The new format of the card game (suprisingly compatible) is based off of the First Edition Star Trek Customizable Card Game. The hope is that, should a person want to, some EQ cards could be more or less played in that game, and vice versa. There are some differences that will be made to make things easier and make them more at home with Elf Quest. This thread will be for discussing and exploring these things. Dont take anything I say as set in stone, Ill be posting my ideas scratchpad style here so they can be debated with others.
The changes I have thought of, looking at simplifying things, leaving more chance, and making things more fair to newcomers that start playing later on are as follows (again, not set in stone):
Elves (and maybe trolls) take two turns for a character to come into play. This is partly to balance their potentially high abilities against the Humans, and the reasoning is that an Elf takes two years to be born, vs the less than a year for Humans.
Dilemmas and artifacts, which used to be placed under each quest location during seeding, will instead be shuffled together and placed in a pile. When a quest is attempted, the number of Dilemmas faced is equal to the number of characters in the Quest Party (the characters attempting the quest, not including Bond Beasts or anything without Cunning). The player attempting the Quest faces an opponent's dilemma first, then one from thier own pile, and so on, alternating until there has been a card delt with for the number of characters attempting the quest. The party faces each dilemma as a group, unless denited on the dilemma.
Doorways will either be thrown out as a card.type, or handled specially. In the ST:CCG, a Doorway card opened up special cards (of all types) that could only be played with the door "open". This mostly allowed for things like "alternate universe" characters to play alongside regular characters, and provided an Achellies Heel" for these cards, as the door could be closed. I understand that phrase-wise there are some parallels in EQ, but the only direct correlation I see is if we force characters to be "of the same time period" and a doorway would open up "timetravel" between periods, or if a Palace doorway would create "timetravel" as a game dynamic, but other than adding confusion and informing the opponent of whats in your deck, I dont see it working out at all. We might include doorways for fanfic characters down the road, perhaps?
As it sets, I think the most enjoyable, least confusing, and most adaptable way to play is to not fix any character to any period. Yes, this may result in Cutter crashlanding with the High Ones at the beginning of 'time", or Rayak popping along with Jink in the future, but thats the fun, right?
More to.come as I think of it. Please look over the (currently incomplete) rule set and the Star Trek rules and see if there is anything you question, want to add, or discuss.
Figured out an interesting dynamic to the game: Learning.
Many cards will have set skills, like Pike will have Storytelling, and Redlance will have Tree Shaping. This is standard.
What I plan to add is the ability to grow skills over time. On the card, it would look like:
Shaper* (any except Flesh)
These '*'ed skills will not be available when the character is initially played, but will develop over time (number of turns or attempts)
I have broken down ElfQuest magic ibto the following catagories. Ill eventually make breakdowns for other race specific talents. (magic is currently on my mind):
All magical abilities are the "shaping" of these eight "elements":
(at least in the game) these basic types of shaping progress into levels of ability. For example, "flesh shaping" evolves as follows:
Ability to feel what is wrong with someone
Ability to heal one's self
Ability to heal one other person (simple, like cuts or light illness)
Ability to heal a few other people (simple)
Ability to heal outside of one's race
ability to "remove a 'taint'" (Leetah/Winnie removing WolfBlood)
ability to self heal a mortal wound
ability to heal another's mortal wound
ability to shape one's self
ability to corrupt another's flesh (winnie: Two-Edge's father)
Ability to mutate animals
ability to reshape another character's body
Here's how it works:
Player plays a character card with "Flesh Shaping*"
player "attempts" to practice healing.
If attempt was successful, the countdown until "Flesh Shaping Level 1" is decreased by 2, if not, decrease by 1 (unless this is a High One, they get special rules).
Once Level 1 is reached, those abilities are able to be used (not set yet, but lets say "healing self or one other character per turn")
Each level would have a countdown, and each time a talent is used the countdown decreases (or, if it is easier, place counters on character and determine what level it is by dividing that number by the countdown number). Practice helps more than practical use, but use gets points too. (sounds complex but its really easy once you get going).
Im thinking each race would have a particular group of abilities: Elves are Shapers, Trolls are (mining/forging/tunneling), Preservers are Helpers, and humans are... Superstitous? Im stuck there.