User blog:OnlyShots/Kingdom Attack

Kingdom Attack! (An actual original game, I did a lot of work making this game and attempting to make it fun and playable.)

''Kingdom Attack! is a social deduction type card game. Games are usually 8-12 players, with each player getting a role with their own goal to achieve. There are 3 types of alignments: the Order, the Chaos, and the Neutrals. Each role has its own special abilities and attributes. There are many types of cards and quirks to this game. Once a role/faction has achieved its goal, the game will end in their victory.''

Mechanics
-Everyone will know who the King is.

'''-This game has a life point based system.  -Everyone will start with 5 HP, besides the King who starts with 6. Once you hit 0, you die and your role will be revealed.'''

-There will always be at least one Civilian per game.

-This game is played on a turn-based system, with people playing clockwise on the table.

-This game will vary on rolelist based on the number of players.

'''-Card amount will vary based on the number of players.  -Naturally, more powerful cards will be more scarce.'''

-Everyone will start with a total of 5 cards, besides the King who will start with 6.

-Everyone will start with at least one attack and one defense card.

'''-Everyone will have an offhand, which is a one card space where you can hide a card in it. That card will not be known to anyone except yourself and cannot be stolen or hidden from you. You may not trade that offhand card, and you may only store one card per 3 turns. Offhand space is part of your health, so you may only hold 4 cards in your hand and 1 card in your offhand.'''

Special Mechanics
Dueling

Whenever a player places a “Duel!” card, they must force two people to play Attack! cards at each other until one runs out of them. They may choose themselves for the duel. The winner of the duel will receive a unique card. All damage done by attacking cards are halved, and decimals are rounded up.

Note: A person may only participate in 3 duels in one game.

Trading

During the game, you may request a trade with another player. Trading is self-explanatory, and either player may cancel the trade at any time. You may only trade twice a game. You may only trade a max of 1 unique card per trade. You cannot trade nothing to someone. You may not trade with the King, and the King may not trade. Everyone will know when someone is trading. You may not share private game information while trading, however.

Death

Once a player has died, all of their regular cards get recycled back into the deck. All effects done to a card will be negated and normalized. All unique cards they hold will go the player that killed them, however. The player receiving the unique cards will get them regardless of their HP. They must still discard cards at the end of their turn if they have more cards than health.

Stacking

Stacking is a mechanic that allows the same cards to be played on top of each other. They can combine into one effect, but Stacking is only allowed on cards that have the mechanic written on it. You may only stack the same cards.

Unique

Unique is a mechanic that states a role may only appear once in a game, throughout the game.

Rules
'''-At the end of your turn, you may only hold the same amount of cards in your hands as your HP unless you played a card that says otherwise. (Ex: You have 4 health, you can only hold 4 cards) If you end your turn with more cards than your HP, you will have to discard cards until you match your HP value with your card values.'''

'''-At the end of your turn, you must draw once unless you cannot hold any more cards. However, when a Bomb?! card is placed, you may choose whether to draw or not, but you still have to abide by the HP rule.'''

-You may only attack within your range unless you played a card that says otherwise. '''-When starting a game, your range is 1, which means you can only attack people next to you with a basic Attack! card. As the game progresses, everyone’s range will naturally increase. The range will naturally increase by 1 every 5 turns.'''

-You may only play a maximum of 3 item cards per turn.

-You may only attack twice a turn. '''-You may only play a maximum of 1 unique card per turn.  -If you play a unique card, you can only play one more regular card after that.'''

-No metagaming (self-explanatory)

The Roles
 The Order 

''You can't have the people running around without some leaders, can you? Without the Order, there would be... Chaos.''

 The King  (Unique)

-Wealthy & Healthy: You start with 6 cards and 6 health.

-''Royal Privilege: You cannot participate in duels, however, you can play Duel! cards.''

-''Inspection: You may check anyone to see if they are on The Order’s side. Three-time use, 4 turn cooldown. May not be used in the first four turns.''

-Goal: Live until the end of the game and eliminate all Chaos and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

'NOTE: If the King dies, the Order fails their main goal, although they may still tie the game by killing everyone else that they need to kill. '

 The Guard  (Unique)

-''Protection: Protect someone from attacks. You will take all the damage done to that player for one round, and all damage done will be halved. Decimals rounded up. You may not guard the King or the Advisor, if there is one. Two uses only, three turn cooldown.''

