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Author Topic: His Dark Materials, Book I: The Golden Compass  (Read 17975 times)

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August 27, 2008, 02:13:03 PM
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FM

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His Dark Materials, Book I: The Golden Compass
« on: August 27, 2008, 02:13:03 PM »
Ok, so time to get this moving. The first of Philip Pullman's "his Dark Materials" books, The Northern Lights, known in the US as The Golden Compass.

The backstory behind the trilogy is that of the existance of parallel universes, which states that there is no such thing as a Universe, but a Multiverse, an infinite number of parallel universes, coexisting. Anyone with a little knowledge in math knows that, no matter HOW LOW the probability of a certain outcome is, given an infinite universe, it WILL happen, and infinite times, at that. So, there are worlds very similar to ours in those parallel universes. In some of them, you don't exist. In others, you're of a different sex. In others, you're gay. In others, you have a twin. So on, so forth.
So, our story begins on a parallel version of our world, a peculiar world where people's souls are OUTSIDE their body, and they take the form of an animal, generically called a daemon. Children's daemon changes freely between forms and colors, until as they grow old, their form "settle", and they then go on without changing, until their death. Because of their nature, daemons can't be far away from humans, since they're "linked" by an invisible force. Also because of this, a human that loses their daemon (a severe pull on the link, for instance, or even if the daemon get's killed) will also die, since it won't have a soul anymore.

Let me try to Cliff's Notes the story as much as possible, then, to get this started.
The Golden Compass starts as Lyra Belacqua, a girl living in Jordan College, in Oxford, witnesses as her uncle, Lord Asriel, shows some photograms of the Aurora Boreal to the Scholars, and they can see a CITY in it, yes, a city on another world! He also mentions Dust, which are particles that cling to human beings, more to grownups than to children. He sets out to the North to explore the phenomenon, and Lyra is left behind. At the same time, rumors tell about the Gobblers, people linked to the so called Oblation Board who are kidnapping children everywhere, although no one knows for sure why. When one of those kidnapped kids turns out to be Roger Parslow, Lyra's best friend, she decides to set out and look for him.
At the same time, a strange female explorer comes to Oxford, called Marisa Coulter, with a golden monkey for a daemon that strikes fear in everyone around it, and asks Lyra to leave Oxford with her, to go North.
Before leaving, the Master of Jordan calls Lyra and gives her an alethiometer, a kind of Golden Compass that is said to tell the truth, although he says that she'll have to figure out by herself how to read it.
After quite a while being stalled by Mrs. Coulter, Lyra finds out she's a member of the Oblation Board (the head, actually), the Gobblers, and decides to escape.
She is found by the gyptians, who take her in, and then finds out the cruel truth: Marisa Coulter is her mother, and Lord Asriel is her father. She also learns Lord Asriel is being kept prisoner by the panserbjorne, the Armored Bears of Svalbard, a race on intelligent and fierce bear-warriors, armed with almost-impenetrable armor, that can talk, have opposable thumbs and are great blacksmiths.
She and the gyptians decide to head North and to try and find the missing children, while she also learns by reading the alethiometer (something she's getting better every day at) that she's supposed to go to Lord Asriel and bring him something (which she thinks is the alethiometer itself).
On her journey she meets Iorek Byrnison, the armored bear who was supposed to be king but was kicked out of his country by the current king, Iofur Raknison, and becomes friends with him.
After saving the children from the facility called Bolvangar (where they separated children from their daemons as a means to try and "fight" Dust, which is linked by the Church to original sin), with the help from the witches who inhabit the land (and which daemons can go really far away from them), Lyra sets out with Roger (now rescued) and Iorek in Lee Scoresby (a texan) balloon to Svalbard, to try and help Lord Asriel.
She manages to restore Iorek to the throne, and then sets out to find her father, only to learn what she was supposed to bring him was... Roger.
Lord Asriel sacrifices Roger as a means of generating a powerful surge of energy, and splits open the fabric of space, creating a bridge to the other world in the Aurora.
Lyra follows after him to try and learn more about Dust, and if it's really evil as the Church says.

Whew, ok, that's as short as I can make it.
So, first things first, in order for this to work, let's see what rules will be tampered with.

-Protagonist:
There is no such thing as The One Ring, so the Ring-bearer will be replaced by a character with the keyword protagonist. Having this keyword means two things:
1 - That this character can be played for no cost, prior to starting the game (only 1 such character can be played this way).
2 - If the chosen protagonist for that game dies or is corrupted, the game is over. If the protagonist survives until the end of the regroup phase at site 9, the FP's player won the game. Since they're not there to toss a Ring into a volcano, just surviving the skirmish phase won't cut it.

