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doomtown-for-octgn's Introduction

Doomtown CCG plugin for OCTGN

A western themed card game, marying poker mechanics, town building, and chess-like maneuvering.

Please visit the OCTGN Game Directory Site for all relevant information

Doomtown has players taking the part of gangs, called 'outfits,' trying to gain control of the California boomtown known as Gomorrah, in the same Weird West setting as the popular Deadlands RPG. This game works very well for more than 2 players.

This is a game definition for the Online Card and Tabletop Gaming Network (OCTGN). Its mechanics are very automated to allow for smoother play.

And enjoy!

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doomtown-for-octgn's Issues

Automatic pull when Harrowed dudes are aced.

A pop-up when harrowed dudes are aced which asks you if you want to do an automatic harrowed pull or send the dude directly to boot hill. If an automatic harrowed pull is chosen, then the game will pull from the opponent's deck (the one who aced the dude), compare the pull with the value, and send the dude to the appropriate location. Not sure how to determine who should do the pull though. Another dialogue? If so, it might be simpler to just keep it as it is.

Question is: How do I make my own action know which opponent aced the dude, in order to pull from the deck? An idea is to use the new global variables somehow, but what would trigger them being filled in when the opponent cannot act on cards they do not control? Another would be to ask the player with another confirm window, but this would need some kind of (see kellyelton/OCTGN#22) first, and that might still be more bother than doing everything manually.

A way to automatically attach goods/spells on dudes when playing them.

Such attached cards should be moved to the correct location, behind the "parent" card and slightly upwards so that their title is showing.

Currently I have a function to "mark" the cards receiving the goods, but it's just to notify others. I should already be able to move the card to the correct location, by using the card.position tuple, so I just need to code it.

An extension of this would be to check if the dude has any restrictions before playing the card.

If #5 is ever implemented. I could then also cal lthat automatically when the player plays the card.

If #2 is ever implemented I could then also check through that to see if they can attach the goods (i.e. do they control the location?)

A way to reorganize the attached cards

Just a small action where the player can select a parent and all it's attached cards, run this function and we will take all the attached cards, put them neatly stacked behind the parent and update the number of attached cards to be accurate.

Clearer notification of when "Cheatin'!" occurs.

It'd be super awesome to have a red dot or something light up on the board of the side that reveals a Cheatin'! hand. As it stands every draw hand requires most folks to scroll up the chat log, read really faint light gray text on a gray background to see if a person is Cheatin'! or not.

A way to display bullet count in a shootout

It'd be nice to have a way to display a bullet count during a shootout prioritizing highest stud shooters then highest draw shooters as the main shooter. It would cut down on the time people spend counting how many cards to draw/redraw.

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