-Goal: Protect the King from death. Eliminate all Chaos and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Mage 

-''Life Tap: Choose a player to drain 1 HP from their health. May not be used if it kills the player. May only be used when it is not your turn. Three uses only, 2 turn cooldown.''

-''Life Restoration: Choose a player to heal 1 HP from their health. Three uses only, 2 turn cooldown.''

-Goal: Protect the King from death. Eliminate all Chaos and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Merchant 

-''Bribery: Bribe someone to give up to 2 cards randomly, and you can choose to give them to whoever you like. Two uses only.''

-''Stocked: You may choose to duplicate a card. Two uses only, and you must store it in your offhand card. If you already have an offhand card, you can choose to discard either one card. Once you have used that card, that card will disappear from the game. You may not duplicate unique cards.'' -Goal: Protect the King from death. Eliminate all Chaos and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Advisor  (Unique, only in games with 11+ players)

-Importance: The King will know who you are.

-All For The King: You will not have an offhand space.

''-Warn: You may at any time choose to “warn” the King of any possible attacks for the current round. The King cannot be attacked for that current turn. Usable once before the final 6.''

-Goal: Protect the King from death. Eliminate all Chaos and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Scientist 

-''Experiment: Choose a player to hide their hand, making them unable to know what they might want to play for 2 turns, cannot be used on the same person twice. Two uses only, two turn cooldown. ''

-Goal: Protect the King from death. Eliminate all Chaos and Neutrals. You may spare the Fool and the Survivor, however.

 The Detective 

-''Investigate: Investigate a dead person to have a clue towards the role of the person who killed them. You may only investigate a dead person twice. Four uses only, two turn cooldown.''

-Goal: Protect the King from death. Eliminate all Chaos and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Civilian 

-The Average Person: You have no abilities.

-Goal: Protect the King from death. Eliminate all Chaos and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Politician 

-Disagreement: You will appear as evil to the King.

-Goal: Eliminate all Chaos and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

NOTE: You can still win if the King dies, but you must eliminate all Chaos and Neutrals.

 The Chaos 

''The so-called “Order” has been in power for too long. We must take the rightful throne or else this Kingdom will fall in pieces. The Order won’t even know what hit them.''

 The Warlord  (Unique)

-Last Stand: Once you hit 0 health, you will deal 2 damage to a target of your choice.

-''Secret Supply: You may swap a card you have in your hand in exchange for another card. You may only use this on regular cards and swap with regular cards. Two uses only.''

-Knowing the Members: You will know all members of The Chaos.

-Bonded: You cannot duel a member of The Chaos, unless forced by another player not in The Chaos.

-Goal: Eliminate the King & the Order and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Quack  (Means “fake doctor”)

-''Hallucination: Choose a player to drug, and you can choose to disguise the next 2 cards that person draws. You can choose to disguise the card as any card you would like. Two uses only, 3 turn cooldown.''

-''Fake Medicine: Choose a player to hide their hand, making them unable to know what they might want to play for 2 turns. One use only. ''

-Knowing the Members: You will know all members of The Chaos, but not any Traitors.

-Bonded: You cannot duel a member of The Chaos, unless forced by another player not in The Chaos.

-Goal: Eliminate the King & the Order and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Warlock 

-''Supply Drain: Choose a player to wipe their entire hand. One use only, and can only be used before the final 6.'' -''Life Tap: Choose a player to drain 1 HP from their health. May not be used if it kills the player. May only be used when it is not your turn. Three uses only, 2 turn cooldown.''

-''Life Restoration: Choose a player to heal 1 HP from their health. Three uses only, 2 turn cooldown.''

-Knowing the Members: You will know all members of The Chaos, but not any Traitors.

-Bonded: You cannot duel a member of The Chaos, unless forced by another player not in The Chaos.

-Goal: Eliminate the King & the Order and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Bandit 

-''Thievery Mastery: You may at any time choose to steal up to 3 cards from a player, cards stolen will be randomized. You may choose who to give the cards to, and you can choose yourself. You may not give cards to a person with a full hand. You cannot steal from a King if a Guard is in-game. Two uses only.''

-Knowing the Members: You will know all members of The Chaos, but not any Traitors.

-Bonded: You cannot duel a member of The Chaos, unless forced by another player not in The Chaos.

