This is probably far too late, but after reading the rules of this game (which are really great!), I came up with some ideas I'd like to share.
I agree with the suggestions by Black Humor above, though
- I would go back to the old winning conditions (gain X Inf. to win, deck out to lose). Arcs will reward a great boost of Inf. if all necessary scenes have been created (see below), but shall not be an instant win (removing the Beginning and Ending subtype entirely). Most often they will make you win anyway by the amount of Inf. rewarded.
- Go back to the SP system on the wiki page (all cards you have in play may not exceed your writer's SP limit). With the Scene Creation System below, there is no need to worry about "instants".
Now for the wiki rules:
Types of Trope Cards
- Meta and Interrupt Tropes become types, not subtypes.
- The trope types are, unlike character roles or genres, distinct. A trope can only have one type.
- Interrupts no longer create stacks, they are part of a scene (which is pretty much a stack, see below). Metas still do.
- Meta and Phlebotinum are the only tropes with effects that activate or can be activated outside the scene phase (of course the writer skill may also apply this way).
- Reward — This is the amount of Inf. you get when your character appeared in your scene.
- (A scene consisting only of Characters will give you no reward, because nothing really happened?)
May have any of the following in the card's text (but in the given order):
- Prerequisites — Those conditions must be fulfilled for the Side Effects and Reward to take place.
- Side Effects — When the conditions are met, the Side Effects immediately take place. If the Side Effects require you to name a target, the target must be chosen when adding the trope to the scene.
- Example: The Bus Came Backs Side Effect: "Add target character from your bus to the current scene, directly after this card (you do not require a characterization). At Cleanup Step, target character is put back on the bus." If the target character is Killed Off for Real during Reading Step, you don't get a chance to change the target — this trope was rendered useless. (Should this also subvert the trope?)
- Reward — After possible side effects took place, if the trope was played straight by the Active Player, they get the specified reward (usually Inf.). If the reward requires you to chose a target, you choose it now (in contrast to Side Effects).
- Arcs require you to create a series of scenes in order to get the reward (usually a massive Inf. boost).
- (Scenes created by your opponent won't help you - this could favor the player who goes first too much.)
- You can only have one Arc at a time on your Storyboard.
- Every time you created a required scene, the Arc progresses. Turn the Arc Card 90° clockwise to indicate which scene comes next.
- This means an Arc can only require up to four scenes (indicating that a fifth scene is needed would've turned the Card 360°).
- The scenes an Arc requires must be created in the specified order, e.g. you cannot create the third scene first. However, you can progress multiple times with one scene alone.
- Example: The Quest — "First Scene: The Hero and The Mentor appear. Second Scene: The same Hero and any Phlebotinum appear. Third Scene: The same Hero and any Positive Setting appear. Reward: 15 Inf." You create a scene with The Hero, The Mentor and a Phlebotinum. The arc progresses two times.
- Whenever a scene met an already read scene from your Arc, you can chose to reset the Arc to this scene.
- You would like to do this when an Arc requires you to use the same Character/Trope in a later scene. For example, you have The Quest as your Arc and you're currently trying to build the third and last scene, but your opponent puts your Hero on a bus. You then build a new scene with a Hero and a Mentor and claim that being the first scene of your Arc.
- Favored Genre — Instead of reducing SP costs, Tropes/Characters of the favored genre will earn you 1 additional Inf. when played straight.
The Scene Creation System
The Scene is the phase where you will most likely get Inf. There is only one Scene per turn. It is divided into three steps
- Writing Step — The players add Tropes or Characters to the Scene alternately.
- Reading Step — The Scene is being resolved: Tropes or Characters appear in play order, side effects take place and rewards are awarded.
- Cleanup Step — Remove all cards from the current Scene.
The scene is a queue: Each time you add Tropes or Characters, they will go to the tail of it. The queue is build from left to right (Active Player's POV). The Active Player goes first in the Writing Step. They select one
of their cards from their Storyboard or hand (remember the SP limit) and add it to the scene or pass. Then the next player may do the same and so on, until everyone has passed (This works like standard actions). Instead of adding the card to the scene, a player may also play it to their Storyboard (foreshadowed cards must
be played to the Storyboard). Adding a Card to the Scene in your opponent's turn requires no Inf., only playing them
. Instead, every "foreign" card requires 1 SP plus the number of foreign cards already in the Scene.*
There are some rules considering the specific card types:
- Characterization cards don't occupy a place in the Scene queue, since they are attached to the Character.
