Friday, July 10, 2009

Molding: The Kingdom of Angwar

Flavor:
An evil rift has spawned in the land surrounding the kingdom of Angwar and the power of undeath grips the realm. The great lords of the Undead battle one another for the bodies and souls of the Angwar citizens. Thankfully, the populace is not without hope...

In 'The Kingdom of Angwar' you play the role of a powerful undead lord who is shaping the very land itself with evil magic and the might of your undead hoard. You must be careful, however, as every action you take strengthens the resolve of the citizens and knights of Angwar. Balance carefully your evil acts and you can lure more helpless cattle to your desecrated hellscape, overextend and face the wrath of the clergy.

Play:
A preselected player begins by bidding some number of 'Kingdom' cards they are willing to take from the central realm (a face down pile) into their province (the cards that will ultimatly form their Kingdom deck). After each player has had at least one chance to bid (each player must bid at least one) and the high bid stands the high bidder looks at the pile of cards in the central kingdom. They select one of these cards and give it to any player to add to his province, and pass him the rest of the central kingdom cards. That player does the same. This process repeats itself until all bids have been filled with kingdom cards. A player who has collected a number of cards equal to his bid can no longer be passed cards. Once all the central kingdom cards are gone for the turn any player who has not yet met their bid draws from a face down supply of kingdom cards.

All players will now have some number of cards in their province; the starting amount (probably 3) plus their bid. The players shuffle up these cards to form their Kingdom deck and starting with the highest bidder and working down take their turns. A player shuffles up his other two decks: The Resource deck and the Location deck, and then draws cards to fill his opening hand in any combination from these two decks. One location is played, and special abilities utilized, before the topmost card of the kingdom deck is flipped and makes his way towards the players inner sanctum. Location and resource cards will have values to combat the intruders and at the end of the round (large portions glossed here... see comments for clarifications) the player will tally the Victory points on the cards they played this round from all three decks to use towards the purchase of face up location cards for their location deck. If any kingdom cards find their way to a players inner sanctum their VP values are subtracted from the players tally for the round, as well as from that players stash of VP chips. Each player starts with a predetermined number of VP chips and the game ends at the end of the round in which any player loses their last VP chip. Scores are based on a players VP tally including every card in all three decks plus that players VP chips.

Three decks:

Kingdom deck
- every card has some positive VP value and is obtained only through bidding or other manipulation (to be explained)

Location deck - Locations have a VP value often low but positive and are obtained through purchase at the end of a players rally phase.

Resource deck
- Resource cards vary greatly in VP value but tend to be higher than locations and in some cases kingdom cards. These are earned by playing out locations and resource pairs or by winning combats against insurgent kingdom warriors.

sleep for now...