-Goal: Eliminate the King & the Order and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Cultist 

-''Submission: Force a player to do your bidding for one turn. You may not force them to duel or play any unique cards. You may not force them to trade with you. The person may only reveal that they were controlled two turns after they were controlled. Two uses only, 5 turn cooldown.''

-Knowing the Members: You will know all members of The Chaos, but not any Traitors.

-Bonded: You cannot duel a member of The Chaos, unless forced by another player not in The Chaos.

-Goal: Eliminate the King & the Order and Neutrals. You may spare the Fool and the Survivor, however.

 The Slaver  （Only spawns in games with 11+ people, Unique)

-''Taxes: Force a player to discard a card of your choice. Only you will know what card you have discarded, and the player may not reveal that information. Two uses.''

-''Labor: Force a player to turn into a Chaos member. May not be used on the King, and the person converted will become a Traitor. One use only.''

-Knowing the Members: You will know all members of The Chaos, but not any Traitors.

-Bonded: You cannot duel a member of The Chaos, unless forced by another player not in The Chaos.

-Goal: Eliminate the King & the Order and Neutrals. You may spare the Fool, the Survivor, and the Amnesiac, however.

 The Traitor 

-Disguise: You will appear as innocent to the King.

-Knowing the Leader: You will know who the Warlord is, but not Chaos members.

-Goal: Eliminate the King & the Order and Neutrals. You may spare the Fool and the Survivor, however.

 The Neutrals 

''Society never accepted us, so we won't accept them. It's every person for themselves, isn't it?''

 The Assassin 

-''Target Locked: You will be assigned a target to kill from the beginning of the game. Will not be the King or the Fool. You will commit suicide if you do not kill your target, or if someone else kills your target.''

-''Deadly: You can switch out any one defense/item card for the next attacking card from the deck. No one will know you have used this, however. 2 uses only.''

-Goal: Eliminate your target at all costs.

 The Survivor 

-''Weak: You may not attack 2 turns in a row. The only exception is for duels.''

-''Paranoid: You may switch out any regular card for the next defense card from the deck. 2 uses.''

-Goal: Survive until the end of the game.

Note: The Psychopath may spawn in the same game, and the Assassin can have you as their target.

 The Amnesiac 

Guessable Roles: Anything that isn’t Unique

-Clues: Attack someone to gain a clue towards your role.

-''Existential Crisis: If you do not guess your role by your fifth turn or guess it wrong, you will commit suicide. However, if the game ends before you guess your role, you will win too.''

-Silent: No one will know you have completed your goal of Amnesiac.

-Confident: Once you have remembered your role, you are given a bonus ability to help you win.

-Innocent: You appear as innocent to the King, no matter what role you were assigned.

-Goal: Find out what your role is supposed to be, and then take any non-unique role from that alignment and complete that role’s goal.

 The Bomber  (Unique)

You plant bombs by attacking people or redirecting attacks at people.

-Panic: Everyone will know when you have one more target to plant a bomb on.

-''Ready: You may switch out any one of your regular cards for a Redirect! card. Usable once before Panic, and usable once after Panic.''

-Detonate: Once you have planted a bomb on everyone, you can detonate the turn after you have placed a bomb on everyone.

-Goal: Plant a bomb on everyone, and detonate everyone.

 The Psychopath  (Unique)

-''Daunting: You may choose to instantly kill anyone within 3 range from you, before the final 4. Usable once. Cannot be used on the King.''

-''Excessive training: You will have 2 hidden special abilities to help you achieve your goal. Abilities are randomized.''

-Elusive: If you are spawned in a game, the Fool will not be in the same game.

-Goal: Be the last person remaining at the end of the game.

 The Fool  (Unique)

-''Weak: You may not attack 2 turns in a row. Only exception is for duels.''

-''Pranks: You may anonymously at any time add a card to the deck, anywhere, and that card would be labelled “empty”, a card which does nothing except take up card space.The card will disappear from the player’s inventory in 2 turns from when drawn (excluding turn when drawn). 3 uses.''

-''Disguise: You will appear as evil to the King. If someone uses an Investigation?! card on you, you can choose to disguise as any role you want. ''

-Elusive: If you are spawned in a game, the Psychopath will not be in the same game.

-Goal: Be killed before the game ends in another role's/faction's victory.

Cards
Current Card Count: 44 total cards.

 Weapon/Defense Cards 

Weapon/Defense Cards are the basic cards, they help you attack or defend.

