Growth Cards Rules (for my Renpy game) - Comments wanted!
Added 2025-08-09 09:17:09 +0000 UTCSince I got the visuals to work like I wanted, now I need to nail down the cards I'll implement. I'm adapting my previous work, of course, but there's less creative leeway since it'll be coded into the game instead of described by yours truly in writing.
I'd love some comments and ideas to add. Anything's possible, technically, though some might be too annoying to code in.
My main consideration is to provide some different play styles (if the optimal strategy is just to hit 'Grow' over and over, what's the point of having options?). That's why I figure the main tension might be between wanting to build up growth multipliers with cards and to get to the higher tiers of size, which automatically gives a bonus. But happy to take suggestions.
Rules
Goal is to grow BIGGEST. Currently, no specific limit is decided upon (bigger is better, right?), but maybe 100,000 feet tall to win.
Main design consideration right now is how to provide different strategies. Idea is to provide cards that give you a long-term boost, but less immediate growth - and conversely, to encourage quick growth, to give access to stronger cards the larger you get, split into tiers.
First idea was for higher tier cards to provide x10 more size, but that might be too much. (But there needs to be a strong incentive to get up there first).
If this game becomes enough of a Thing to get art for, we could look into transformation effects for the characters as well depending on perks.
Main gameplay:
Draw 3 cards, pick 1 to play.
Tiers:
1 - 0-100 ft
2 - 100-1,000 ft - multiplier x5
3 - 1,000-10,000 ft - multiplier x25
4 - 10,000-100,000 ft - multiplier x125
Cards
Growth
Minor - Grow 2d5 ft
Medium - Grow 2d10 ft
Major - Grow 4d10 ft
Steal
Minor - Grow 1d5 ft
Medium - Grow 1d10 ft
Major - Grow 2d10 ft
Unfair (If this card gets drawn, you must play it)
Big get Bigger - the biggest player grows by 6d10
Unlucky - Grow the other player by 4d10
Gamble
Safe - 60% you grow 2d10, 40% the other player grows 2d10
Risky - 40% you grow 4d10, 60% the other player grows 2d10
High-roller - 20% you grow 8d10, 80% the other player grows 2d5
Sure bet - 90% you grow 2d5, 10% the other player grows 8d10
Redirect (is this too annoying to implement?)
Better on me - your opponent’s next card also applies to you, but twice as effective.
Perks
Choice - draw an extra card at the start of your turn (ie. choose 1 from 4 cards instead of 3).
Growth Multiplier - Add a stacking multiplier to your growth (depending on tier): 0.1, 0.2, 0.3, 0.4.
Steal Multiplier - Add a stacking multiplier to your size stealing (depending on tier): 0.1, 0.2, 0.3, 0.4
Gambler - Improve your odds by 10%/20%/30%/40%/ (Multiplicative).
Super
Double Turn - Immediately play two more cards.
Comments
A card that's sensitive to current multipliers, hm? I'm sure that could have some situation where it'll be favorable...
Phen
2025-08-10 14:50:17 +0000 UTCWhat about a card that grows another target player by specified amount, but then grows you twice that amount?
Sean Thacker
2025-08-09 23:46:37 +0000 UTCHm, that is interesting! Some risk there, a good reason for Steal to be active.
Phen
2025-08-09 23:36:54 +0000 UTCOne that gives you a passive increase every turn but swaps over to the opponent if they steal your size.
talldropm
2025-08-09 17:08:14 +0000 UTC