Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Thursday, April 30, 2009

It's alive!

Hey all. I totally bet that anyone who looks at this blog figured that I had given up on it and it was all over, red rover. Well, you would be close. I pretty much had given up. I've been working on the cards and doing some play testing with Lackey, but I was losing interest in keeping this blog up to date. I monitor the viewing stats of my blog - but I'd even lost interest in checking them, until today. I was very surprised to see that I am still getting a few hits! Ha! Now that's motivation!

So, what to post? Well, I have re-worked quite a few cards. In fact, I
revisited every model card and changed their stats. During play testing I found that it was almost impossible to get a model in play and keep her out there for more than one turn before she was eliminated. Not much fun. So, I reworked the stats to even the field. I also made a big move by taking almost all the 'permanent' model based Effect cards and transforming them into Extra Trait cards. It just seemed to make more sense.

I made a few changes to some of the card text and tried to make the ability names more model-like and personable as well. In some kind of vague attempt to make the game more believable!

OK. Enough talk - let's see some action! Here up the update rules/card explanation images for each card time in the game. I hope you enjoy and I hope you comment and I hope I post more in the future.


Wednesday, July 23, 2008

The Extra Trait Card Explained


These cards allow models to leverage their Trait abilities. They often allow models to become more successful and add more specific abilities.

An Extra Trait card stays with a model for the duration of the game, unless it is removed by some other specific card effect.

Each Extra Trait has a point value, in order for the model to enable and use this new Trait they must have the required Trait Charge cards assigned to them.

The Extra Trait then works in one of two ways. Either the model can now use that ability without having to discard her Trait Charge cards, or she will need to discard the Trait Charge cards in order to use her new Trait. The Extra Trait however is retained by the model.

If the Extra Trait card has a ‘burn’ icon, a player can tell at a glance that this new Trait requires the player to discard their Trait Charge cards.

Thursday, July 3, 2008

The Effect Card Explained


Effect cards can have either a positive or negative effect when played on their intended target. That target may be a Model, a Location or a Player as is denoted on the card. The positive or negative nature of the Effect card is shown by either a green tick (positive) or red cross (negative). It’s important to remember that the tick or cross is relevant to the target of the Effect card, not necessarily the player who played the card.

Some Effect cards that target a model are used to give that model a new Ability. These abilities can enable the model to progress further in the game and may be useful in helping her complete certain Ambitions or be able to use certain Accessories. If an Effect card is also an Ability card it will have an A+ icon above the positive/negative icon.

Target (Lightning Bolt Icon)
This will be either Model, Player or Location. Model means any model currently in play. The model may be one of yours or one of your opponents. Player means any player, you or an opponent. Location means any location card in play. If there are no Location cards in play then you cannot play this Effect.


Duration (Clock Icon)
This is the amount of game time an Effect is active for. This will usually be one of four values.

1. Instant. The Effect happens immediately and is carried out. The Effect card is then discarded.
2. Permanent. The Effect happens immediately, but the consequences of it remain until the end of the game or the Effect is removed via some other card. The Effect card should be kept close to its target and in full view for all players.
3. Start of Next Turn. The Effect happens immediately, but its effect will remain in play until the start of the target’s player’s turn. The Effect card should be kept close to its target and in full view for all players.
4. End of Next Turn. The Effect happens immediately, but its effect will remain in play until the end of the target’s player’s turn. The Effect card should be kept close to its target and in full view for all players.

Playable (Play Button Icon)
This denotes when the Effect can be put into play. This will usually be one of two values.

1. Anytime. The Effect card can be put into play at anytime. Including when it is not the players turn and during draw and discard phases. If the Effect is played during a draw phase it does not mean the player can draw an extra card. Be aware that cards with the duration of ‘Start of Next Turn’ and ‘End of Next Turn’ are affected by the timing of their being put into play.
2. Non-Challenge. The Effect card can be played at any time – with the exception of Challenges. When the Challenge phase begins these Effects cannot be played. It is important that all players recognise that the Challenge phase has begun and ended.

Wednesday, June 18, 2008

The Accessory Card Explained

Here a basic breakdown of the model card. It depicts the various components that make up a model.

Name: The name of the Accessory.

Minimum Talent: This value depicts the minimum amount of Talent a model must possess in order to use this Accessory. Talent of one of the 3 main attributes that each Model has. There are card effects that can increase or decrease a Models Talent during the game. If a Model's Talent drops below the required minimum for an Accessory during the game (even if only for an instant), she must immediately discard the attached Accessory.

Text: This describes the effect of this Accessory on the Model.

Classification: As mentioned in a previous post Accessories are classified in different ways and there are rules pertaining as to how many Accessories of a certain classification a model can have at any one time. But, as a general rule, models may have only 1 Accessory of a classification assigned.

The current definitive Classification rules are as follows:

Clothing – Classification A
Clothing is sub-classified with a numeric value. A model can only have 1 Accessory of each sub-classification. Additionally some Class A Accessories have a Lingerie icon on them, this denotes them as lingerie items. This additional property comes into play when used in conjunction with other cards.

Body Art – Classification B

Use the general ‘only 1 allowed’ rule.

Cosmetics – Classification C
Use the general ‘only 1 allowed’ rule.

Outfits – Classification D
Use the general ‘only 1 allowed’ rule. In addition all Classification A Accessories must be discarded before a Outfit can be assigned.

Monday, June 9, 2008

The Model Card Explained

Here a basic breakdown of the model card. It depicts the various components that make up a model.

Name: The name of the model.

Stats: A model has 3 main stats or attributes: Desire, Resolve and Talent.
• Desire rates that models drive to become the top of her game.
• Resolve rates that models ability to defend herself against other models.
• Talent rates that model ability to make use of various types of Accessories.

Traits: Models have special Traits which allow them to challenge other models in a nonconventional way. These Trait abilities can also be used for purposes other than challenging.

Abilities: Models may have other specific abilities; these are noted at the bottom of their card.

Quote: Each model has a quote which gives her card some commentary and is taken from her Playmate Data Sheet.

Information: Additional data on the model is displayed here. Generally this will be her measurements, height and weight.


Teams: Models may also have a team defined at the bottom of their card. For a Playmate her teams will be her month and her year.


Origin: An icon depicting the country of the model birth is displayed here.


Main Logo: This is an image to show the models base team. At this point these are grouped by year. As of yet they have no real meaning in the game.