Overview

Story and Gameplay

Game brief

A slugfest between foes in a one-on-one, Rock, Paper, Scissors, card, and dice game. Your goal will be to outwit your opponent into playing the wrong cards and actions and attack at the right moment.

Story brief

Bones and Blades is a game played at intergalactic bars during shift breaks and Friday afternoons. Every traveling creature knows how to play BnB, it's the game that is at every bar or station. Bones and Blades are often played to pass time and earn small amounts of cash from travelers or locals. In some worlds, they have competitions with entire political movements decided by the game. Although BnB is played Galatic wide the story of how it was formed is somewhat more interesting than how it escalated. In sector 3 of the Gork a small starving city lived. The creatures known as Quelks had suffered many battles leaving them in a state of no return. Their leader Elehundra announced the concept of playing again every month, the city would be divided into two sides. Each side would compete monthly and the winning side would eat.

A dedicated team was formed to create a game that could not be cheated and required skill and luck to play. They made dice from bones and cards from blades of grass combined with bark. It was called "Bonith Bladith".The game created split the city, each side devoted to becoming the best at rolling dice and tricking their opponent into making a misplay. The Quelks survived and thrived. After thousands of years the Quelks still played the game, it became a yearly tradition. So did a new tradition, every year a Quelk would be sent into space, to find new technology and ways of living. It was because of this one act that Bonith Bladith was spread around the galaxy later to be changed to Bones and Blades.​

Legend

Rock / Paper / Scissors - Each item has its own value on a card and will affect the overall damage and total value of the card. I.E A = 2, B = 10, C = 6

Leading Player - The player who goes first when deciding the effects of a card.

Player A has a card that stops all damage and is the Leading player.

Player B has a card that deals 5 damage directly this turn.

Because Player A is the Leading Player damage is negated.

Deck Random Generation

At the start of the game, each player will receive the same randomly generated 20-card deck. The effects of the cards are the same but the values will change.

For Example, if a card has the effect to damage an opponent when played, the damage value will be between 1 and its max.

The random generation will assign the damage value, then based on our Value calculations it will adjust the Rock / Paper / Scissors card values to ensure the card is balanced.

After the deck has been generated, players will have 30 seconds to review the deck.

When both players hit start it will skip the remaining timer and flip a coin to see who is the Leading Player first.

Maths to determine the value of Rock / Paper / Scissors / Effect.

First, the card effect vale is determined.

A random number between 1 and 7, following the additional maths from the spreadsheet.

Effect = X (Random number) * 3.

Round Effect up (ceiling).

Take the value of Effect, remove it from the total value of a card at 24

Randomly select Rock / Paper / Scissors

Value = Random (1, Remaining Min (12))

Reduce the total value, by the value above and repeat the process until Rock / Paper / Scissors is completed.

Paper, Scissors, Rock

Players select a choice at the start of the round, this will determine who attacks that turn.

Example:

Player A picked Paper

Player B picked Rock.

Player A won, rolls the dice, and adds the total to the card total dealing damage to player B's health.

In the case of a draw, both players attack each other.

Stats

These stats require testing and improvements. They will be adjustable variables.

Max health:

40

Max direct damage/heal a card can do(direct cards play regardless):

7

Max single stat value on a card (A/B/C):

12

The total card value (When you add A/B/C and effect):

24

Player Flow

Deck Generations Phase This only happens at the start of each round.

  • Both players draw 5 cards

  • The leading player can mill up to 2 cards

  • The other player can mill up to 3 cards. Milled cards are discarded during this round and returned to the deck at the end of the round. This is only for milled cards, any card that has been played including cards that were milled and returned to play will be removed from the game at the end of the round.

Play Phase

  • Players have 20 seconds to pick a card and an action.

  • Both players play their cards face down at the same time.

  • Both players pick their action Rock / Paper / Scissors

Reveal Cards Phase.

  • Display both cards.

  • Card effects are played starting with the leading player Note some effects are delayed or played at different phases. Such as re-roll the dice will only be in effect during the phase mentioned on the card.

Card Resolutions Phase

  • Resolve the effects of the cards.

Action Resolutions Phase

  • Decide who the winners are from the Rock / Paper / Scissors Note: If it ends in a tie, both players attack

Dice Roll Phase

  • Die is rolled.

Damage Phase

  • Damage is dealt

  • Roll + the value of the card's Rock / Paper / Scissors depending on which is chosen.

    • I.E Rolled 3 + (Action picked was Paper )Paper value 4

      • Total: 7 damage.

Discard Phase

  • Cards played are discarded to the discard pile.

End Turn Phase

  • The leading player alternates.

Rounds

  • Repeat this process until a player has zero health or 5 turns have been played.

  • Move to the next round Best of 3 rounds. A player who wins the first and second rounds will end the game.

  • The leading player alternates every new round.

  • In a new round repeat the process of drawing 5 cards, and milling your cards.

Milling, Discarded, and Removed

Milling happens at the start of a new round, players can select cards from their hand, discard those cards, and an equal amount of cards will be drawn from the deck. The cards that were milled are returned to the deck at the end of the round if they were never played.

Example: If a player has a card that says "Use the effect of a card in your discard pile" and that player selects a card that was originally milled. The card is no longer considered milled and will be removed at the end of the round.

Discarded cards go to the discard pile and remain there until the end of the round. These cards can be viewed by both players or interacted with using card effects.

Removed cards can no longer able to be played, they are removed from the game. At the end of each round, all cards in the discard pile with the exception of milled cards will be removed.

Weak Punch is a card that has 1 to all values, and no effect. This card is given to players in the event they have no more cards to draw from their deck. The weak punch cards will make up the hand difference to ensure the player has 5 cards.

Example: They have 3 cards drawn, the remaining 2 slots will be weak punch cards.

Tokenomics

The numbers below are based on 3 hours of play. Boosters are only acquired if a player wins their game.

The below information is based on games won and lost equally.

Leveling

Players will earn 19 XP for winning and 13 XP for losing. As of 11/24/2021 Bones and Blades has a 50/50 win-loss ratio. Players who win and lose equally will get to max level by their 1740th (145 hours of playing) game.

Each level's requirements are exponential.

The current formula for leveling XP requirements is

floor(10*(pow(a,1.20)))   

Leveling will increase your staking weight by 0.01 by the max level of 60. A player will have a passive stake weight of a 1.60 multiplier. This is a permanent increase to your stake weight, if you stop playing and continue to stake your multiplier will remain.​

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