Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
I thought it would be an interesting game design challenge to come up with a single player game you can play with a regular deck of playing cards. My first try, about a month ago, didn’t work. But on Sunday I had a new idea, and with one tweak from me and another from my friend Chris Thursten, it’s playing pretty well now! In the video I both explain it and play a full game. I’ll write the rules here, but they’ll make more sense when you see it played:
If you’re following closely, you might notice I slip up and fail to kill the king of clubs when he should have died, but I re-kill him with the next play so it’s fine. I was tired.
Update: Since making the video I’ve tweaked the rules a bit, so I’ll lay out the rules for the revised version here. If you’re curious about the evolution, I’ll also include the old post and its update below that.
Find and kill all the royals.
Draw the top card from the deck.
Killing royals: if you’re able to place a card on the grid opposite a royal – so there are two cards between – those two cards Attack the royal. The sum of their values must be at least as much as health of the royal to kill them: if it’s not, you can still place the card, but the royal is unaffected. The value of the card you just placed is not part of the Attack, only the two between.
If you killed the royal, turn it face down but don’t remove it – new royals you draw still can’t be placed in that spot. Once every spot around the grid has a dead royal in it (12 total) you’ve won.
Ploys:
If you cannot place a card: and you have no Ploys to use, you must add the card as Armour to the royal it’s most similar to (lowest value royal of same suit, failing that lowest of same colour, etc). It increases their health by the value of the card. So a King with a 3 as armour now has 13 + 3 = 16 health. You can add armour to a royal that already has armour – it stacks. If a royal ends up with 20+ health (or 19+ for a King), that’s a natural loss as there’s no longer any way to kill them. (Credit to Chris Thursten for the armour idea!)
If there are no living royals on the table: if every spot around the grid has a dead royal on it – all 12 – you’ve won! If not, just keep drawing cards until you find a royal, placing the cards in a face-up pile as you go. Once you find a royal, place it, then add the cards you cycled through to the bottom of your deck.
If the draw pile runs out: and you haven’t killed all the royals, use any ploys you have left to fix the situation if you can. If you’re out of both cards and ploys and not all royals are dead, you’ve lost.
If you’ve killed all the royals without running out of cards, your score is how many Ploys you have left unspent. So the maximum score is 6.
If you play it, let me know how it goes in the replies to this tweet!
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Please do! I’d suggest saying “Based on Gridcannon by Tom Francis” somewhere in the credits – a link to this post would be cool if possible.
I’d also suggest not calling it just ‘Gridcannon’, but it’s fine to use that word in the title.
If you’re going to charge for it, maybe think about if there’s something you’d like to add to the game. Could just be theme/art/flash, or perhaps a mechanics change? Do you have a better idea for scoring it? Should Jokers do something different? This is just a quick prototype, it has lots room for improvement. And digital versions let you do things I couldn’t with cards – prevent bad deals, know which stacks have resets, start with a more specific grid setup, reward achievements…
Update: there’s now a browser version of Gridcannon, by Jonas Schill!
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