Catapult Capers

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Catapult Capers Launching Ryan Horbal Launch an attack or defend your castle? Hope the enemy misfires and your walls don’t collapse. Your fate is in the cards.

Transcript of Catapult Capers

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Catapult Capers Launching

Ryan Horbal

Launch an attack or defend your castle? Hope the enemy misfires and your walls don’t collapse. Your fate is in the cards.

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Catapult Capers Goal To destroy your opponents’ castle by bringing the castle’s hit points down to 0. Rules Each player has a set of the same 10 cards. All the cards are held in the player’s hand facing their owner. Each player’s starting castle starts out with 20 hit points. At the beginning of each round, players must select 1 card from their deck to play. That card is placed face down in the battlefield (in between the two players). The other player tries to guess what they played by choosing a card that will benefit their castle. When both cards are in the battlefield, the players flip over their cards to reveal their choices. Catapult Cards For every Catapult card that is played the opposing players castle loses that amount of hit points. For example if player 1 chooses Catapult Attack +3 and player 2 Chooses Catapult Attack +10, Player 1’s castle goes to 10 and player 2’s castle goes down to 17 hit points. Wall Cards When a player uses a Wall card, that players’ castle increases their castles hit points by the number on the card. For example Player 1 chooses Wall Defense +4 and Player 2 chooses Wall Defense +1, Player 1’s castle goes from 20 to 24 hit points and Player 2’s castles goes from 20 to 21 hit points. If 1 player uses a Catapult card and the other a Wall card the defense points get added to that players Castle before they get attacked. For example if player 2’s castle has 10 hit points left and plays Wall Defense +4, their castle gains 4 hit points making it now have 14. Then Player 1 plays Catapult Attack +5, which decreases player 2’s castle down to 9 hit points. Event Cards Each player will have 1 Misfire card and 1 Collapse card. Misfire cards and cancel out any Catapult card and Collapse cards cancel out any Wall card. Example Player 1 chooses Catapult Attack +10 and Player 2 chooses Misfire, Player 1’s catapult “Misfired” and no damage was dealt that round. If player 1 chooses +4 Wall Defense and Player 2 plays a Collapse card, Player 1’s defense “Collapsed” and no addition defense was built that round. If a Collapse Card is played against a Catapult card, the attacking player deals full damage of the card played to the opposing player. If a Misfire Card is played

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against a Wall card, the defending player builds up their defense for the full amount on the card. After each card is played it is placed in the discard pile. If after 10 rounds of play neither castle has been destroyed, pick up all discarded card and place them in their owners’ hand and continue the game. The game is over when one player’s castle has no hit points left.

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Meaningful Actions Analysis Ryan Horbal

Rules of Catapult Caper Each player has a set of the same 10 cards. All the cards are held in the player’s hand facing their owner. Each player’s starting castle starts out with 20 hit points. At the beginning of each round, players must select 1 card from their deck to play. That card is placed face down in the battlefield (in between the two players). The other player tries to guess what they played by choosing a card that will benefit themself. When both cards are in the battlefield, the players flip over their cards to reveal their choices. For every attack card that is played the opposing players castle loses that amount of hit points. For example if player 1 chooses Attack +3 and player 2 Chooses Attack +10, Player 1’s castle goes to 10 and player 2’s castle goes down to 17 hit points. When a player uses a Defense card, that players’ castle increases their castles hit points by the number on the card. For example Player 1 chooses Defense +4 and Player 2 chooses Defense +1, Player 1’s castle goes from 20 to 24 hit points and Player 2’s castles goes from 20 to 21 hit points. If 1 player uses an Attack card and the other a Defense card the defense points get added to that players Castle before they get attacked. For example if player 2’s castle has 10 hit points left and plays Defense +4, their castle gains 4 hit points making it now have 14. Then Player 1 plays Attack +5, which decreases player 2’s castle down to 9 hit points. Each player will have 1 Misfire card and 1 Collapse card. Misfire cards and cancel out any attack card and Collapse cards cancel out any defense card. Example Player 1 chooses attack +10 and Player 2 chooses Misfire, Player 1’s catapult “Misfired” and no damage was dealt that round. If player 1 chooses +4 Defense and Player 2 plays a Collapse card, Player 1’s defense “Collapsed” and no addition defense was built that round. If a Collapse Card is played against an Attack card, the attacking player deals full damage of the card played to the opposing player. If a Misfire Card is played against a Defense card, the defending player builds up their defense for the full amount on the card. After each card is played it is placed in the discard pile. The game is over when one player’s castle has no hit points left. If after all the cards are played each player’s castle still has hit points, the player with the most points wins.

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Held- The player holds their card in a manner that they can see them but their

opponent can’t.

Select/Choose- Each player selects/chooses a card from their hand to play

against their opponent.

Guess- Each player tries to guess what the other is going to play in which making

their decision meaningful.

Play(s, ed)- Each player places his or her card in the “battlefield” face down.

Flip- Each player flips over their card in the battlefield once both cards are

played.

Increase- The hit points of the castle increases if the player uses a defense card

Decrease- The hit points of the castle decreases if the player uses an attack card.

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GRATIS

Goals (G)

Damage the opponent’s castle as best as you can in the 10 rounds of

play.

Rules (R)

Players choose either a Wall card, a Catapult card or an Event and places

it face down in the “battlefield”

Once both cards are in the battlefield each player flips their own card.

If the player uses a Catapult card they attack their opponent for the

amount on the car.

If the player plays a Wall card that player increases their castle’s hit

points by the amount on the card.

If a Misfire card is played against a Wall card then the player who used

the Wall card increases their defense by the number on the card.

If a Misfire card is played against a Catapult card then the Catapult

“misfires” and no damage is dealt.

If a Collapse card is played against a Catapult card then the player who

used the Catapult card attacks their opponent for the amount on the

card.

If a Collapse card is played against a Wall card then the players Wall card

“Collapses” and no defense was increased that turn.

When either castle hits 0 hit points the game is over and the castle that

still has hit points wins.

If neither castle reaches 0 after all the cards are played then the castle

with the highest hit points wins.

Actions (A)

Choose the card to play

Place card in “battlefield” (INV)

Flip over cards (INV)

Decide the attack or defense points (INV)

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Transitions (T)

Game Over (When Castle reaches 0 hit points)

Game over (When all the cards are played)

Round over (When both players play a card)

Items (I)

2 players

Paper to keep track of hit points

Pencil or Pen

20 Catapult Caper cards

Setup (S)

Separate cards making sure each players gets 1 of each

Write down Castle hit points on paper

Hold cards in hand facing owner