-Companion order:
Companions must be played one at a time, and be placed on the table ALWAYS to the right of the last played companion. This is to make it easier to know which protagonist was chosen for that game, and ALSO to know in which order the companions were played (some cards will reference that). If a companion dies, the other companions to his right should be slided over to the left, maintaining the order in which the remaining ones were played unaltered.

-Resistance and vitality:
Whenever a card references one of those attributes, it'll take in consideration PRINTED values only, which means that a 4-vitality companion with a condition that reads vitality+1 has 5 vitality. If he has 3 wounds on him, he has 5-vitality still, but has three wounds. Same goes for resistance and burdens.

Burdens:
EVERY companion with a resistance number CAN take burdens. Any card that simply says "add a burden" gives that card's owner the choice as to which character the burden goes. The same way as "wound" is used as a game verb, "burden" will, as well, so expect stuff that says "burden a companion".

Spent:
Any character (except the chosen protagonist) with a number of burdens equal to or higher than their Resistance becomes SPENT. They must be tapped, and they'll keep adding twilight, but the FP's player can't assign them to a skirmish anymore (although the Shadow player HAS to assign at least one left-over minion to a spent character if there is any). Spent characters cannot participate in archery fire, and they lose all their game text (and the game text of any card attached to them) until they die or become UNSPENT (by removing burdens). Cards can still be played on it normally, and any card with a triggered ability upon being played WILL still trigger.

Daemons:
Daemon is a new card type. More on this will come later. Suffice to say that a character bearing a non-unique daemon CAN have the daemon replaced, but ONLY by a unique daemon (with the non-unique daemon being discarded). Unique daemons can't be replaced. If a card kills or discards a daemon, then that character is killed instantly.

Sanctuaries:
At a sanctuary, aside from 5 wounds, the FP's player can ALSO remove 3 burdens.

Set sizes:
Set's will be slightly larger than usual, as to make for more beck-building possibilites.

Unique names:
Due to the nature of the set, the same culture will spawn both minions and companions and yes, you guessed it, some characters will have both versions. Due to this, the rules were twisted a little, and you can't have two active unique cards with the same name CONTROLLED BY THE SAME PLAYER  in play at any time. So, a companion CAN fight it's minion counterpart. I don't know, consider it a matter of "internal struggle". ;)

Ok, I think that covers it for now. I'll post a small breakdown by culture in a jiffy.
« Last Edit: September 04, 2008, 08:47:29 AM by Felipe Musco »

August 27, 2008, 02:28:20 PM
Reply #1

menace64

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #1 on: August 27, 2008, 02:28:20 PM »
There's one immediate problem I see with your rules (unless of course you changed this deliberately): There is no regroup phase at site 9. A Free Peoples player wins if his or her Ring-bearer merely survives the skirmishes at the final site.

August 27, 2008, 02:31:43 PM
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FM

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #2 on: August 27, 2008, 02:31:43 PM »
Yes, as I mentioned in the explanation, there IS a regroup phase. In LotR TCG there's no such thing as a regroup phase because they treat it as a "sacrificial" quest, meaning the RB stumbles to site 9, dodges the last blows, toss the Ring, and whatever. Doesn't matter what happens next, the world was saved.
Since this is NOT what drives the protagonists in my set, the idea is to get to the end of their own personal quest and, of course, SURVIVE, so there IS a regroup phase, yeah, don't worry. ;)

August 28, 2008, 10:21:50 AM
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sickofpalantirs

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #3 on: August 28, 2008, 10:21:50 AM »
makes sense to me
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(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
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August 28, 2008, 08:03:09 PM
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FM

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #4 on: August 28, 2008, 08:03:09 PM »
Ok, swindling them over! :twisted:
Heh, just kidding, Tks, sop. I'll get to posting a few of the gameplay stuff for the first set tomorrow.

September 01, 2008, 06:36:50 AM
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FM

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #5 on: September 01, 2008, 06:36:50 AM »
Ok, now that we've cleared some rules issues, let me break down the cultures and a little bit about them from the first block, based on The Northern Lights/The Golden Compass (the latter which is the name of the first set).

The Witch Culture - [Gandalf]
Witches live in the parallel universe in which The Golden Compass is set. They can fly, use a number of spells (nothing really powerful, though), have huge longevity, are all women (if a witch has a daughter, she's gonna be as such as well, if it's a son, he's gonna be as a human) and their daemons can go away from them to HUGE distances. Most witches carry a knife with them, but their primary weapon is the bow and arrow, which they can use perfectly WHILE flying.
In terms of gameplay, they will be fairly similar to the Gandalf culture, although they'll also use the archer keyword a lot.

