04-20-2010, 03:39 AM
With the basic designs of the game straightened out by Chad, Theou Aegis and I - we can now nicely jump into making cards!
So what's been made so far?
If you want to look at the full rules (although they need a slight update); look no further than here. Or here.
That's too much reading! Summarise it!
MantiCORE is a card game where you play as a faction in a small-scale skirmish; trying to destroy a rival's Headquarters as they do the same to you. Assisting you is a giant Mecha (the titular MantiCORE, or just CORE for short), who you can customise with new parts and upgrades. There are also Support Units who are weaker (like your regular tanks, infantry and battleships), but can be brought out in force.
MantiCORE takes a few cues from a couple of card games, but the main theme is to UPGRADE AND CUSTOMISE.
You have a Headquarters card with Health that you must defend. It also gives you a minimum number of resources. You spend these resources to play cards.
At the start of the game, your Mech is just a Main Core, which like the HQ is on the field before play starts. You must fully build the mech by attaching Parts before you can attack with it. Support Units are less powerful than the Mech, but they do more varied things, and can defend your Base for you (Mechs can attack, but can't defend your Base).
Combat normally plays out similar to Magic: the Gathering (deciding attackers and blockers); but if your Mech targets the Rival Mech, there's a separate round of CORE Combat where they go one-on-one. You can't target the Main Core of a Mech directly until its other parts have been destroyed. Blowing up the Core puts it entirely out of action; and you have to spend some hefty resources to 'repair' the Core and let you attach Parts again.
The game area looks like this:
So what are the Factions we play as?
There are 5 factions so far, each devoted to different strategies, and with affinity for different kinds of terrain.
First, there's the Earth Government faction. They're the best at controlling Air-type Units. They became a unified government because so many people have decided to embrace space travel, so Earth is an economic husk. They've taken people into very standardised, almost oppresively uniform shelters to both keep them alive and happy, and to keep them away from those pesky Renegades.
The Earth Renegades, DELETE, are actually spearheaded by a group of underground hackers who have ties with some millitary; and they tend to get funding in trading in information. A lot of the produced parts are re-engineered parts with quirky effects - the designers have an odd sense of humour. Most of the units are Infantry and city-based, but they've managed to get hold of stray satellites. It would be terrorism, if they didn't find that kind of venture unprofitable.
A colony of super-rich Ex-Earthlings live on the Moon, known collectively as the Moon Millionaires. They don't have much in the way of combat experience; but building giant war machines is a fun hobby - and maybe they can use them to claim some of the Earth for themselves. The specialise in Rugged Terrain, Land-based combat. The two major companies, Kawaii!! Technologies and Starr Corp produce weapons of death designed by a 12 year old spoiled genius, and a hot-blooded man constantly showing off his virility; respectively.
Fourth, there's the Space Colony faction. They operate from a gigantic space station that orbits Earth. They have many space academys for both general and piloting/warfare education set up for the space colonies they watch after. They began as a sort of quasi-government akin to state governments, but for space colonies. They watched over a section of colonies in deep space and were aware of the oncoming war peeping over the horizon and used their massive funds from both earth and their profitable academies to join the war as a neutral patron, if only to protect their own planet dedicated to resource production.
The last Faction, The Stewards, are Eco Terrorists on Earth who want the Earth Government and Renegades gone, so they can reshape and repopulate the Earth their way. Inspired by The Matron, a defector from the opriginal MantiCORE design teams, they embrace more animalisic traits in their Unit design, hardened by the pressure of the ocean; they've been living in an Underwater colony for decades.
So about designing cards...
So far we do have some designs for the layout style of Pilot cards and CORE Part cards:
These are just rough designs and are subject to some tweaking, but we love this style. Each Faction will probably have their own colour-scheme and style take on these layouts.
So what's been made so far?
If you want to look at the full rules (although they need a slight update); look no further than here. Or here.
That's too much reading! Summarise it!
MantiCORE is a card game where you play as a faction in a small-scale skirmish; trying to destroy a rival's Headquarters as they do the same to you. Assisting you is a giant Mecha (the titular MantiCORE, or just CORE for short), who you can customise with new parts and upgrades. There are also Support Units who are weaker (like your regular tanks, infantry and battleships), but can be brought out in force.
MantiCORE takes a few cues from a couple of card games, but the main theme is to UPGRADE AND CUSTOMISE.
You have a Headquarters card with Health that you must defend. It also gives you a minimum number of resources. You spend these resources to play cards.
At the start of the game, your Mech is just a Main Core, which like the HQ is on the field before play starts. You must fully build the mech by attaching Parts before you can attack with it. Support Units are less powerful than the Mech, but they do more varied things, and can defend your Base for you (Mechs can attack, but can't defend your Base).
Combat normally plays out similar to Magic: the Gathering (deciding attackers and blockers); but if your Mech targets the Rival Mech, there's a separate round of CORE Combat where they go one-on-one. You can't target the Main Core of a Mech directly until its other parts have been destroyed. Blowing up the Core puts it entirely out of action; and you have to spend some hefty resources to 'repair' the Core and let you attach Parts again.
The game area looks like this:
So what are the Factions we play as?
There are 5 factions so far, each devoted to different strategies, and with affinity for different kinds of terrain.
First, there's the Earth Government faction. They're the best at controlling Air-type Units. They became a unified government because so many people have decided to embrace space travel, so Earth is an economic husk. They've taken people into very standardised, almost oppresively uniform shelters to both keep them alive and happy, and to keep them away from those pesky Renegades.
The Earth Renegades, DELETE, are actually spearheaded by a group of underground hackers who have ties with some millitary; and they tend to get funding in trading in information. A lot of the produced parts are re-engineered parts with quirky effects - the designers have an odd sense of humour. Most of the units are Infantry and city-based, but they've managed to get hold of stray satellites. It would be terrorism, if they didn't find that kind of venture unprofitable.
A colony of super-rich Ex-Earthlings live on the Moon, known collectively as the Moon Millionaires. They don't have much in the way of combat experience; but building giant war machines is a fun hobby - and maybe they can use them to claim some of the Earth for themselves. The specialise in Rugged Terrain, Land-based combat. The two major companies, Kawaii!! Technologies and Starr Corp produce weapons of death designed by a 12 year old spoiled genius, and a hot-blooded man constantly showing off his virility; respectively.
Fourth, there's the Space Colony faction. They operate from a gigantic space station that orbits Earth. They have many space academys for both general and piloting/warfare education set up for the space colonies they watch after. They began as a sort of quasi-government akin to state governments, but for space colonies. They watched over a section of colonies in deep space and were aware of the oncoming war peeping over the horizon and used their massive funds from both earth and their profitable academies to join the war as a neutral patron, if only to protect their own planet dedicated to resource production.
The last Faction, The Stewards, are Eco Terrorists on Earth who want the Earth Government and Renegades gone, so they can reshape and repopulate the Earth their way. Inspired by The Matron, a defector from the opriginal MantiCORE design teams, they embrace more animalisic traits in their Unit design, hardened by the pressure of the ocean; they've been living in an Underwater colony for decades.
So about designing cards...
So far we do have some designs for the layout style of Pilot cards and CORE Part cards:
These are just rough designs and are subject to some tweaking, but we love this style. Each Faction will probably have their own colour-scheme and style take on these layouts.