Earlier today, I played my brother using some of the changes made to MACE, including the Fighter Creation rules (which have not been posted yet). Before we started though, I got together some pens and paper and recorded every Round to post as a sort of battle report. We decided to use two iconic fighting game characters, Ryu from Street Fighter and Sub-Zero from Mortal Kombat.
Below is how we represented them in MACE. Fighters are built using points, which are in brackets. Both Fighters are worth 10 points (twice Hand Size).
Ryu - Hand Size 5 (10)
Fighter Tokens
FIGHT: 1 (1)
BLOCK: 1 (1)
DODGE: 1 (1)
BLAST: 1 (1)
Custom Moves
Ryuken - Fight Counter (2)
Add +1 to the CV of the card played (2).
Flame Hadouken - Blast (1)
Add +1 to the Damage dealt (1).
Tatsumaki Senpuu Kyaku - Fight (1)
Move 1/2 the CV of the card played before dealing Damage (1).
Abilities
Charged (Start Combat with 1 Charge Token)(1), Trained (Re-use one Custom Move without spending a Rage Token once only)(1).
Sub-Zero - Hand Size 5 (10)
Fighter Tokens
FIGHT: 1
BLOCK: 0
DODGE: 2
BLAST: 1
Custom Moves
Freezing Ball - Blast (2)
If the opponent takes any Damage from Freezing Ball, they are Knocked Down regardless of Knockback (2).
Ice Clone - Dodge (2)
If successful, opponent chooses and removes 2 Fighter Tokens (2).
Cold Shoulder - Fight (1)
Move 1/2 the CV of the card played before dealing Damage (1).
Abilities
Recovery (Once per Combat, cancel the effect of being Knocked Down)(1).
FIGHT!
Both Sub-Zero and Ryu start 5 hexes apart. Both play the first Momentum cards face down. When revealed, Sub-Zero played a 9 of Diamonds, Ryu a 7 of Diamonds. In the first Round, Sub-Zero will be going first.
To make things easier to type, refer to the below legend.
H = Hearts (Dodge)
D = Diamonds (Block)
S = Spades (Fight)
C = Clubs (Blast)
CV = Card Value
Round 1
RYU - Momentum 7D, Hand Size 5, 1 Charge Token
ZERO - Momentum 9D, Hand Size 5
Distance - 5 hexes
Sub-Zero's Turn
Cautiously, Zero discards a card to Charge, gaining 1 Charge Token. He then ends his Turn, waiting for Ryu's response.
Ryu's Turn
Also Charging by discarding a card, Ryu then Momentum Boosts by playing 4D, moving away 3 hexes and ending his Turn.
Round 2
RYU - Momentum 4D, Hand Size 5, 2 Charge Tokens
ZERO - Momentum 9D, Hand Size 5, 1 Charge Token
Distance - 8 hexes
Sub-Zero's Turn
Trying to bait Ryu, Zero edges closer by Momentum Boosting with 6D, moving 3 spaces and ending his Turn.
Ryu's Turn
Ryu responds with a powerful Hadouken Blast, spending 1 Charge Token and playing Jack(11)C. However, Zero plays a Queen(12)D to Block, deflecting Ryu's fireball. Ryu builds on his attack by using a 9S to Momentum Boost adjacent to Zero. This also gives Ryu first Turn next Round.
Round 3
RYU - Momentum 9S, Hand Size 5, 1 Charge Token
ZERO - Momentum 6D, Hand Size 5, 1 Charge Token
Distance - 0 hexes
Ryu's Turn
Stepping in with a solid axe kick, Ryu plays a 8S to Fight Zero. However, Zero anticipated his approach, playing a 9H and his Ice Clone Custom Move to Dodge his attack, moving back 1 hex. Ryu misses Zero but hits his Ice Clone, which freezes his body. Because the Dodge was succesful, Ryu must remove two Fighter Tokens. Ryu chooses 1 Block and 1 Blast Token to remove. Realising the situation this puts him in, Ryu then Momentum Boosts with 3D to move away 6 hexes and ends his Turn.