The Panserbjorne (Armored Bears) Culture - (S)
Armored Bears are intelligent, although they do not care for human matters really much. They're excelent fighters, almost impossible to take down in single combat, and they have great endurance. They strike hard, as well, and they excel at metalworking. They also have war-machines called Fire Hurlers, which you can guess what it does.
In terms of gameplay, the (S) culture is very close to Dwarven, although they add more twilight (while being "bigger" as well).

The Tartar Culture - [Dwarven]
The book mention a lot about Tartars, but they don't make much of an appearance, but they're significative enough to earn their own culture, which will mostly spawn minions.
They will play similarly to the Uruk-hai, with a beatdown strategy mostly.

The Bolvangar Culture - (U)
Bolvangar is the name of the facility that the Oblation Board installed in the arctic reagion, where they took the children they kidnapped to perform intercision (separating them from their daemons, although killing most of them in the process). I named the culture after it, so as to comprise two subcultures (much int he way the Raider culture did), the Skraelings and the Muscovites, since they don't appear a lot in the book, mainly as foes.
This culture will spawn minions, with the Skraelings focusing more on skirmish and the Muscovites focusing more on archery, although they'll have a bit more subtleties to them.

The Cliff Ghast Culture - [Men]
Cliff Ghasts are flying fiends from the northern regions, that feast on flesh from the living. They're a lot like vultures, but they've conscience, and some good level of intelligence.
They'll play mostly as the [Moria] culture, going for a swarm strategy, but they will ALSO have some subtleties to them, that will be revealed later.

The Gyptian Culture - [Isengard]
They are humans, with daemons and such (close to gypsies IRL), but since they have such a big part in the story, I decided to give them their own culture.
Gyptians will play similarly to the [Shire] culture, messing with the twilight pool and with stealth, but they'll pack more of a punch. They'll spawn companions.

The Daemon Culture - [Elven]
This is the largest culture of the set, of the block and perhaps of the game. They are humans, but they have their daemons with them.
This culture is gonna be #$&*@!, since it's gonna spawn minions, companions and such, and will play in pretty much every possible way. This is gonna be the base culture for building a deck, although players won't necessarily HAVE to play with them.

So, this is the first set-up, and I'll be back with gameplay mechanics, explaining exactly how the Daemon cards will work, and a few keywords. Stay tuned! :D

September 04, 2008, 09:02:00 AM
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FM

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #6 on: September 04, 2008, 09:02:00 AM »
Ok, so as to FINALLY get started, here's some of the keywords I'll be using that are not around:

Child: Unloaded keyword.
Marksman: Means Greenleaf's ability. Any character with marksman adds to the archery total as an archer would, but they can also be exerted during the archery phase to wound a character of the opposing side, at the cost of not adding to the archery total.
Flying: Characters with Flying skirmishing characters without flying win the skirmish if there is a tie.
Scholar: Unloaded keyword.
Gobbler: Minion-only keyword. Gobbler minions add a burden to each character involved in its skirmish at the start of the skirmish.
Explorer: Unloaded keyword.

And here's how Daemons are going to work:

-Daemons can be unique or non-unique.
-A character who has a non-unique daemon can have it replaced by a unique daemon. Unique daemons cannot be replaced.
-Unique daemons borne by minions are put in the discard pile. Otherwise, they're placed in the dead pile. They do not count against the Rule of 9, but you can't play another unique daemon with the same name as one in the dead pile.
-Side from having abilities, daemons will ALWAYS have a strength value and a vitality value. Those values are added to the character with the daemon, and the daemon is otherwise treated as a "bonus" for all purposes.
-When 2 characters with daemons are skirmishing, the skirmish is treated as two separate skirmishes. One between the characters, and one between the daemons (which means in these cases, the characters will NOT count the daemons' bonuses). Wounds are placed ON THE DAEMON as their skirmish resolves.
-At the start of the regroup phase, move all wounds on all daemons to their characters.
-If a daemon dies or is discarded (except by being replaced), their character is instantly killed, with all the appropriate effects taking place.

NOW I think that about covers it, unless I remember something I forgot to add here, but I'll let you guys know. I'll start posting actual cards here pretty soon.
« Last Edit: September 05, 2008, 06:42:34 AM by Felipe Musco »

September 04, 2008, 10:12:44 AM
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sickofpalantirs

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #7 on: September 04, 2008, 10:12:44 AM »
hmmm...you know I don't think sniper ( as a keyword name) quite fits the flavor...it almost seems like archer would work...or maybe marksman?
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
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September 04, 2008, 04:24:12 PM
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FM

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #8 on: September 04, 2008, 04:24:12 PM »
Sniper is meant for rifle-using characters or other gun-using characters. I think it fits perfectly, doesn't it?

