Minigame Magic Rifts

Minigame MAGIC RIFTS

Lore:

  • There is a place in Krystara (North Silverglade) where mana flows are so strong at a times they even become visible! Many wild creatures come to feed on this magic, where among them lives a species developed specialising in this phenomenon.
  • Minigame is lead by Enchantress who knows the rifts and rift wyrms very well and is used to tap to their power. Due to precious materials possible to extract from the mana-filled wyrms elves allow only elites to enter but not for free.

Rules:

  • there is a fee of 2 maps (Tyri helps you to sneak up to the rift without elves permission) or 500 gold to enter
  • every turn there are marked 2 lines that will have ā€œmana flow changedā€ which means within that line will be spawned 3 gems of random colors plus 3 gems of a specific color ( the specific color will be visible to player)
  • after last player/ai turn consequences are done - but before the next player/ai gets the turn - gems are spawned according to previously marked lines - mana given to the one who just had the turn finished he also uses the skulls if it happens , then the marks for those 2 lines disappear, then new 2 random lines are marked for the ā€œmana flow changeā€ and turn passes to the other player/ai (even if the new spawned gems or their cascades created a 4+ match)

Gameplay:

  • two random units and two random mana rift wyrms are spawned, you have to fight them with any team you choose from your team selection

Rewards:

  • somewhat like pvp but there is a chance you will receive 1 gem and 1-2 extra traitstones instead of all the gold

Goals of this minigame:

  • alternative battle style where board manipulation gains new depth
  • slightly alternative to pvp, for more advanced players

[details=Other details (click to read)]
new troop race/type: Wyrm
new trait: Wyrm Life Tap - when spawned give +2 life to all wyrms

Rift Wyrmling [10 green, wyrm] nature link, regeneration, wyrm life tap
Spell: Deal [magic] damage to first enemy and entangle it

Rift Wyrmling [10 red, wyrm] fire link, frenzy, wyrm life tap
Spell: Transform 1 gem into a skull, gain [magic] attack

Rift Wyrmling [10 yellow, wyrm] air link, flying, wyrm life tap
Spell: Deal [magic/2] damage randomly split to all enemies and cleanse all allies

Rift Wyrmling [10 blue, wyrm] water link, inscribed, wyrm life tap
Spell: Explode 2 random gems, give first ally [magic/2] armor boosted by blue gems destroyed

Rift Wyrmling [10 brown, wyrm] stone link, armored, wyrm life tap
Spell: deal [magic] damage to the first enemy boosted by my armor

Rift Wyrmling [10 purple, wyrm] magic link, fast, wyrm life tap
Spell: cast 1-3 random debuffs on 2 random enemies, gain extra turn

Mana Rift Flying Wyrm [26 yellow/purple/red, wyrm] -
Spell: ( deal [magic] damage randomly split to all enemies and steal 1 mana from each ) OR ( summon a random Rift Wyrmling and give all allies +1 magic )
Trait: Gain +1 random stat for every 4+ gem match,

Mana Rift Creeping Wyrm [26 blue/green/yellow, wyrm] -
Spell: ( deal [magic] damage randomly split to all enemies and steal 1 life from each ) OR ( summon a random Rift Wyrmling and give all allies +1 magic )
Trait: Gain +1 random stat for every 4+ gem match,

Mana Rift Frenzy Wyrm [26 red/brown/green, wyrm] -
Spell: ( deal [magic] damage randomly split to all enemies and create 3 skulls ) OR ( summon a random Rift Wyrmling and give all allies +1 magic )
Trait: Gain +1 random stat for every 4+ gem match,

Mana Rift Screeching Wyrm [26 brown/purple/blue, wyrm] -
Spell: ( deal [magic] damage randomly split to all enemies and steal 2 attack from each ) OR ( summon a random Rift Wyrmling and give all allies +1 magic )
Trait: Gain +1 random stat for every 4+ gem match,[/details]


side note: actual numbers may be not balanced and most certainly will be changed by devs, iā€™m still not sure of wyrm spells (i know they seem too generic) - any improvements suggestions are welcome

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I like the idea of this. It also gives you reasons to go map farming. I second this idea!

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I like it too

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Awesome idea!!!

Interesting idea. Probably needs some work on design and troop selection. A few questions/comments from me first:

A bit confusing. Like the idea of another way to spend maps tho. 2 maps for a mini-game that arguably has worse rewards than TH? Numbers will need tuning.

Do you mean straight lines? Or paths (that can zig-zag)? Or whole rows or columns? If itā€™s rows/columns, you need to make 8 gems not 6.

This would be cool to see: hard to plan for but funky. However:

This bit doesnā€™t work. Confusing. Either needs to make sure the new gems donā€™t make any matches (can be done by algorithm) or should allow the active player to keep the turn.

Mana wyrms? Someone likes her WoW Blood Elvesā€¦ Nice idea. Maybe better if it was all wyrms, rather than randomness? Or three wyrms and a purpose-designed Mythic ā€˜Rift Guardianā€™ (sorry Blizzard). A set of six mono-colour wyrms is probably plenty, donā€™t need the three-colour ones.

ā€¦also wondering if the wyrm troops would be made available to players to collect? My instinct is that they shouldnā€™t be: they can stay as mini-game only PvE enemy cards.

Cool idea overall. I think Iā€™d rather see a few other mini-games before this one, especially Crafting and Survival games. And maybe Uber-Boss Guild raidsā€¦ but yes, nice idea and cool to have on the list.

If I get time later (and if you forgive my presumptuousness) I will write up my re-take of your ideaā€¦ have a few ideas swirling in my headā€¦

they arent worse then th, you get 1-3 trophies 1-5 glory and: (2-3 traitstones +1gem) or (~500-2000 x gold modifier of gold) - for time spent at beating one team
it suppose to give fair reward but obviously not too high to not be a new must-do standard instead of the pvp

depends on how much chance it is to get 3 traitstones it could be new best method to quickly farm random ones? and the ppl who hate treasure hunt (like me) would gain an actual way to just play ā€œnormalā€ fights and still gain gems sometimes.

i mean whole rows or colums, can be two rows or two columns or a row and a column, i leave that detail up to the devs

if you keep extra turns that are given by mana flow - the enemy or player could keep the turn forever (since you normally keep it by loopers - if by any chance you had to end the turn then you can still get it by mana flow?)
i think that kind of turn-holding would be too frustrating

if you dont want to leave a board of 4+ ready to take by the ai you will need to leave a pre-mana flow board the way that it limits the odds to mana flow creating such situation (not sure how will it work but hard to make it without any kind of simulation for testing)

not really but i am indeed an ex wow player and the wyrms there seem feeding on mana, i simply found wyrms most suitable form of creatures that feed on it, do you have anything more suitable in mind? xD

mono-color wyrms are called wyrmlings, you start the game with two big 3-colored wyrms

i was thinking about it, i guess originally it was suppose to be 2 wyrmlings and 2 wyrms, cant be 4 wyrms alone due to their high mana cost

but in the end i thought fight with 2 random normal units will be a little ā€œeasierā€ and more balanced. also if it were all just wyrms and wyrmlings the whole minigame could get boring too fast

i didnt point out what rarity or colors the two random units should be, mayeb for a better balance one of them should be any rarity and the other just common?
or they should be rolled the way that in the end units cover all mana? but i thought devs should decide how complicated enemy rolling system should be

no they shouldnt be available for collection, unless they can be played only in this minigame mode

please do :wink:

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