Post by LWPD on Jul 28, 2010 15:29:11 GMT -5
Card Mechanic Bible
This is an open ended resource that is designed to help document the large and evolving history of card mechanics found with-in the FG game play system. Special thanks to contributors holland 227, Jim Steel, Mark 138, Red Headed Stepchild, Tim Dalton & Troy Xavier.
The goal is to identify unique game play concepts at the time of their origin. The focus is on process (ie. the introduction of the static Add 1 move mechanic) and not expressions of designation (ie. all the different ways a static Add 1 can be listed as a sport/sci-fi move). Alternative approaches to executing any given process (ie. an inverted Add 1 move mechanic, 1d6 Add 1 move mechanic) will be actively documented.
If you know of a unique card mechanic that is not represented in a particular brand/set listing, send me a PM with the subject marked Card Mechanic Bible. Please include the wrestler, the set, the mechanic as it is designated (ie. FINISHER (X)) and a brief description of what makes this mechanic unique from prior listings.
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Dice Roll Range & Probability Guide
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Terminology
* 1d6: one roll of a 6 sided dice
* 2d6: two simultaneous rolls of a 6 sided dice
* accumulated effect: a mechanic which is triggered by a certain number of events (ie. tokens, moves, etc)
* ascending potency: an effect that makes a designation stronger when it is triggered
* attribute: a trait that is inherent with-in a card
* automatic: an event which occurs without the possibility of an alternative outcome
* base: a numeric attribute
* cap: a base number which cannot incur an effect above or below it
* competition specific: a mechanic which is only valid in a certain context (ie. singles, tag, hardcore, etc)
* conditional: an 'if & only if/then' mechanic which is only triggered by a specific series of events (ie. a roll sequence, an accumulation of a set number of tokens, etc)
* creative dynamic: a listing that carries a storyline effect
* descending potency: an effect that makes a designation weaker once it is triggered
* dependent presence: a mechanic which requires the appearance of a third party
* double jeopardy: a mechanic which triggers an automatic re-roll, targeting a possible result pending the first attempt failing (ie. double roll for pin, DQ, chart consequence, etc)
* dual designation: a listing with two distinct moves appearing on the same roll
* even/odd: a 50% split probability mechanic with effects that are pegged to either rolling an even or odd result
* fixed: a designation or effect which doesn't change under any condition
* hit/miss: a mechanic that can either succeed or fail based upon the stated target
* invincible: a mechanic which leads to an automatic outcome (ie. automatic disqualification designation)
* limited: a mechanic which can only occur a limited number of times
* lingering effect: a mechanic that directly impacts other card mechanics after it has been initially triggered
* matched: a potency that mirrors a dice roll result
* momentum: a mechanic which is triggered based on a category of events (ie. series of offense, defense, chart rolls, etc)
* multi-level: a designation that is repeated on more than one level of offense or defense
* multi-potency designation: a listing with a staggered set of potencies
* one-time: a mechanic which can only occur once as specified
* opponent specific: a mechanic which only comes into play against a designated opponent
* partner specific: a tag mechanic which is only valid when teaming with a designated partner
* peg: the relation between a designation and roll probability
* plus/minus: a mechanic that either adds to or subtracts an attribute
* post-match: a mechanic with events triggered at the conclusion of a match (ie. suspensions, revered decisions, injury rolls, etc)
* precedence: a mechanic which is triggered if the target wrestler is the first to achieve a specified outcome (ie. the first wrestler to take a specific level of offense/defense)
