O.K. enough already. I've been late with updates for two mysterious years...
CLICK
HERE to find out what's been going on, and what I am currently doing!
The whole reason I've made this
much effort to keep Doomtrooper on life support is because I really love
two things:
1- The Mutant
Chronicles Universe
2- the mechanics
of the Doomtrooper CCG
I find the artwork of the Mutant
Chronicles RPG books to be very inspiring to me. That is why I have chosen
this dark and sinister black and white graphic motif not only for the layout
of the FLASH web page, but also the design of the Doomtrooper Underground
"Proxie" Expansions.
-WARRIORS- Players
found it hard to keep their cards on the table very long, the easiest way
to win was to block a player from getting any warriors out.
-DESTINY- There were
not enough different cards to provide an easy foundation to play and pay
for cards. Players didn't like having to always horde industrial complexes
and positive karmas...
-CARDS- Coming back
from losing was quite a difficult task. One of these main reasons was not
being able to draw cards when players block out actions or destiny.
Many years ago when Doomtrooper was still alive, although dying, I took it upon myself to create my own revision of the Doomtrooper CCG. These rewites included many differnt ways of playing Doomtrooper by changing many things from the table layout to the sequence of the turns. I even sent some of these game rules to bryan winter, who posted them on his web page as interesting new varients to play. However, depite these new variations, the problems mentioned above still lingered.
In order to finally solve these problems I figured out that the layout didn't need to change, it was just some of the basic core rules.
The Doomtrooper underground is about playing doomtrooper
with these new set of rules (link on left for full rules!) Basically they
work like this:
-NEW "Player Actions"-
These new actions I made are to keep players stocking their hands with
new cards as well as fresh warriors when they are knocked down.
-Changed Core Rules-
Some of the old core rules allow for easy "lynch pinning" your opponent
so they are forced to lose their actions and destiny, effectivly causing
their deck to stand still and be defeated.
YOU as a player of Doomtrooper ultimatly decide how to play the game. If you find my new rules do not work for you, don't bother using them. once my old play group tested the Underground Rules we immediatly adopted them as our way of playing.