Fight Club City - Beta Season

Subscribe to Fight Club City - Beta Season 26 post(s) 13 voice(s)
 
Avatar Tam 131 post(s)

All right, let’s get this party started!

FK City Map – Turn 0

Gang Roster

The rules are simple. At the other topic, sign up for one of the four gangs on the map. Challenge other players via email, and play your games over AIM, ICQ, or another instant messaging service. Both players MUST email the results of the match to fkcityreport@gmail.com

1) You can’t play the same person twice in the same week.
2) The challenging player chooses a hex to attack.
3) Attacks can only be made against gangs that yours is touching, or, gangs that are also touching one of the black “mass transit” hexes.
4) Bases may not be attacked.
5) For this season, matches are best of three.
6) The gang with the highest win rate in a given hex takes control of it (measured as wins divided by losses, rounded to the nearest hundredth of a point)
7) Any card text released by Decipher may be used.
8) A refused challenge does NOT count as a win, as a game was never agreed upon.

This is a beta season, and, as such, the rules will be a little different from future seasons. Obviously, the gang count is smaller. The map is kept small to keep things managable. Most importantly…

IT ONLY TAKES ONE WEEK OF LOSSES TO LOSE A HEX!!!!!

The map will be updated as close to Sunday night/Monday morning at midnight as possible.

