So you don’t want to use decks of cards, and instead, want to throw dice? I think we can work with that. This will take 2 6 sided dice (the kind that come in most board-game boxes).
Game Play Mechanics
The game field will change dramatically. Now, there will be no Hand or Field for any players or enemies. Instead, abilities will activate by the roll of the dice. For all damaging and healing abilities, the players will add their bonuses plus the amount on the roll, plus any other factors attributed to the ability.
EQUIP bonuses do not change (though there are a few adjustments to certain, select abilities).
FLUSH, STRAIGHT, and 3 of a Kind are fairly straight forward.
- To begin, when you equip a Shard, assign 3 numbers between 2 and 12 to each FLUSH, STRAIGHT, or 3 OF A KIND ability. When it is your turn, if you roll that number, that ability will deploy. FOR EXAMPLE: You have the Shard of Energy equipped and you have assigned the number 6 to Energy Beam. If you were to roll a 6, that ability would deploy. You would attack the target with that ability.
DISCARD and SACRIFICE are where things get complex.
- DISCARD and SACRIFICE have the biggest change, because you do not have a field or hand to work with. Instead, you are allowed to do 1 or 2 things.
- You may elect to “Hold Your Turn.” When you do this, you ready an action. All DISCARD and SACRIFICE abilities can be used when an action is readied by the player. This readied action remains until the end of combat or until it is used, but only one action may be readied at a time by the player. (A player can have unlimited readied actions, but they can only ready 1 for themselves). A readied action can be used at any moment in combat.
- You may deploy the move immediately during your turn in place of a basic attack.
Combat remains the same. You will select your target and then roll the dice. You will always assume a single, basic attack will be deployed. If the roll triggers an ability, you cannot change target (unless it becomes a healing, tanking, or manipulative move).
Manipulation Abilities
MANIPULATION abilities are a little different, as there is no field or hand.
- Any ability that allows for the player to move a card from an ally’s field to another ally’s field, the receiving player will be given a readied action.
- Any ability that allows for the player to remove a card from an enemy’s field, will be treated differently. In this instance, the number the player rolls will be subtracted from the enemy’s next roll.
- Any ability that allows for the player to draw a card, will allow them to roll twice the following turn (only one ability may deploy. The other will be a basic attack but the player may decide after rolling both dice).
- Any ability that will allow a player to place a card into the field for no effect will now allow a player to do an immediate DISCARD or SACRIFICE action without using a Readied Action.
- Because of the change in system, certain abilities will not work. Any abilities that aren’t referenced above in relation to the players’ hands and fields, are not valid. It is advisable to not use those Shards.
Enemy Mechanics
Enemy Mechanics are a bit different than the original game, in that there won’t be a cumulative score to deploy enemies. Instead, abilities will deploy just like player abilities.
- If an enemy only has 1 ability, that ability will deploy whenever the enemy rolls a 7.
- If an enemy has 2 abilities, the first ability will deploy whenever the enemy rolls a 7. The second ability will deploy whenever the enemy rolls either a 6 or an 8.
- If an enemy has 3 abilities, the first ability will deploy whenever the enemy rolls 7. The second ability will deploy whenever the enemy rolls a 6. The third ability will deploy whenever the enemy rolls an 8.
- If an enemy has 5 or 6 abilities, assign the remaining abilities to numbers 5 or 9. If an enemy has 7 or 8 abilities, assign the remaining abilities to numbers 4 and 10.