however kill them while they are disabled)
-Deniers can deny cards ability to disable buildings
-the Castle can be affected by both abilities and special abilities (there are exceptions)
-Darkswitch can't be done to cards in enemy territory
*The card classes so far have no defects and are working pretty much perfectly
*Work is being done to solidify rules: rules for general playing and rules for each card

Cards: Castle

This is the epicenter of battle. This is the card that must either be killed or brought to your enemies safe zone to end the round. You will also get a bonus for doing either of those. This card has no ability and no prey.
The only special ability it can attain is either having the bandit land on it enabling it to give double points to any card that kills from it's radius.
When the Kidnapper lands on the Castle it allows it to move diagonally.
Also, (this hasn't been decided yet) the Castle will be able to end the game with the surrender by reaching the middle ground.

Friday, December 14, 2012

Test #2

Just a little testing today, nothing major. The Killer (one of the cards) will now be able to kill the cards in jail (building built by builder). I'm not sure if the Killer will be able to bump multiple cards to the jail or just one. Also when the engineer frees a card (or card"s" depending on how many cards the Killer can bump) from the jail it destroys it and the card/cards will go to the card slot.

Another change/understanding- the Denier denies abilities and special abilities while the Blocker only stops abilities from affecting it in anyway. Just to clear it up. It's up to the player with the Denier to make sure the Denier denies enemies abilities- the enemy doesn't necessarily need to follow its rule just if the other team catches it but it is best to be loyal.

Testing day #1

Yesterday I tested the new cards and it was better than expected. It was very consistent and smooth. I'm hoping it will be even better after the rest of the cards are cut. By this I mean I only used one deck (120 cards) instead of two. This is possible because every card will have at least two cards in the deck (you can have up to four of the same card but you can't have more than 78 cards to your playing deck) so I just played with two 60 card decks instead of 78. Which could be a big difference but I'm not sure. Today ill be starting to post pictures of the cards and give some information on them

Thursday, December 13, 2012

Progress and position

Battle of the Ace's is still in testing and creation... Some of the abilities still need to be proofed and solidified. Also the predator and prey (what cards each can kill and which cards each can be killed by) is in testing of the new card classes. This is where cards based on their abilities are put and are organized to kill certain other classes.

What is this?

Battle of the Ace's is a board game consisting of 30 cards that all have a specific ability that can either affect your opponents cards, give your cards an advantage or just enhance the game itself.