'''Attack!: Deal 1 HP damage to your target. Must be within your range.'''

'''Bow! Deal 1 HP damage to your target. Range is 2 more than your normal range.'''

'''Cannon! Deal 1 HP damage to your target. You are not limited by range.'''

'''Dagger! Deal 1 HP damage to your target. They lose one HP following their turn (after they end their turn). Range is 1 more than your normal range.'''

'''Poison!: Poison your target. They will lose 1 HP per turn for 3 turns. Range is 1 more than your normal range.'''

'''Health Steal!: Deal 1 HP damage to your target, and you will heal 1 HP to yourself. Range is 1 more than your normal range.'''

'''Bomb! Deal 1 HP damage to your target. Players sitting next to the original target also take 1 damage. (If the person who you attack uses a blocking card the players next to that person will also not be affected. If the player originally targeted did not have a Block! card, the players sitting next to the person originally targeted can use any blocking cards as a Block! card to negate their own''' damage.)

'''Block!: Block an attack directed at you. The card will deal you no damage. It doesn’t have to be your turn to play this card, as long as you have been targeted you may play this card.'''

'''Retaliate! Block an attack and you can choose to attack back at the person who originally targeted you. It doesn’t have to be your turn to play this card, as long as you have been targeted you may play this card. You can choose to attack back with any sort of regular (upgraded or normal) attacking card you have. If you have no cards you can attack with, this card will act as a Block! card.'''

'''Redirect!: Redirect an attack against you, you may choose who to redirect it to, however you may not redirect it to a player who can be killed by the card you have been attacked with. It doesn’t have to be your turn to play this card, as long as you have been targeted you may play this card. If you have no possible targets, this card will only act as a Block! card.'''

'''Shield!: Negate up to 2 HP damage from you. Lasts for 2 turns or until used up.''' (These cards are stackable, maximum of 3 stacks.)

 Item Cards 

''Item Cards are cards used to help you play the game more efficiently. ''

'''Upgrade!: Make one of your Weapon/Item cards more powerful. Upgrades on a card will only last 2 turns (including current turn) and a card may only be upgraded twice. Once you have upgraded a card, you can no longer upgrade it regardless of how many times you have upgraded it. You can upgrade a card again once its effect has worn off. ''' (Ex: Attack!, usually deals 1 damage will now deal 2 if upgraded)

'''Heal!: Rejuvenate one HP. This also cures any Poison! card effects from you.'''

'''Regeneration!: Rejuvenate one HP per turn for 2 turns. This also cures any Poison! card effects from you. Activates on the turn after you play this card.'''

Circle of Healing!: Rejuvenate one HP from you and the players next to you.

'''Illness!: Choose a player to get sick. They will not be able to attack on their next turn. This card may not be upgraded. A player may not get sick two turns in a row.'''

'''Satchel!: You may hold 1 more card than you would normally based on your health. Lasts for 3 turns (including current turn).''' (These cards are stackable, but to a maximum of 2 stacks)

'''Quick Hand!: You may draw two cards when you end your current turn. The HP rule still applies.''' (These cards are stackable.)

'''Guess!: Guess someone’s exact role. If you guess incorrectly, you will lose two cards in your hand. If you guess correctly, their role will be revealed to everyone. This card may only be upgraded once.'''

Reveal!: Reveal two cards in someone’s hand.

'''Sabotage!: Choose someone to discard one of their cards. Everyone will know which card they discarded. This card may only be upgraded once.''' (These cards are stackable, maximum of 2.)

'''Trap!: Place a trap card down on the playing field. Choose a card that will be trapped, and the next person who plays that card will have no effect. Stays for 2 turns or until activated. You cannot upgrade this card.'''

Scout!: Increase your range by 1 for 1 turn. (counting current turn)

Binoculars!: Increase your range by 2 for 1 turn. (counting current turn)

Telescope!: Increase your range by 3 for 2 turns. (counting current turn)

Wagon!: Increase your range from others by 1 for 1 turn. (activates after finishing turn)

Horse!: Increase your range from others by 2 for 1 turn. (activates after finishing turn)

Train!: Increase your range from others by 3 for 2 turns. (activates after finishing turn)

(NOTE: All cards that increase your range from others also decreases your attack range from others, but only activates after you finish your turn.)

 Unique Cards  ''Unique Cards are powerful cards that will not be recycled back into the deck once used. They are powerful cards that can be either gained by drawing from the deck or by winning a duel. Ones won by duels are more powerful, however.''

