Interstellar Scavengers

By: Paula Lugo

ABOUT THE GAME

Thank you for taking the time to view my project. I decided to push my creativity this year and not only design a card game but make it functionable. I present Interstellar Scavengers, a sci-fi adventure card game where you travel through the universe in search of adventure and treasure. Players will strategically use the cards at their disposal to dispatch drones to defeating enemies to settling two planets feuds between each other.

The game requires at least 5 players with 1 being the game master. The game master will be the person tailoring the games for a fun and creative experience for the rest of the party members.

There are 10 classes:

  1. Engineer

  2. Medic

  3. Psychic

  4. Soldier

  5. Priest of the Machine

  6. Gunslinger

  7. Scientist

  8. Diplomat

  9. Outlaw

  10. Demolitionist

However, for this project the goal was to create an Alpha test which consisted of the production of the first 4 classes, each having 15 action cards, plus 5 encounter cards, 3 hazards, 1 environment, and 1 artifact card.

CLASSES


I worked on the first four classes (shown below) and began to work on each of their deck. I spent some time working on mechanics first before I started designing and came to a decision to start with 15 action cards for each class (all can be viewed individually by clicking the link on the classes). These 15 cards consist of 10 common cards, 2 uncommon, 2 rare, and 1 epic. Then for gameplay sake, common and uncommon cards were duplicated 3 times, rares were duplicated twice. Which makes a total of 41 cards per deck.
Each class has a passive ability, health points, and a energy pool along with extras such as nanonites for Engineer.

ENGINEER DECK

MEDIC DECK

PSYCHIC DECK

SOLDIER DECK

GAME MASTER'S DECK

The game master's deck is comprised of hazards, encounters, environment, and artifact cards. A game master must deal 3 hazards and at least 5 encounters per stage.

Encounters:

  • Encounters are cards that are dealt by the game master and are situations that players will find themselves in such as encountering enemies or bonuses. Some encounters have silver hearts which means they can be hacked.

Hazards:

  • These are cards put players in grave dangers or put players at a disadvantage the next encounter for a certain amount of rounds.

Environment:

  • These cards depict where the adventure takes place.

Artifact:

  • Reward cards that can contain either one of these items and everyone gets one:

    • A powerful artifact (1 time use)

    • A wealth card (exchange for more cards)

    • A class effect (duel class)

HOW TO PLAY

Decide your classes:

  • To begin, players must first decide which class. Each class has a display of HP, a passive ability, and a energy pool. The green dots represent your energy pool and determine how many cards a player can use per round. All energy regenerates at the beginning of each round.

Assort your decks:

  • Once you and the other players have decided your classes it's time to hand pick your assorted decks. Choose 20 cards wisely from you class deck and once you have finished know that once you've used all your cards from your assorted deck you will start drawing from the class deck.

Dealing your hand & drawing:

  • You will start with a hand of 3 and will draw 2 cards per round. You will put any cards you used into a discard pile and shuffle it with the rest of you class cards. You are only allowed to have up to 20 cards on hand.

  • Some cards are a one time use only.

Stages:

  • There are 3 stages and they determine the difficulty of the encounters and how many hazards you come across dealt by the game master. You always start on stage 1 or Tier I

Turn Order:

  • When the game master begins the stage, Allies go first. Whoever is the oldest starts first and it will go clockwise from there.

  • Enemies go last unless stated otherwise by either an encounter card or a hazard card.

Combat:

  • When you have engage in combat you can deal the cards you energy pool can expel or simply pass.

  • When dealing attacks be sure to place the card near the enemy you are attacking until the end of the round then retrieve your cards

  • If you inflict status effect cards or activate passive cards such as a drone then place them either on the enemy or infront of you for as many rounds stated on the card or until it's been exhausted.

  • Each Stage has a Boss and has 3 times the HP than normal enemies defeat them to win your special rewards.

Important Values:

  • HP: The overall well being of a character. Having 0 HP kills a character.

  • Energy: The amount of effort a character can exert in one turn.

  • Armor: Permanent damage reduction from attacks. Does not apply to Bleed.

  • Shield: Temporary protection to HP, adding to the total and disappears after 1 round.

  • Damage: Subtracts from health, targeting shields first, then reduced by armor, then affects HP.

  • NAN: A value for nanomachines, which engineers use to build automatons.

Effects:

  • Weaken: Target deals -1 damage with all attacks. Lasts until cleansed.

  • Disrupt: Target deals -1 damage with all attacks, lasts 2 rounds.

  • Marked: Target takes +1 damage from all attacks.

  • Stun: Target cannot act for 1 round.

  • Shuffle: Shuffles the player’s deck.

  • Draw: Player draws one card from their deck.

  • Heal: Target regains listed value as healing.

  • Bleed X, /(Y) rd: Target takes X damage at the start of every round for Y duration.

  • Regen X / (Y) rd: Target heals X HP at the start of every round for the listed duration.

  • Delay X: Effect on card takes place immediately after X rounds have passed.

  • Exhaust: Card cannot be used for the rest of the encounter and is removed from the discard pile.

  • Taunt: Target must be attacked first by their enemies. Effect ends after being hit by an attack.

Losing/Winning the game:

  • Win the game by taking on at least all 3 of the stages or simply just finishing a stage

  • You lose if all members HP drops to 0


Alpha Test Demonstration

On April 10th, Austin Jordan (game design student) and I conducted a official Alpha test on the program called "Table Top Simulator" with Jeff Delt and 2 other anonymous volunteers.