"No great mind has ever existed without a touch of madness."
~Aristotle

Thursday 11 May 2017

[冬の鎮魂曲] Sechs

It's official. For some funny reason, my super mignonne legal housebreaker cum stickwoman is still in America. Which means around one full month in the nation across Atlantic. It feels surreal. Very surreal especially given the smoke bomb message Salted Fish threw at me here. Insanely enough, the initials for Salted Fish reads S.F. The fake name of the real bride also goes by the same initials. I should have noticed it earlier. Salted Fish, I was right in calling you a betrayer around four tears ago (i.e. 2013). Then again, betrayer in this context is my own sense of humour.

A/N: I actually lost count on how long I've written the above author's note. Think maybe like around 2 weeks ago...

I suddenly realised I've written something N ages ago...
It's actually written in notepad. As in the Windows OS, not the physical one. Let me just do a copy+paste here.

The First Law: Magic is the result of mortal desires materialised.
The Second Law: Magic is limited by nature.
The Third Law: Nature is defined by Avalon and Yggdrasil.
The Fourth Law: Order and oblivion are the same, 'tis what makes magic as an act possible.
Chaos and life are the same, 'tis what makes magic as a form possible.
The Last Law: 'Tis possible for one's desire to override the limits imposed by the Second Law. Alas, the Crucible shall act straightaway and total annihilation awaits the one who rebelled.

While I still don't have a clear idea on where to take the above concept pertaining to my actual version of A Requiem From Winter Past (read: the written novel), I still find my Five Laws of Magic quite a job well done. Think I may have started to appreciate myself more.

Thanks to a coward...
I suddenly have a fair bit of inspiration. Thanks to the government, I may really end up throwing Tristan Aias into the next chapter. As those with an elephant's memory may still remember, Tristan Aias is a Sudhlit. What is a Sudhlit, you might ask. A Sudhlit is basically my own version of the Tamil race with a fair bit of desert culture chucked into the fray. And when we talk about desert culture, two regions come to mind: Africa and the Middle East. Also, I may need to change at least a few names.

1. Guy Cody (aka you know who)>>Gael Kodr (because Gael Kodr sounds more fantasy'esque)
2. Leesya (aka that random girl who escaped Aeravor's guano loco rampage in the previous draft)>>Weisslynn (because Weisslynn sounds more fantasy'esque).
3. Eliath de Serpentwine (aka that evil gay elf inspired by Euron Greyjoy)>>Edeaux de Serpentwine (because elvish names are quintessentially French in my Crucible)
4. Kerstein de Bladefort (aka the bishounen big boss of elven mercs)>>Roin de Bladefort (again, because elvish names are quintessentially French in my Crucible)
The Old Man's Dare
"Will you play a game of cards with me? No wager involved, only idling away time itself. I find that such a joy tends to be better than worrying about the next dawn."
~The mysterious old man in the ruins of Napishtim

The Old Man's Dare as the mysterious elderly man calls it, this is a simple card game brought to life via magic. Like a chessboard with living pieces of ivory and black, a simple table of stone becomes a stage where the cards come to life.

Rules:
1. Choose one faction from the existing seven.
2. One deck consists of forty cards.
3. The first eight cards from the deck will be played directly from the beginning.
4. The next six cards will be drawn into your hand. The maximum number of cards in hand is seven.
5. During every turn, you can choose whether or not to draw a card from your deck and put it in your hand.
6. You must have at least three cards in your hand during any of your turn.

Format:
1. There are three formats to The Old Man's Dare. Namely, Duel, Brawl, and Alliance.
2. Duel mode involves only one player and the mysterious old man.
3. Brawl mode involves more than two parties (including the old man) pitting against each other.
4. Alliance mode will not involve the old man. Rather, it involves two teams of players going against each other.

Concluding the match:
1. In Duel mode, the match will end once a player's deck has been emptied together with his/her hand.
2. For Brawl mode, the match will continue until only one player remains in play with his/her deck.
3. For Alliance mode, the match will only end if either one team has depleted every member's deck or the losing team decides to abdicate before this happens. For the latter case to happen, one member must initiate an abdication first for the party members to vote. The majority vote wins. If only one player in the team remains in the match, however, the decision to initiate an abdication will automatically result in a default loss.

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Order of turn:
Strategy phase-Only in the beginning of any match. Players decide which faction to use. Only one faction can be played by any player. At the same time, every player must select which cards to use in his/her deck and the number of respective cards chosen this way.

Deployment phase-Player decides which cards to place in the vanguard, main camp, and rear guard zones respectively. This is also the phase where any card is played from the hand.

Command phase-Player declares which card(s) to use and which player(s)/card(s) to target. During this phase, this player will be seen as attacking while any player targeted will be seen as defending.

Resolution phase-All actions performed by the cards used are resolved. The attacking player will always resolve his/her own card actions, after which the defending player will do the same.

Conclusion phase-Any cards no longer in play as a result of the resolution phase will be removed from the game. At the same time, any healing cards can only be used in this phase.

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Card types available:
Unit-Military units at the respective factions' disposal. More than one unit cards of the same kind can be put in play.

Infrastructure-Buildings used for support purposes. Only five infrastructure cards at most can be included in any deck.

Character-Unique characters in the world called Crucible. Only one character card of the same name can be available for any deck. Only four character cards at most can be included in any deck.

Magic-Cards available via every manner of magic the player managed to create successfully in the realm of Yggdrasil. Once the effect expires, any Magic card must be removed from play. Only ten magic cards can be included in any deck. Magic cards available are generated by random. Unlike other cards, magic cards can only be played during the command phase.

Grail-Unique equipment cards which only the respective character cards can use. A Grail card can only be put in play once its owner character is already in play. If the owner character is removed from play, remove that Grail card as well. Grail cards will be included in any deck if that card's owner is also included in the same deck.

)0(
How card availability works:
When you first select any given faction, you will gain a fixed list of cards for you to choose from. As you start earning currency in the form of crowns, quarters, and pence via a combination of victories and performances, you can purchase lockboxes from a travelling merchant NPC who may/may not accidentally look like her.

However, please note that your starting list won't include character, magic, and grail cards as they must be obtained via lockbox rewards.


Next up: Because I need to sleep asap, I decided to leave the rest for the next post. Basically a case of merchandise and factions.

P.S: Did my super mignonne legal housebreaker cum stickwoman did a legal housebreak again this morning? Or perhaps it's any of her BFFs trying to prank me for some stunt I pulled off in my blog(s) at the expense of my super mignonne legal housebreaker cum stickwoman? Either way, someone was definitely guilty of playing with my keys. In a harmless way ofc.

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