fuzzy_bunnies
Prince
- Joined
- May 28, 2004
- Messages
- 325
Ok ok, I know Sifaus has a card game post already. I had actually started writing this up a few weeks ago but shelved it because, frankly, I'm an adult and don't have any friends that play games
and I didn't think anyone here would care... so it seemed like a waste of effort.
After seeing the response to Sifaus' thread, though, I decided to finish up the basic rules and sample game to post and see what people thought. Although this game uses only cards, it is not a CCG sort of like Sifaus is proposing (I think, he doesn't have much info posted yet) in that the game is complete in itself and all the players share cards from a common pool.
The game is a much simplified version of FFH but is designed to be played rather quickly. The general phases of a full game are here but I've stripped out a lot of the micromanagement. I didn't have time to write up every card combination and civ specific trait etc, but I hope this taste will give anyone who's interested an idea.
The general concepts/Notes:
The first phase of the game is the building phase. There is enforced peace for 6 rounds after which you can attack.
Cities produce units at any time, but the discovery of resources, promotions and city upgrades requires a bit of luck.
Most city upgrades and units have a standard version and an upgrade version. In the case of city upgrades, you have to have a pre-requisite building/terrain in order to upgrade to a better one. For unit upgrades, you have to draw an upgrade card and have a city that can build the upgraded unit. This makes the loss of a city and its upgrades or the loss of a unit and its upgrades more difficult.
Units are rather easy to come by but are limited because each civ only has a fixed number of unit cards. Sort of like Monopoly where if you run out of hotels, no one can build any more. When a unit dies, it frees up a slot and can be rebuilt in a city. Certain actions (such as the Hippus' Raider trait which lets you destroy any resource that an enemy has in exchange for permanently removing one of your units from the game) can affect the total number of units you can have out at once.
Normal units gain promotions but its rather difficult to do so. Heroes are more powerful units and gain promotions more easily but once a Hero is destroyed, it is removed from the game.
Religions can be founded/adopted/shared with the religious hero going to the first civ that can build it.
Hrmm ok, I'm probably being more confusing than necessary. I'll just attach the files.
PS You can probably guess that my card game experience comes mainly from MTG since I use quite a bit of the terminology. Sorry about that.

After seeing the response to Sifaus' thread, though, I decided to finish up the basic rules and sample game to post and see what people thought. Although this game uses only cards, it is not a CCG sort of like Sifaus is proposing (I think, he doesn't have much info posted yet) in that the game is complete in itself and all the players share cards from a common pool.
The game is a much simplified version of FFH but is designed to be played rather quickly. The general phases of a full game are here but I've stripped out a lot of the micromanagement. I didn't have time to write up every card combination and civ specific trait etc, but I hope this taste will give anyone who's interested an idea.
The general concepts/Notes:
The first phase of the game is the building phase. There is enforced peace for 6 rounds after which you can attack.
Cities produce units at any time, but the discovery of resources, promotions and city upgrades requires a bit of luck.
Most city upgrades and units have a standard version and an upgrade version. In the case of city upgrades, you have to have a pre-requisite building/terrain in order to upgrade to a better one. For unit upgrades, you have to draw an upgrade card and have a city that can build the upgraded unit. This makes the loss of a city and its upgrades or the loss of a unit and its upgrades more difficult.
Units are rather easy to come by but are limited because each civ only has a fixed number of unit cards. Sort of like Monopoly where if you run out of hotels, no one can build any more. When a unit dies, it frees up a slot and can be rebuilt in a city. Certain actions (such as the Hippus' Raider trait which lets you destroy any resource that an enemy has in exchange for permanently removing one of your units from the game) can affect the total number of units you can have out at once.
Normal units gain promotions but its rather difficult to do so. Heroes are more powerful units and gain promotions more easily but once a Hero is destroyed, it is removed from the game.
Religions can be founded/adopted/shared with the religious hero going to the first civ that can build it.
Hrmm ok, I'm probably being more confusing than necessary. I'll just attach the files.
PS You can probably guess that my card game experience comes mainly from MTG since I use quite a bit of the terminology. Sorry about that.