* preferential: a mechanic which allows the wrestler to choose the more favorable of two or more roll outcomes
* preliminary: a mechanic which precedes the possible use of a follow up mechanic (ie. rolling for DQ before rolling for a possible suspension)
* recurring: a mechanic where a designation is automatically repeated
* reversible: a mechanic which can subtract an accumulated effect (ie. pin rating, finisher potency)
* see saw: a mechanic or attribute that when triggered can reverse momentum with-in the course of its execution
* self determined: a mechanic which can be executed at will independent of other elements
* sequential: a mechanic which is triggered by a specific series of dice rolls
* sporadic: a mechanic which is only be triggered intermittently
* staggered: a mechanic with multiple designation possibilities
* stalled effect: a mechanic which is not immediately applied to game play (ie. move - 3 Add 1 to finisher)
* suicide: a mechanic which triggers a detrimental effect without a positive alternative
* switch: a mechanic in which another wrestler attempts to substitute for the legal man in the ring (can be tried in either a singles or tag context)
* target: the dice roll range needed to effect or neglect a designated consequence
* temporary: an effect that lasts for a certain amount of time, or can only be attempted a certain number of times, automatically reverting back to its original condition without any additional triggers
* transitional: a mechanic where one wrestler can transfer an effect to another (ie. sharing pin tokens in tag matches)
* trigger: an event that causes an effect
* undesignated: a mechanic without a directly listed effect or potency
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Table of Contents
CotG Game Editions
GWF Card Mechanics
aCe Card Mechanics
CPC/POW Card Mechanics
GWF Classics Era Card Mechanics
Promoter Madness/GWFZ Card Mechanics
LOW Game Editions
LOW Card Mechanics
LOTF Card Mechanics
Archived CotG Brand Bootleg Sets
ICOF Card Mechanics
W3 Card Mechanics
WGX Card Mechanics
CCW Card Mechanics
KKP Card Mechanics
HWA Card Mechanics
OWP Alumni Card Mechanics
FWA/OLW Card Mechanics
EGW Card Mechanics
SPW Card Mechanics
ACCW Card Mechanics
GWFA Card Mechanics
POW Genesis Card Mechanics
TEW Card Mechanics
Archived LOW Brand Bootleg Sets
VM Card Mechanics
NOTM Card Mechanics
MLW Card Mechanics
L&D Card Mechanics
LOM Card Mechanics
LOP Card Mechanics
IL Card Mechanics
LLOW Card Mechanics
LWM Card Mechanics
IWL Card Mechanics
LOWB Card Mechanics
MSW Card Mechanics
AJPW 93 Card Mechanics
ECW 2007 Card Mechanics
DG Card Mechanics
FMW Card Mechanics
NOAH Card Mechanics
ECW Heyman Card Mechanics
TNA Card Mechanics
WWE Misc. 2007 Card Mechanics
WWE SD 2007 Card Mechanics
WWE Raw 2009 Card Mechanics
WWF 1985 Card Mechanics
WWF 1986 Card Mechanics
______________________________________________________
Handicap Mechanics
i. General Offense
ii. General Defense
iii. Attributes
iv. Finishers
v. Intangibles
______________________________________________________
Advantage Mechanics
i. General Offense
ii. General Defense
iii. Attributes
iv. Finishers
v. Intangibles
This is an open ended resource that is designed to help document the large and evolving history of card mechanics found with-in the FG game play system. Special thanks to contributors holland 227, Jim Steel, Mark 138, Red Headed Stepchild, Tim Dalton & Troy Xavier.
The goal is to identify unique game play concepts at the time of their origin. The focus is on process (ie. the introduction of the static Add 1 move mechanic) and not expressions of designation (ie. all the different ways a static Add 1 can be listed as a sport/sci-fi move). Alternative approaches to executing any given process (ie. an inverted Add 1 move mechanic, 1d6 Add 1 move mechanic) will be actively documented.
If you know of a unique card mechanic that is not represented in a particular brand/set listing, send me a PM with the subject marked Card Mechanic Bible. Please include the wrestler, the set, the mechanic as it is designated (ie. FINISHER (X)) and a brief description of what makes this mechanic unique from prior listings.