Normally, I’d plan on seasons running six months to a year. To keep this one short and brutal, we’re going to end this one at midnight on the night of October 31st.
~~~
One last note: Because this season is being run online, it’s relying heavily on the honor system. In the interest of the entire campaign, and its future, please play honestly. This season is merely to work out all the kinks, and it’s going to be hard enough as is.

Cards can be found at http://www.decipher.com/fightklub/blog/assets/2008/7/9/Playset_Villain_1.1.pdf

Have fun, and good hunting.

 
Avatar Tam 131 post(s)

Hee. This is gonna be a learning experience for all of us. I’m expecting it to be a total blast, but I’m also expecting more than a few critical failures.

Let’s all look at this season as our first real test. If this kicks off even remotely smoothly, we’ll be able to expand into better and better systems.

Hee! Already spotted the first mistake. Um, the map coordinates are a little screwy. ‘ll fix ‘em tomorrow.

 
Avatar Altarvo 718 post(s)

What are the rules for declining a challenge? I as for two reasons:
1. I might be pretty busy and find it hard to devote much time to this, and
2. Before long, most are bound to fear me and I’ll have fighters declining my challenges left and right.

 
Avatar MarthWMaster 1,297 post(s)

I would like to see the hexes replaced by a square grid for the final version, but for now it looks good.

I don’t understand how we can play until more card text comes out. Can you elaborate on that please?

 
Avatar AlphaCenturion 2,387 post(s)

Villain vs Villain fights. I’m pretty sure there’s enough there for a full deck. (you might have to use 4 of each fight card instead of 3, but still)

And spread out the Mass Transit. As is, it’s like having 4 stations right next to each other. They need to be spread out, or there’s almost no point in having them. (the idea was if I can access a subway station, I can use it to get to one next to your space, so I am now close enough to attack you) Something like, closer to the middle of the team zone would work. Then, if red/blue push into the center, green could use mass-transit to still access orange, bypassing red/blue in the center.

 
Avatar MarthWMaster 1,297 post(s)

I think that in the final product, using squares instead of hexes will make the map look a lot more citylike. What you could say is that, if rival gangs control one square, and the square down and to the right of that square, you cannot pass between the two, since they are treated as being adjacent.

 
Avatar AlphaCenturion 2,387 post(s)

If we go as far as to include roads and city blocks into it (I mentioned something like a Risk bonus, where you get a boost for controlling an entire Block; idea, maybe controlling an entire Block allows you to select two bonuses from that block, where otherwise you could only select one, or something). Without roads and city blocks, Hexes work just about as nice. It’s more a matter of preference then. And getting 13 pieces of pie into the map might be easier with Hexes than Squares. (unless we make it so that at the start some people can’t attack others, well, we could include mass-transit….)

I kinda wish we had final gangs set up, so I could work on a full-scale 13 gang map. It would sure give me something to do…

 
Avatar jedi 236 post(s)

Have you thought about sub-levels or parks?

Is there a neutral territory?

 
Avatar AlphaCenturion 2,387 post(s)

Sub-levels, you mean like tunnels? Sewers or parking decks or whatever?

As for parks, would you include those as neutral territory, or did you have something else in mind. (maybe we could make neutral stuff that can only be controlled by holding everything around it, like power plants and stuff)

 
Avatar jedi 236 post(s)

Yes, was referring to sewers, or some sort of underworld that can also be controlled, but the controlling gang received a negative for an uncommon territory then they are used to and positive effects.

You could go as far as introducing a grave yard zone or an outland were gangs that have lost their territory and have not gained one go to regroup and retake their territory.

 
Avatar rhettbutler13 1,423 post(s)

Woah. I was just blown away.

That is tight! But… Stumpy? W-Why?

 
Avatar Tam 131 post(s)

OK, so, before we get all into this, let me get this straight:

Redo the map slightly? You guys want there to be individual transit hexes instead of a large park-ish area? OK.

As far as neutral territory, how would that play in?

Edit: Got work from 10-6:45 pst tomorrow, so ‘ll rework it slightly then.

 
Avatar BlizzardMaster 185 post(s)

cool idea… I just have a question about the ultimate goal – is it simply to posess the most spaces at the end of the season?

 
Avatar AlphaCenturion 2,387 post(s)

Something like that. Bragging rights. “We control the city, bi-atch”. I mean, why do real gangs fight for territory? It’s so they can be in charge there, and not the other guy.

And yeah, spaced-out individual transit hexes would be more like stations spread out in a real city. The idea is to allow you to jump great distances for fights, keeping fights available even if your territory isn’t touching. Of course, that does give the idea of a “Grand Central Station”. Bigger so it touches more people, centralized, and otherwise no different than any other station.

 
Avatar masteryoda 729 post(s)

urgh. this sounds cool, but I’ll be in GA for 3 weeks starting Thursday(little to no internet). I guess ill sit this thing out, but i don’t really understand it anyways. Are we playing Fight Klub using the released cards so far, and through IM?????

good luck, and someone join BBS!

 
Avatar Tam 131 post(s)

Map updated!

AC, how would you like to throw down over E2?

 
Avatar BaronMorrath 356 post(s)

hey i just had a sweet idea. two people should play a game on the board. we’ll limit it to just the two players posting their turn actions. that way everyone could see how the game is played.
Maybe this wouldnt work, but if someone plays a game over IM or somethign they should document it and post it on the forums

 
Avatar Catabre 1,836 post(s)

Can I still join?

 
Avatar AlphaCenturion 2,387 post(s)

Well, we never actually did anything. I was challenged to a match, and never had a chance to sit down and plan when I could fight him over it.

That said, I’d kinda like to put this on hold until the new site goes up, and to try and have a league going (just for fun) for a while. Give us some time to draw in more people and maybe tweak the map (if needed to add more teams for more people)

 
Avatar MarthWMaster 1,297 post(s)

It would also be fun to have some cards to pick from, so that we’re not all using essentially the same deck.

 
Avatar Kempeth 117 post(s)

Where are these card texts coming from? Are these really official card texts?

 
Avatar Chibri 318 post(s)

They spoiled some actual card text several weeks ago. Check it out under the Friday Gameplay Spoilers section, the threads are called something like “A little gametext perhaps? ” and “Some Hero text?” or suchlike.
There are a few versions of some mocked-up ‘dummy’ cards based on the spoiled gametext too, if you fancy doing some fishbowling…

Or creating an OCTGN patch etc (hint hint Kempeth!) ;o)

 
Avatar Kempeth 117 post(s)

I spent a good time this evening trying to figure out what the stuff on the cards mean and I still have no clue…

 
Avatar Chibri 318 post(s)

It’s best to read the cards in conjunction with the latest draft of the rulebook…
Sorry if this is stating the obvious!!

 
Avatar Kempeth 117 post(s)

It’s best to read the cards in conjunction with the latest draft of the rulebook…
Sorry if this is stating the obvious!!

I did. But it didn’t help much. There are lots of gaps and it’s not very well structured. Looking at the card mockups + the rules cleared some things up. I’m so far that I can forumlate concrete questions…

In the setup phase: what happens if you don’t want or can’t play two actions in step 2?

Fight cards: There is some confusing passage about aligning your fight cards somehow. What does it mean? The best way I could come up with is that you have your right skirmish tab facing the left skirmish tab of your opponents fight card and your left tab facing the right one.

Also unclear to me is when you reveal your fight cards. When both players have placed them on the table or do you pick the column for fight one and reveal them, then column for fight two etc…