- Not all Phlebotinum cards can be added to a scene. Arcs and Metas can never be part of a scene (though Metas can still be played in response to everything and create their own stack that is immediately resolved when no one wants to play any more Metas).
- Settings are placed below the queue when added to a Scene. If a new Setting is played, it is layed on top of the previous Setting (the SP of cards underneath are still consumed). Adding a Setting has a different SP cost then the other cards: If you want to add a Setting during your opponent's Writing Step, you need one additional SP per Setting already in the scene, foreign or not. Settings are said to have appeared before the first card of the queue appears in the Reading Step. Only the topmost Setting appears; all others won't do anything. Settings change attributes during Reading, award additional Inf. at the end of the Reading Step, etc.
- Interrupts added to a scene will be placed before the Scene Element currently at the queue's tail and any Interrupts that are before that.
- Example: The Scene queue currently holds Character A, Interrupt I1, Interrupt I2 and Trope T (in that order). If you play Interrupt I3, it will be placed between A and I1.
You are not allowed to play Metas during the Reading Step, except that Meta says you can.
(Reading Step is an automatic process)
The Scene is now resolved ("read") from left to right, step by step. When you come to a card in the current Scene, it appeared
. When the Prerequisites of a Trope that has already appeared are met, this Trope is played straight
and the Side Effects and Rewards resolve immediately as stated above. If a Scene Element renders the Trope invalid, it is subverted
. Once a trope is subverted, it can't be played straight anymore, even if the prerequisites are fulfilled later during reading. Also, a trope played straight can neither be played straight again in the current scene, nor become subverted.
- Foe Yay — "Prerequisites: The last appearing character was The Hero, the next appearing character is The Villain (or the other way around)." The Scene Queue contains a Villain, some harmless Trope, Foe Yay, a Hero. All those cards belong to the Active Player, except for the Villain. Reading proceeds as follows: 1. The Villain appears. Because he isn't one of the Active Player's characters, neither Player is rewarded (Opponents never get Rewards during an Active Player's turn). 2. The harmless Trope appears. 3. Foe Yay appears. 4. The Hero appears. The Active Player is rewarded. Because Foe Yay is now played straight the Active Player gets Foe Yay's rewards as well.*
- Chirping Crickets — "Prerequisites: No Character appeared or will appear in this Scene." The Scene contains Chirping Crickets, a Character and Shared Continuity Spin-Off. Once the reading reaches the Character, Chirping Crickets is subverted. Even though Shared Continuity Spin-Off puts all previous characters on a bus, Chirping Crickets can't be played straight anymore. On the other hand, to be played straight, Chirping Crickets has to wait until the last card in the Scene appeared — cards like The Bus Came Back may add Characters to the Scene during the Reading.
After Reading ist done, Arcs may progress.
The Scene is cleared. All Characters are put back to their respective Storyboard. Tropes are trashed, except for Tropes with the Recyclable
When You are Not The Active Player
- The Active Player is the first one to add tropes or characters to the current scene; he or she is also the first one to play tropes or characters in the beginning or end phase.
- The cost of Inf. for playing a trope/character during an opponent's turn is printed on the card itself. The value may differ from the card's SP cost — some cards are more useful to crush your opponent's scene (e.g. Bolivian Army Ending). You still need the required SP left to play the card.
- It is no longer possible for the Active Player to stop tropes/characters from being played by paying an Inf. cost. They should play Metas to do this or use Interrupts to remove them from their scene.
- Foreshadowed — Tropes/Characters with this keyword may not be added to a scene during the turn they were played and their effects will not be active. You may play foreshadowed cards during your opponent's turn, but again, this costs you Inf. in addition to the SP (Hint: You will most likely not want to do this). Note that because of this, Characters can't be added to a scene if a foreshadowed Characterization is attached to it.
- Recyclable — If a recyclable Trope is removed from the Scene, it's controller may decide on whether it should go into his Storyboard or be trashed (no Inf. cost for trashing at this time).
edited 27th Jul '12 11:10:41 AM by Seldon