______________________________________________________
Dice Roll Range & Probability Guide
______________________________________________________
Terminology
* 1d6: one roll of a 6 sided dice
* 2d6: two simultaneous rolls of a 6 sided dice
* accumulated effect: a mechanic which is triggered by a certain number of events (ie. tokens, moves, etc)
* ascending potency: an effect that makes a designation stronger when it is triggered
* attribute: a trait that is inherent with-in a card
* automatic: an event which occurs without the possibility of an alternative outcome
* base: a numeric attribute
* cap: a base number which cannot incur an effect above or below it
* competition specific: a mechanic which is only valid in a certain context (ie. singles, tag, hardcore, etc)
* conditional: an 'if & only if/then' mechanic which is only triggered by a specific series of events (ie. a roll sequence, an accumulation of a set number of tokens, etc)
* creative dynamic: a listing that carries a storyline effect
* descending potency: an effect that makes a designation weaker once it is triggered
* dependent presence: a mechanic which requires the appearance of a third party
* double jeopardy: a mechanic which triggers an automatic re-roll, targeting a possible result pending the first attempt failing (ie. double roll for pin, DQ, chart consequence, etc)
* dual designation: a listing with two distinct moves appearing on the same roll
* even/odd: a 50% split probability mechanic with effects that are pegged to either rolling an even or odd result
* fixed: a designation or effect which doesn't change under any condition
* hit/miss: a mechanic that can either succeed or fail based upon the stated target
* invincible: a mechanic which leads to an automatic outcome (ie. automatic disqualification designation)
* limited: a mechanic which can only occur a limited number of times
* lingering effect: a mechanic that directly impacts other card mechanics after it has been initially triggered
* matched: a potency that mirrors a dice roll result
* momentum: a mechanic which is triggered based on a category of events (ie. series of offense, defense, chart rolls, etc)
* multi-level: a designation that is repeated on more than one level of offense or defense
* multi-potency designation: a listing with a staggered set of potencies
* one-time: a mechanic which can only occur once as specified
* opponent specific: a mechanic which only comes into play against a designated opponent
* partner specific: a tag mechanic which is only valid when teaming with a designated partner
* peg: the relation between a designation and roll probability
* plus/minus: a mechanic that either adds to or subtracts an attribute
* post-match: a mechanic with events triggered at the conclusion of a match (ie. suspensions, revered decisions, injury rolls, etc)
* precedence: a mechanic which is triggered if the target wrestler is the first to achieve a specified outcome (ie. the first wrestler to take a specific level of offense/defense)
* preferential: a mechanic which allows the wrestler to choose the more favorable of two or more roll outcomes
* preliminary: a mechanic which precedes the possible use of a follow up mechanic (ie. rolling for DQ before rolling for a possible suspension)
* recurring: a mechanic where a designation is automatically repeated
* reversible: a mechanic which can subtract an accumulated effect (ie. pin rating, finisher potency)
* see saw: a mechanic or attribute that when triggered can reverse momentum with-in the course of its execution
* self determined: a mechanic which can be executed at will independent of other elements
* sequential: a mechanic which is triggered by a specific series of dice rolls
* sporadic: a mechanic which is only be triggered intermittently
* staggered: a mechanic with multiple designation possibilities
* stalled effect: a mechanic which is not immediately applied to game play (ie. move - 3 Add 1 to finisher)
* suicide: a mechanic which triggers a detrimental effect without a positive alternative
* switch: a mechanic in which another wrestler attempts to substitute for the legal man in the ring (can be tried in either a singles or tag context)
* target: the dice roll range needed to effect or neglect a designated consequence
* temporary: an effect that lasts for a certain amount of time, or can only be attempted a certain number of times, automatically reverting back to its original condition without any additional triggers
* transitional: a mechanic where one wrestler can transfer an effect to another (ie. sharing pin tokens in tag matches)
* trigger: an event that causes an effect
* undesignated: a mechanic without a directly listed effect or potency
______________________________________________________
Table of Contents
CotG Game Editions
GWF Card Mechanics
aCe Card Mechanics
CPC/POW Card Mechanics
GWF Classics Era Card Mechanics
Promoter Madness/GWFZ Card Mechanics
LOW Game Editions
LOW Card Mechanics
LOTF Card Mechanics
Archived CotG Brand Bootleg Sets
ICOF Card Mechanics
W3 Card Mechanics
WGX Card Mechanics
CCW Card Mechanics
KKP Card Mechanics
HWA Card Mechanics
OWP Alumni Card Mechanics
FWA/OLW Card Mechanics
EGW Card Mechanics
SPW Card Mechanics
ACCW Card Mechanics
GWFA Card Mechanics
POW Genesis Card Mechanics
TEW Card Mechanics
Archived LOW Brand Bootleg Sets
VM Card Mechanics
NOTM Card Mechanics
MLW Card Mechanics
L&D Card Mechanics
LOM Card Mechanics
LOP Card Mechanics
IL Card Mechanics
LLOW Card Mechanics
LWM Card Mechanics
IWL Card Mechanics
LOWB Card Mechanics
MSW Card Mechanics
AJPW 93 Card Mechanics
ECW 2007 Card Mechanics
DG Card Mechanics
FMW Card Mechanics
NOAH Card Mechanics
ECW Heyman Card Mechanics
TNA Card Mechanics
WWE Misc. 2007 Card Mechanics
WWE SD 2007 Card Mechanics
WWE Raw 2009 Card Mechanics
WWF 1985 Card Mechanics
WWF 1986 Card Mechanics
______________________________________________________
Handicap Mechanics
i. General Offense
ii. General Defense
iii. Attributes
iv. Finishers
v. Intangibles
______________________________________________________
Advantage Mechanics
i. General Offense
ii. General Defense
iii. Attributes
iv. Finishers
v. Intangibles