Nostalgia hit me pretty hard last week and wanted to play some old l5r.
I made this mod on tabletop simulator as a result of that:
https://steamcommunity.com/sharedfiles/filedetails/?id=1572237600
A list of cards that came in the Samurai starters.
How many randomized cards were in the starter besides the set cards, and of what value, (common, uncommon, rare) were they? Starters:
Crab: ???
Crane: ???
Dragon: ???
Lion: ???
Mantis: ???
Phoenix: ???
Scorpion: ???
Spider: ???
Unicorn: ???
Booster pack:
--15 Cards--
11 Commons
4 Uncommons
1 Rare
In an effort to balance old players with potentially new players and get people interested in playing old l5r as well. I want to mimic something my old game store did. Not to mention this was really fun and I've not seen something like it other than Mordheim way back in the day.
It was a type of campaign...
Setup:· All players get 1 starter, 3 boosters to start their deck/army. (Choose any set for the boosters.)
· Each player chooses a clan and gets that starter.
· Other players may join at a later time. They get +1 booster to start with for every month the campaign has been going on.
· People can abandon their clans, but enter the next clan dishonored. Their acquired gold from their last clan goes into the clan bank.
In-Clan Transfers
· Anyone in the same clan can trade cards among each other to make their clan better.
· Or they can lend cards they still want instead of trading them. (This is one of the instances that can potentially dishonor a player; For instance, If a player doesn't want to give the card back they can be dishonored.)
Dishonored players
· Every time a player is dishonored, the clan loses 1 honor. If a dishonored player would be dishonored again, the clan loses 2 honor instead.
· If a dishonored player would win clan honor, that player rehonors instead.
· All their future game winnings, except 3 gold go to the clan bank. So a typical win is 7(+3) gold, they get 3, 7 goes to clan bank.
· All future loses except 1 gold go to the clan bank. A typical loss is 3(+1) gold, they get 1, 3 goes to clan bank
General Rules
· Players can only play campaign games against other players 2 times per week.
· Each individual player gets "gold" depending on wins or losses, which they can use at the market to buy cards.
Unmodified Win/Loss
· Win = 7 gold + 3 gold to clan bank
· Draw/Refusal = 5 gold + 2 gold to clan bank
· Lose = 3 gold + 1 gold to clan bank
· If a player is challenged and refuses, the challenging player can accept their surrender and get a free 5 gold +2 gold to clan bank or they can choose to have their clan lose 1 honor and take 3 gold + 1 gold to clan bank instead. This counts as one of your 2 games. You cannot do this twice in the same day. (NOTE: If That player does something slimy like wait until 5 minutes before they know the person they challenged is leaving to try and get 3 gold and reduce the amount of times the challenged player can challenge them because that player things they can't beat them and at least 2 other clans agree that's what happened, the challenging player becomes dishonored.)
MarketThe market was a card folder that started with something like 5 boosters from each set. (So, obviously no promos)
Anyone can buy the cards from the market, anyone can also sell cards to the market for half price rounded down. Market (Buy)
· Commons - 3 gold
· Uncommons - 6 gold
· Rares - 12 gold
Market (Sell)
· Commons = 1 gold
· Uncommons = 3 gold
· Rares = 6 gold
Market Shipment
· Every week 2 booster packs per set would be added to the market.
Clan Votes/Choices
· Players chose a clan champion after the first week, depending on who they think their strongest player is. (Or who would be more available at the times required) With great power comes great responsibility. This is an important choice.
· All the players in the clan could conspire among themselves on what clan they wanted to go to war with. (Each clan must declare a war against a single clan per week, when the clan changes, the old war is over)
Clan War
· When clans were at war, the value of winning and penalty for losing against that clan goes up.
· Clans can gang up on another clan (for instance if they think a clan has weak players and is easily farmable) – This lowers their loss penalty past the first. So if 2 clans have initiated war against them, they no longer have a penalty. Each clan past the first adds +2(+1) to the challenged player's loss ratio. If the loss ratio would be higher than their win, and they win, they get their loss ratio +1 gold and +1 gold to clan bank.
NOTE: Ganging up on a Clan makes their clan champion really powerful and have a lot of chances to win for their clan.
At war
Win = +5(+2)
Lose = -2(-1)(+2(+1)/clan past the first that initiated war against you.)
Clan Champions
· At the end of the weeks, the clan champions who are at war would have a match.