September 04, 2008, 06:48:58 PM
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sickofpalantirs

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #9 on: September 04, 2008, 06:48:58 PM »
well if witches have it with their bows and all...
I just think marksman sounds better.
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
SoP's Trade List
Like Muscle Cars? Check out themusclecarplace.com

September 05, 2008, 06:41:57 AM
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FM

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Re: His Dark Materials, Book I: The Golden Compass
« Reply #10 on: September 05, 2008, 06:41:57 AM »
Witches are archers, I'll still be using the keyword. Sniper is a keyword meant for the armed units. But I guess you make a fine point, I'll switch it to Marksman.

September 05, 2008, 06:53:55 AM
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Re: His Dark Materials, Book I: The Golden Compass
« Reply #11 on: September 05, 2008, 06:53:55 AM »
Ok, so to FINALLY move this along, here's the card breakdown for The Golden Compass:

Total number of cards: 362
Rares: 120
Uncommons: 120
Commons: 120
Starters: 2
The Witch Culture[Gandalf]: 40
The Panserbjorne (Armored Bears) Culture(S): 40
The Tartar Culture [Dwarven]: 40
The Bolvangar Culture (U): 50
The Cliff Ghast Culture [Men]: 40
The Gyptian Culture [Isengard]: 50
The Daemon Culture [Elven]: 72
Sites: 30

These numbers may end up being tampered with slightly as the needs for each culture are made clear, but they can be used to get the general feeling of the set.
« Last Edit: September 05, 2008, 06:56:29 AM by Felipe Musco »

September 05, 2008, 07:21:40 AM
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Re: His Dark Materials, Book I: The Golden Compass
« Reply #12 on: September 05, 2008, 07:21:40 AM »
And here are the first two cards!
The two starter decks from the block will be Lyra and Roger. As such, this will ALSO be the first contact with the protagonist keyword, as they are both protagonists in their decks (btw, this is something I want to add, most free-peoples-themed decks are gonna have protagonist versions of their theme characters).


[1]Lyra Belacqua, Insolent Rascal [Elven]
Companion • Human
Strength: 4
Vitality: 4
Resistance: 10
Protagonist. Child.
Lyra is strength +1 for each scholar you can spot.
Response: If Lyra is about to take a wound, add 2 burdens instead.
S


[2]Roger Parslow, Kitchen Servant [Elven]
Companion • Human
Strength: 4
Vitality: 3
Resistance: 6
Protagonist. Child.
Lyra is twilight cost -1.
While you can spot Lyra, Roger is strength +2.
Response: If Roger or Lyra is about to take a wound in a skirmish, add a burden instead.
S
« Last Edit: September 05, 2008, 08:29:18 AM by Felipe Musco »

September 05, 2008, 07:28:36 AM
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Re: His Dark Materials, Book I: The Golden Compass
« Reply #13 on: September 05, 2008, 07:28:36 AM »
You would only use roger surely if you can spot lyra which makes her gametext a bit irrelevant, could she not have something else?
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September 05, 2008, 07:39:06 AM
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Re: His Dark Materials, Book I: The Golden Compass
« Reply #14 on: September 05, 2008, 07:39:06 AM »
At first glance, you'd rather use Roger anyway, since he seems stronger (btw, I lowered his resistance a bit, it was too high). But on the other hand, Lyra's daemon has better stats, making up for it, and she has potential to get a higher strength score due to spotting scholars. This would make using HER as protagonist a finer choice in the end, as to avoid corruption (more burdens, but more resistance) and overwhelming more easily, not to mention she can prevent ANY type of wounds, while Roger can only use his burden-adding ability during the skirmish phase. Of course, you can simply use his ability to prevent Lyra as a protagonist from taking wounds (that's why having individual burdens make for so much cooler design), but he'd become spent quickly, not to mention he costs [2] to start as a regular companion, meaning you wouldn't get a very powerful party (specially since most child characters won't be able to bear weapons, thus why strength-adding abilities are so important) to start with. I'd be more inclined to go for Lyra as protagonist.
Also, you'll be able to spot scholars in some of the most unusual places... (but you'll have to wait for that) ;)
EDIT: think I should also add, this is the atarter-deck version of Lyra, there will be AT LEAST 2 other versions. Who knows what THEIR gametext will be, right? ;)
« Last Edit: September 05, 2008, 07:45:56 AM by Felipe Musco »