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Collectors (working title)
This is just me imagining up a fictional world and a tabletop card game to go along with it. Still a work in progress. This just for fun as I have no plans on actually making a game, but who knows?
Glossary
[Contents: Overview / Rules / Characters / Items / Escapades / Glossary / Scrapped Ideas / Reboot Changes / NPCs]

Last Updated: 3/15/2024

Collector - Term typically used to refer to a player, as well as the character they are playing as.

Circulation - The pile of cards in the center of the game table consisting of Items not currently in any Collector's possession.

Possession - The pile of cards consisting of Items that a Collector can use.

Action Points (AP) - Points spent in order to use actions such as Steal, Foist, or Attack.

Stamina - A Collector's hit points. One is depleted each time an attack lands.

Instigator - The player who starts off the round.

Escapade - A card that the Instigator plays at the start of a round. Think of it like an event card or maybe an episode of a series. Effects last for the whole round. Each character has their own unique deck. Basic Escapades (those without a keyword) affect all Collectors currently in play. Each Collector has their own unique deck of 10 Escapades.
Type of Escapades:
Joint Effort - Affects only the Instigator and one other player of their choice. Neither player can interact with each other during the Confrontation Phase, except to Trade. If only one other Collector is in play, only the Instigator is affected.

Heated Encounter - During the Confrontation Phase, the Instigator and a player of their choice can only interact with each other and cannot Trade. Other Collectors can still interact with either player as normal this round.

Clandestine Approach - Affects only the Instigator. Unless only one other Collector is in play, the Instigator cannot be interacted with during the Confrontation Phase apart from being Intercepted.

Immediate Action - This round's Confrontation Phase occurs before the Collection Phase instead of after.

Sequential Event - This Escapade can only be played if a specific Experience is currently in play. ((I think this is a far more manageable version of what I tried doing with Opening Acts and Inciting Incidents, listed under "Scrapped Ideas".))


Experience - Printed on the opposite side of certain Escapade cards and flipped over at the end of the round on which it is played. Think of it like an experience of an event you would look back on, maybe something that'd trigger a flashback, a lesson learned, or maybe even an injury or battle scar. Provides a status effect on a player that lasts either for a number of rounds, until a condition is met, or even for the rest of the game.

Collection Deck - Deck of cards yet to be drawn and placed into play. Each Collector has their own unique deck of 15 cards.

Actions:
Collect - Place one item from Circulation into your possession. Can only be done once per round during the Collection Phase. Does not cost AP.

Steal - Attempt to take a card from another Collector's possession and place it into yours.

Foist - Attempt to force an item in your possession into another Collector's possession.

Attack - Attempt to attack another Collector to deplete their Stamina.

Trade - Exchange one item in your possession with an item in another Collector's possession. That Collector can choose to accept or deny.

Intercept - Interrupt another Collector's action. Details explained in "Rules" under "Opportunities to Intercept".

Drop - Return an item to circulation. Outside of abilities, this can only be done on your Drop Step during the Closing Phase, and only once per round. Does not cost AP.


Mark - Some items use what are called "marks" which could be added or removed under certain circumstances. Each item uses marks differently.

Place - When an ability says an item is "placed" somewhere, no rolls are made and no Interceptions can be done. It is simply put where it is meant to go. This does not ignore item properties unless stated.

Final Count: At the end of the game, Collectors still in play count all of the items in play matching their character's item type. The highest count is the winner.

Categories - An item is one of several categories. They carry no effects themselves, but are important when it comes to certain Abilities.
Magic / Occult / Concept / Science / Divine / Demonic / Cosmic


Item Properties
Signature - At the start of the game, each Collector searches their Collection Decks for items with this property, places them into their possessions, then shuffles.

Clingy - Clingy items cannot leave its holder's possession under normal circumstances. If a specific condition is met for a Clingy item, it'll either lose the property until the end of the round, allowing it to leave a player's possession, or be immediately returned to circulation. An ability can only ignore the Clingy property if its description states such.

Slippery - When this item's active ability is used, it is immediately returned to circulation.

Immaterial - Cannot be Collected or Stolen. You can't really grab what technically isn't even there. Items with this property will have a condition that allows it to enter a Collector's possession. An Immaterial item can still be Intercepted if it is about to be taken by a Collector that can ignore this property.

Coveted - Cannot be Dropped, Foisted, or Traded. For one reason or another, you're not willing to let go of this item.

Soulbound - Cannot leave its holder's possession by any means. If the holder loses the game, this item is removed from the board entirely.

Mundane - This item does not have a passive ability. Outside of the hands of its designated Collector, it is just a regular object.

Secured - This item cannot be Stolen unless its holder is knocked out.

Ethereal - When this item's holder is knocked out, it is returned to circulation.





 
 
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