'''Duel!: Force 2 players to attack each other until one runs out of any type of attacking cards. All damage done by the amount of attacking cards are halved. Decimals are rounded up. You may choose who gets to duel, and you can choose yourself.'' (Maximum of 4-6 per game, can be obtained by drawing) (A person can only participate up to 3 duels in a game.)

Snatch!: Take up to 2 cards from another player. (Maximum of 4-6 per game, can be obtained by drawing)

'''Lightning! Strike a target and deal 1 HP damage. That target may then choose another target to strike, and then the target after may choose another target. Only lasts on 3 targets in total. You are not limited by range.''' (Maximum of 3-5 per game, can be obtained by drawing.)

Skip!: Choose a player to skip their next turn. (Maximum of 2-4 per game, can be obtained by drawing.)

'Minigun!: You will deal one damage to everyone'' in the game, including yourself. Everyone will be notified that they can play any sort of defense card to serve as a Block! card to prevent the damage on themselves. The player playing the card may not defend themselves from the damage. ''' (Maximum of 2-4 per game, can be obtained by drawing.)

'''Maximum Heal!: Rejuvenate 3 HP instantly, and have a Regeneration! effect after the turn you have played this card.''' (Maximum of 2-4 per game, can be obtained by drawing.)

Siege!: Force someone to be unable to play any defense cards for an entire turn. (Maximum of 2-3 per game, can be obtained by drawing.)

Shield?!: You have a defense shield around you that prevents anyone from attacking you for 2 round.(excludes current turn) (Maximum of 2 per game, can be obtained by dueling or drawing.)

'''Poison?!: Choose a player to poison. They will lose one HP per turn for the rest of the game, and they cannot remove the effect from themselves. You will not be limited by range. ''' (Maximum of 2 per game, can be obtained by winning a duel) Weak Hand?!: Everyone may only play a maximum of one card and one card only for 2 turns. (Maximum of 1 per game, can be obtained by winning a duel)

'''Bomb?!: Stick a bomb into the deck, the place it goes into is randomized. Everyone will know you have put a bomb into the deck. Whoever draws the card gets instantly blown up and dies.''' (Maximum of 1 per game, can be obtained by winning a duel)

'''Satchel?!: You are no longer limited by the HP rule, but you may no longer use the Satchel!/Quick Hand! cards. Any Satchel!/Quick Hand! cards you have in your hand will be swapped out with other cards from the deck. You may not get these cards from trading. You will automatically switch out a Satchel!/Quick Hand! card when drawn. You can draw up to twice at the end of your turn.''' (Maximum of 1 per game, can be obtained by winning a duel)

'''All Seeing Eyes?!: You will no longer be limited by the range rule, but you may no longer use a Scout!/Binoculars!/Telescope! card. All Scout!/Binoculars!/Telescope! cards in your hand will be swapped out for other cards in the deck. You may not get these cards from trading. You will automatically switch out a Scout!/Binoculars!/Telescope! card when drawn.''' (Maximum of 1 per game, can be obtained by winning a duel.)

'''Fire?! Choose someone to set on fire. The person must pass on the fire to another player within 2 turns or they die. You pass on the fire by attacking another player. May be passed in Duels. The fire may also be passed by a player using a Redirect! card.''' (Maximum of 1 per game, can be obtained by dueling.)

'''Investigation?!: Choose a player to reveal. Their role will be known to everyone. The revealed person cannot participate in any duels or play Duel! cards. Any Duel! cards they have will be shuffled back into the deck, and they will automatically switch out a Duel! card once drawn. ''' (Maximum of 1 per game, can be obtained by winning a duel.)

'''COMMUNISM?!: Everyone will put their cards in the middle of the table, and the cards will be shuffled up and distributed evenly among everyone. All Health will also be taken and distributed equally among everyone. Anyone having more HP than others will take damage until everyone has the same health. Anyone short of cards will automatically draw from the deck. HP rule doesn’t apply until it is someone’s turn again.''' (Maximum of 1 per game, can be obtained by winning a duel)

Reveal?!: Reveal someone’s entire hand for the rest of the game. (Maximum of 1 per game, can be obtained by winning a duel)

'If you have any suggestions or comments, please say so. I’m pretty sure I made a few mistakes here and there, so if you find any please say so.'