help > magewar
MageWar:The TimeWaster Magewar: The TimeWaster is a card game designed to deprive you of your life. The rules are quite simple, and learning is facilitated by the use of an ANSI capable client, as most of the game is color coded for the learning impaired. Magewar is played against other players at the Magewar Center on Rymalind Island. It can be found at: 2e, 5s, 2e, 11s, sail rymalind, 4s, e, s The Basics: Your presence in the game is represented by your KEEP, if your KEEP is reduced to 0, you die and are out of the game. Your Keep is defended by the WALL. The WALL will intercept all damage directed towards you except special damage cards which bypass the Walls defenses. You are able to play cards based upon your available resources. There are three resources in Magewar, and three resource generators. An ORB (blue) generates MANA. A FARM (green) generates FOOD, while a QUARRY (red) generates STONE. You will see that every card is color coded by the resource it takes to play it, except the special quest cards which will be bordered in ansi magenta, those cards you have to look at the resource indicator to see what they cost to play. The Cards: +--------+ |M:8 [ U]| |Cast Aid| | ---- | |Add 5 to| | All | | Enemy | | Keeps, | | Gain 5 | |Stone, 5| |Food per| | Enemy | +--------+ This card, for example costs 8 Mana to play (M:8), it is an Uncommon card, ([U]), it is called Cast Aid, and when you play it, it will add 5 to all your enemies keeps, but give you 5x the number of your enemies in stone and food resources. The cheapest cards cost 0 resources to play, while the most expensive cost 25. GAME PLAY: You are randomly assigned a starting position, on your turn you may play whatever cards you have according to whatever strategy you desire. The ultimate goal of course is to win. You may also chose to discard a card instead of playing. If your deck runs out of cards you may continue to play until you have no valid moves, if this occurs, you die. You have seven cards in your hand, and you will draw to full at the end of your turn. You play by simply typing "play #", or if a target is required, "play # TARGET". VICTORY: There are 3 criterion of victory. Eliminate all players Keeps, build your Keep to a certain power, or accumulate a certain number of resources. The alternate criterion for victory are established at the start of the game by the game difficulty. This difficulty also sets the starting # of generators and resources per person. EASY: Keep = 75, a Resource = 75 HARD: Keep = 100, a Resource = 125 IMPOSSIBLE: Keep = 150, a resource = 200 A game may be designated as a CARNAGE game in which case no victory by keep or resource is allowed. DECKS: You can design your own custom deck from cards in your collection, no help in this doc about that. COMMANDS: You can see most commands either by "read instructions" in a Magewar Game room, or by "l album". Some of the more important commands are: start to start a game enter "start # [e|h|i] [c]" ie start 2 e c would be a 2 player easy game with caranage flag start 6 i would be a 6 player impossible game a mximum of 6 players table shows current game statistics, for example: *[ Fingolfin ] KEEP( 15/0 ) WALL( 10) MANA( 10/2 ) FOOD( 10/2 ) STONE( 10/2 ) [ Homey ] KEEP( 15/0 ) WALL( 10) MANA( 10/2 ) FOOD( 10/2 ) STONE( 10/2 ) Note: Mana ( 10/2 ) means I have 10 mana in storage and 2 orbs generating mana each turn, so next turn Ill have 12/2. Keep ( 15/0 ) denotes the fact I have 15 keep, and no current magical shielding. fold allows you to quit the game on your turn lhand displays your hand ALBUM: You may buy an album for 10,000 coins at the Magewar Annex in Rymalind. The album allows you to begin collecting cards and organizing them into decks that you can play. The minimum size of a deck is 100 cards. TRADING: At the Magewar Annex, you can offer a card for sale, or purchase a card from a fellow player to augment your deck! DECK RULES: While you may collect an infinite # of cards, when building a deck to play, you may include a maximum of 5 of a Common card, 4 of an Uncommon, 3 Rare, 2 Very Rare, and 1 Uber Rare card. However, when you build a deck you may assign a single card to more than one deck! So, once you have that Vermithrax card, you can assign it to several of your decks, however you cannot have more than 1 Vermithrax card per deck! You must set which deck you currently wish to use, you do so with the "ddef" command. Gaining Cards: You gain cards by killing NPCs, or by completeing quests. Every quest has its own unique quest card that is significantly more powerful than a card of equivalent resource cost. When you complete a quest, that card will appear in your album. When you kill an NPC there is a chance that you will gain a card, the higher the level of the NPC, the greater the % chance the card will be increasingly more rare. Additionally, killing a NPC that is native to an unfrequently used area increases the chance that the card will be more rare! For example, it is only possible for a fungus cow to generate a common card and it will do so infrequently, however, killing a snarg, a much less "hunted" area, will have a higher % chance of getting a card including an uncommon card even though the snarg and fungus cow are the same level NPC!