About the Game

April 3, 2019

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About the Game | Dun-I  | SINS | Silhouette of Annihilation  | An Invitation to Darkness | Beta Signup


Starting the Game

If there are 1-2 players, use (1) deck of 52 cards. If there are 3-4 players, use (2) decks of 52 cards.If there are 5-6 players, use (3) decks of 52 cards. Remove the Jokers and shuffle the decks thoroughly.

 

Each player will draw 5 cards to Hold. Take 1 of the cards and place it on the Field immediately.

 

The players turn order is based on the characters’ Speed (SPD). The first person to start will be the one with the highest SPD, followed by the second highest, then the third highest. And so on.


Mechanics of the Game

Engage in battles using two decks of playing cards! Each card number represents your attack power. Jack, Queen, King are 10 points. Aces are wild for 1 point. An Ace can be used to complete a Straight, Flush, or Three of a Kind. 

 

Equip: Abilities and effects are automatically added upon the equipping of a Shard.

Discard: Discard a card from your hand. This will trigger a specific Shard ability. These abilities can be deployed at any moment, not just during your turn.

Sac: Sacrificing a card from the Field. Will trigger a specific Shard ability. These abilities can be deployed at any moment, not just during your turn.

Flush: Three cards on the Field of the same suit. Will trigger a specific Shard ability. These abilities can only be deployed during your turn.

Straight: Three cards on the Field that are sequential order of any suit. Will trigger a specific Shard ability. These abilities can only be deployed during your turn.

Three of a Kind: Three cards on the Field that all share the same value. Will trigger a specific job ability. These abilities can only be deployed during your turn.

 

If your field will allow you to activate multiple abilities, whether you’ve managed to get a Straight and a Flush or Three of a Kind and a Flush, both moves will activate. The player will have to choose in which order the abilities activate.

 

Turn order is decided by Player and Enemy Speed. Whoever has the higher Speed goes first. If there is a tie between Players and Enemies, Players always go first. If there is a tie between Players, the players can choose, on a round by round basis, who goes first.

 

The battle begins when a player with the highest SPD draws 1 card. The player will place 1 card they are Holding face up onto the Field. This will deal damage to a targeted enemy.  Only 1 card can be played at a time. Damage is calculated as the amount of the card played into the field plus either physical or magical bonus, depending on the weapon equipped. If the player has a sword, spear, axe, or greatsword equipped, the player will use physical bonus for basic attacks. If the player has a runeblade, scythe, club, or staff equipped, the player will use magical bonus for basic attacks. If the player has either a bow or a dagger equipped, they can use either physical or magical bonus for their basic attacks.

 

Up to 3 cards can be available on the Field. If a player has 5 cards held, they will forego drawing a card and continue their turn with their current hand.

 

The goal is to have players drop the Hit Points (HP) for each enemy to zero before moving on in the scenario. Damage is calculated by the number on the card plus all player bonuses;Weapon Damage and Equipment stats. Players are to use moves based off of the cards that they have active in the Field.

 

Cards held by the player and on the Field will transfer over to the next battle.


Scenarios

Scenarios are the backbone for story and character progression in By Gods and Kings. All scenarios have a single objective. Each scenario is broken into a multitude of areas that the players can decide to enter, review, or engage. Upon entering a scenario, combat will begin. Once an area is completed, players will be given an option of which area to proceed into next.

 

Players are given a brief moment after combat concludes to use sacrifice and discard moves, change Shards, or swap equipment. The next portion of combat will begin once all players are ready.

 

Loot will drop upon the completion of designated battles. Items are to be divided among the players before the next encounter. Items not claimed will be lost.

 

If a player’s HP is reduced to 0 during an encounter, that player will no longer be able to perform any actions for the remainder of the battle. After the battle, the player with 0 HP will be revived at 1 HP with all cards wiped off the Field. A player with 0 HP may be revived if another player has an appropriate shard ability available. The revived player maintains their cards on the Field in this instance.

 

If all players HP is reduced to zero, the encounter ends. All loot acquired will be lost and the players will start over at the beginning of the scenario.

 

 

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