The Story So Far…
A new microgame is in development. Duel supports two players, each with a deck of 20 cards. Players have a hand of 4 cards and may (1) play a card into an empty space, (2) play a card onto an enemy card, or (3) move a card one space. After this, the player refills her hand. The game ends if a player is down to 3 or fewer cards in hand and chooses to end it. The player controlling the majority of spaces in a 3×3 grid wins.
Kevin (APE Games) Brusky has given the prototype a look and wants to proceed together. APE Games will release the game in two-player packs containing two unique armies.
We have taken an extensive look at three decks–Pirates, Sea Monsters, and the Shogunate. Now we look at the Masters of Kung Fu deck who bring the Merge ability into the game environment.
A New Deck: the Masters of Kung Fu
In the late 1980s, every Saturday night at midnight, right after Saturday Night Live, our local NBC affiliate ran Black Belt Theater. These beloved B-movies boasted bombastic titles like Kid with the Golden Arm, The Nine Demons, and The Invincible Armor. They frequently packed the entire hero’s journey into their allotted 90 minutes or less. I would argue that these movies even set the visual style for modern action masterpieces like Django Unchained, The Man With The Iron Fists and Tai Chi Zero / Tai Chi Hero.
For years, I longed for an excuse to create a game in this high-flying setting. Developing Duel has given me just that excuse.
While this set is still in flux, its variety of card interactions has proven popular with playtesters. Unlike the Pirates or the Shogunate who tend to cover one another with their remote Strike abilities, the Masters of Kung Fu deck boosting through cards that directly enhance one another.
This theme is in the three Sword Sisters–Strength 6 cards which gain +1 Strength for each other Sword Sister in play. This theme is in the slippery Drunken Master–a slippery fighter who cannot be pinned down and can therefore jump to the assistance of a beleaguered ally. This theme is seen in the Flying Punch–a Coup de Grace that immediately returns to your hand.
The card which drives this theme home is Chi Focus–the first appearance of the Merge ability–which can join another card, effectively increasing the strength of the original by +3.
Testing the Masters of Kung Fu
As of this writing, the Masters of Kung Fu deck is undergoing its first major overhaul.
The Drunken Master was too powerful at Strength 8. In response, he has been reduced to Strength 6.
Flying Punch stands accused of being too weak since its low strength cannot hold any spaces on its own. We have a few possibilities being passed around–the most prominent among these being the simple addition of the phrase “you may.” No definite resolution has yet appeared however and the version given here is its original.
As Duel enters its next extended playtest cycle, we depart from it here for a while. Our next entry in this column will take a look at one of the big buzz games at Gen Con 2014 and what it can teach us about triggered effects in a deckbuilding environment. To what game am I referring? You’ll find out next time!
What’s your take on the Masters of Kung Fu? What do you find most intriguing about them? Which cards would you change? How would you approach them? Share with your fellow readers in the comments below. And if you’re enjoying what you’re reading, create an account with WordPress and follow this blog. You keep reading. I’ll keep writing.