Tuesday, April 5, 2011

Monomyth Card Game

The only thing I love more than historical combat is narrative structure! After working on a rather extensive system that related to Joseph Campbell "Hero with a Thousand Faces" I couldn't resist giving it a shot as a card game :D

(This is not free for your own personal use. This is copyright Scott Gladstein 2011)


Monomyth Card Game


Set up starts with each player drawing randomly to see what role they are. They can chose to reveal this or not.

After that each player selects a archetype.

Every player is dealt 5 cards.

At the end of your turn you draw until you have 5 cards in you hand.

The hero goes first.

Continue in a clockwise fashion.

On your turn you may play one card.

Continue until the game ends.


Every time you cause a shift in pacing (in either direction), you get an equal number of victory points. The character with the most victory points at the end of the story wins.

Every card has a “Pacing” value. This adjusts the current scene's pacing. When you reach the required amount (indicated below) you move onto the next phase.

Phases

1. Call to Arms

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


2. The Road of Trials

(Characters play trials that result in a gain/loss of trial points. Trials tend to be little games. Passing earns the hero trial points. Loosing looses them. Need 10 trial points to get to the “Grand Trial”)


3. Death & Rebirth

(A final trial card is played by the player next in order. The hero automatically passes this and gets the reward.)

(The hero gain second archetype ability after.)


4. Atonement

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


5. The Return

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


6. The Final Showdown

(A final trial card is played by the player next in order. The hero automatically passes this and gets the reward.)


Card Types

Trial Cards (Meta events the hero has to follow. Can be played only during the challenges phases. The hero is rewarded with a number of “Challenge” points.)


Event Cards (Raises/lowers pacing & has general effects. Can be played at any time.)

- “Refusal of the Call” (Hero refuses the call to arms. -1 pacing)

- “Supernatural Aid” (If you are a mentor, you may provide a talisman of your choice to the hero. May only play during the “Call to Arms” phase. +2 pacing. If you are not a mentor, pacing +3. )

- “Coming Into Your Own” (The mentor is killed. The mentor may give the hero 1 talisman or 1 character trait from his own archetype. +5 pacing. If this is not played by the mentor, the mentor gets killed and additional +5 victory points. Regardless, they may draw a new role and select a new archetype. They keep their current victory points.)

- “Self Sacrifice” (A companion gives his life for the hero. Negate any card played or negate one card that is IN play. +5 pacing. If this is not played by a companion on themselves, a selected companion is killed but gets additional +5 victory points. Regardless, they may draw a new role and select a new archetype. They keep their current victory points.)

- “Betrayal” (An event card just played gives its benefit to a different player. This is at the discretion of the player who played this card. If it can not be given to the new target, the event card played is negated.)

- “Leaving the Nest” (The hero leaves his comfort zone. This may be physical, mental, or geographical even. Pacing -3. This may only be played during the “Call to Arms” or “Return” phases.)

- “Atonement With the Father” (The hero is confronted and initiated by whoever holds the ultimate power in his life. Pacing +3.)

- “Refusal to Return” (The hero is reluctant to return to his normal, old, ordinary life. Pacing -5. This may only be played in the “Return” phase.)

- “Twist!” (This card does one of several things. You may A) Exchange roles with any one character. (Excluding the hero). B) Pick a new archetype. C) Force someone else to pick a new archetype. D) Search the deck and discard pile for any one card and play it immediately. )

- “The Unexpected Challenge” (You may play a challenge card regardless of the phase.)


Talisman Cards (Aids in trials. Gives additional class features.)

-Loved One (The mentor who gifts the hero with this can select one companion. That companion may take the place of the hero in any one trail. If played multiple times, it applies to a different companion.)

-The Sword of Fire (The hero automatically overcomes one trail but no trial points are awarded.)

-The Mystic Force (A hero may chose to reveres the turn order at the end of his turn once.)



Character Traits

Role: (Hero, Mentor, Antagonist, Companion)

Archetype: (Like a class.)



Roles

Hero

(Your the center of attention. There can only be one)


Antagonist

(Gets victory points any time they institute a change in challenge points)


Companion

(Coming in a full release)


Mentor

(Can play talisman cards)



Archetypes

(Coming in a full release. Would include things like "The Tragic Hero", "The Fem Fatal", "The Greek Hero", "The Wise Old Man", "The Trickster" ect)

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