Less is always more - reducing the gameloop
The larger part of my own confusion when deciding on how to ensure that hand refreshes were not unfairly benefiting one side over another has meant I have spent a lot of time thinking about the problem of when to show , reveal, refresh, and resolve card actions. Today was about spending time looking over hand management process and reducing down the words used in the round activation. I think I have done a better job now of creating a smaller series of steps explaining this removing 4 pages of explanation down to 1; which looks more like this
Game Loop
The Moment (Simultaneous)
Players play three cards to represent their team; if they have no cards in play.
Player in control of the ball plays their serve card face down; then reveals it but they do not resolve it.
Opposing player now plays their Serve card face down.
Players now refresh their hand limit from their resource deck; see hand management.
The Move (Sequential)
Resolve the revealed Serve card ; see Passing the Ball
Resolve Rallying team movement one card at a time; See Movement rules.
Faceup cards are now exhausted to their respective deck; luck cards are placed to the bottom of their luck deck.
If no point or foul has occurred, return to The Moment.
First Team to 3 points wins Hand Limit is 5 cards unless otherwise specified.
Get Volley Brawl
Volley Brawl
Biting the hand that plays it; A Small scale table top fantasy Volley Ball ruleset
Status | In development |
Category | Physical game |
Author | I am Nik Butler |
Tags | cards, miniatures, Tabletop, volleyball |
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