Warcry solo rules development
Hey all,
I posted a little while ago regarding solo systems for Warcry. Some helpful people pointed me towards a few, but those weren't quite what I was looking for, so I started cobbling together my own.
The system will be based on 2 decks of playing cards, because they're easily sourced and allow for variance without complete chaos. The 4 suits of a deck (Hearts, Diamonds, Spades, Clubs) will be tied to a theme, and the numbers on the card will be tied to a series of actions (attack-attack, move-attack, ect). These cards drive the AI of each enemy model, and the suits will be combined in groups of 2 to create a thematic feel for each faction. Here's what I have so far:
Hearts ❤️ = Aggressive
Focused on closing distance, maximizing attacks, ignoring safety
Diamonds ♦️= Objective
Focused on positioning, treasure/objectives and scenario play
Spades ♠️ = Defensive
Focused on durability, spacing and minimizing damage
Clubs ♣️= Tactical
Focused on reacting to board state, synergy and flexibility
Combing 2 of these suits together will make an AI "deck" that hopefully mirrors the theme of a faction. For example:
Ironjawz: ❤️ + ❤️ (pure aggression, smash everything)
Stormcast: ♠️ + ♦️(enduring and disciplined, focused on the mission)
Skaven: ♣️ + ❤️ (tactical with chaotic aggression)
Nighthaunt: ♠️ + ♣️ (elusive, tricky, hard to eliminate)
There's obviously a limited amount of combinations, but Im hoping once I add the abilities into the mix the AI decks will feel like a lore friendly enemy faction. Im currently most of the way through assigning thematic action combinations to numbers 2-10 (Aces and face cards will be used for abilities instead of dice). This will obviously require a lot of play testing before release, but I thought I'd post in the meantime to tap community feedback. I'm excited for where this could lead; pie in the sky I'd like to finish this AI phase, move on to base/camp building mechanics that can influence the AI decks in phase 2, and tie it all together in phase 3 with narrative campaigns.
Thoughts, opinions, anything is welcome. We're all keeping this game afloat together.