· Clan champions are required to play the weekly match against a clan they are at war with, if they aren't present before the end of the week, another player can take up the mantle. This dishonors the previous champion (see above for dishonored rules).
· At least 1 outside clan should view clan champion matches. This will give the viewer 5 gold for themselves and 5 gold for their clan’s bank.
Weekly clan champion games
· Win = 20 gold for every player in clan + 20 gold to clan bank + 3 Clan honor
· Loss = 5 gold for every player in clan + 5 gold to clan bank + 1 Clan honor
· Clans can decide to change their champion or keep the one they have after the all clan champion challenges have ended for the week.
· As soon as the first Clan Champion Challenge starts, the guild bank is frozen until all the matches are finished and a new champion is chosen.
Clan Bank:
· Clan champions are in charge keeping track of their clan's bank.
· Clan bank is used for things like the Imperial Lobby, Enlightenment Help or bribery.
Examples of bribery
· Bribe someone to give you an honorable win (if you need to get out of -20 clan honor)
Imperial CourtEvery clan can come to the imperial court.
· The clan champions lobby for the favor with gold from their banks.
· If the clan champion is not available, any player who is not dishonored can take their place (This does not dishonor their champion, like missing a clan champion match does).
· You do not have to lobby. You can make deals with other clans to pass your chance to lobby in exchange for a deal of some kind instead, like a truce or alliance, or something of that nature.
· Once used, the Imperial favor is gone for the week.
The Imperial favor can be used to…Imperial Favor
· Make all games during the next week against a specific clan instant draws. Or they can play it normally if the players prefer, not doing so is not dishonorable.
· Rehonor all dishonored players in your clan. The clan gains 1 honor for every player rehonored this way.
· Set your clan honor back to 0 if it’s negative.
· End an alliance.
· End a declared war, a new one must be started but cannot be against the chosen clan again.
· All players in your clan start with the imperial favor every game, overriding strongholds.
· All your clans wins = +1(+1) gold for the week.
· All your clans losses = +3(+1) gold for the week.
After the weekly favor lobby, there is also an enlightenment contest.Enlightenment Contest
· Players can contest their enlightenment, or choose to use their gold at the price of 20 gold per enlightenment, they can choose which ring they wish to lobby for, even if that ring is currently controlled by another clan.
· Gold spent on enlightenment is gone. The clan still keeps the enlightenment they bought however. (So if you spent 40 gold on 2 enlightenment and still lost the contest to someone who bid 3 enlightenment, you keep your 2 enlightenment but do not get the 40 gold back)
· Every Clan Ring is unique (There can’t be 2 clans that both have void for instance)
Clan Ring abilities
Void: Start games with +1 fate card.
Fire: 1/game Reaction: Destroy an opposing personality after you lose a battle.
Water: 1/game Battle: Move a personality home or to a battle where they would be opposed.
Earth: Your provinces have +1 Strength until one is destroyed.
Air: 1/game Battle/Open: Straighten a personality.
Ways to Win the Campaign
1. Honor victory: 40 Clan Honor
· Non-Clan Champion wins (Clan Champion games already give honor):
· Every honor win = +1 Clan Honor
2. Enlightenment Victory: All 5 Rings
· Every enlightenment win = +1 enlightenment
3. Military victory: 100 Military Wins
· Every military win = +1 Military win (this cannot be used other than tally)
4. Dishonor Loss: -20 honor or All players in a clan are dishonored.
· Every Dishonor Loss = If your clan honor is above 0: -1 honor
If every member in the clan is dishonored
If every member in a clan has become dishonored, the entire clan instantly loses and is cannot be played for the remained of the game. The members may change clans but must start over, so they cannot use any of their old cards. (If it’s found out that a clan has purposely dishonored itself after giving all its gold and items to another clan, the receiving clan is also dishonored and disqualified, unless they remove the gold and cards. – If it’s only a couple rouge players doing it, they can be dishonorably removed from the receiving clan)
A way to play online with the large amount of people a campaign like this would require
Since it’s unrealistic to expect 20 people to be available to be in an online game room all at the same time, I think a campaign like this would only work if people were willing to record or live stream their games and agreements/truces and tell the other players where to find it. The only exception to this is The Imperial Court, all clan champions should be available at an agreed time that would be decided at the start of the campaign and can only change if all the champions want it to.
Minimum to start
Minimum would be 4 clans to start. Since 2 outside clans have to judge disputes from 2 other clans if they can’t agree something is a problem.
Would anyone be interested in something like this if I can get the starter deck lists somehow?
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