Sub-Zero's Turn
Thinking Ryu could do with a little more cold, Zero spends one Charge Token and one Blast Token to convert the Ace(14)H in his hand to a Blast! Zero also uses his Custom Move Freezing Ball! Ryu is hard pressed to defend himself, playing a King(13)D to Block. Ryu takes 1 Damage, discarding 1 card (10H), losing one Charge Token and gaining 1 Rage Token. However, because Freezing Ball only has to deal Damage for its effect to activate, Ryu is Knocked Down (even though he suffered no Knockback). Ryu freezes over and is vulnerable to Zero's attack! Zero finishes by Boosting with 7C to move 1 hex closer.
Round 4
RYU - Momentum 3D, Hand Size 4, 1 Rage Token
ZERO - Momentum 7C, Hand Size 5
Distance - 5 hexes
Sub-Zero's Turn
Zero powers up and unleashes his Cold Shoulder Custom Move by playing an Ace(14)S. Ryu is defenceless, so Zero moves 5 hexes and smashes him with a massive blow. Ryu takes 14 Damage and discards 2 cards (QueenH and 3H). Ryu also takes 7 hexes of Knock Back, which is enough to knock him down again. Zero doesn't let up, Boosting with a Jack(11)D to move 4 hexes closer.
Ryu's Turn
Because he was Knocked Down, Ryu must pass his Turn. However, he no longer counts as being Knocked Down and can now defend himself.
Round 5
RYU - Momentum 3D, Hand Size 2, 2 Rage Tokens
ZERO - Momentum Jack(11)D, Hand Size 5
Distance - 3 hexes
Sub-Zero's Turn
Keeping the pressure on, Zero Boosts with 2D, moving around and behind Ryu. Zero then plays a Joker, which he changes into a Fight Action. Because the top card of the discard pile is now a Jack (because of his Boost), the Joker becomes 11S. Zero spins and delivers a roundhouse kick. Ryu spends his Dodge Token to play Queen(12)C, moving away 1 hex and avoiding his kick.
Ryu's Turn
Trying to gather himself after such a brutal onslaught, Ryu Charges for 1 Charge Token, then Momentum Boosts for 2H, moving away 1 hex.
Round 6
RYU - Momentum 2H, Hand Size 2, 1 Charge Token, 2 Rage Tokens
ZERO - Momentum 2D, Hand 5
Distance - 2 hexes
Ryu's Turn
Ryu continues to focus his energies, discarding a card and Charging for another Charge Token. He then ends his Turn without Momentum Boosting, awaiting Zero's attack.
Sub-Zero's Turn
Frustrated with Ryu's lack of action, Zero Boosts with 5H adjacent, leaping at Ryu with a heavy kick. Zero plays a Jack(11)S as a Fight Action. Ryu spends one Charge Token, plays a King(13)S, and uses his Shoryuken for a powerful Counter (CV of 14!). Zero is not prepared, his only option playing a Joker as a Block. However, the top card of the discard pile is a 2S, so Zero takes a massive 12 Damage! Zero discards 2 cards (4S and 8H), gains 1 Rage Token and is Knocked Back 6 hexes, which also causes him to be Knocked Down. However, Zero's Recovery ability triggers, cancelling the Knock Down. With nothing left, Zero ends his Turn.
Round 7
RYU - Momentum 2H, Hand Size 2, 1 Charge Token, 2 Rage Tokens
ZERO - Momentum 5H, Hand Size 3, 1 Rage Token
Distance - 6 hexes
Sub-Zero's Turn
Despite being countered, Zero edges closer by Boosting with 3S. Zero then discards a card and Charges to gain 1 Charge Token before ending his Turn.
Ryu's Turn
Ryu is determined to turn the tables on Zero. Spending 1 Charge Token and 2 Rage Tokens, Ryu plays a King(13)C to use his Flaming Hadouken (for a CV of 15 and Damage 16!). Zero is caught off guard again, playing a Jack(11)D to Block the attack. Zero takes 5 Damage, discarding a 10S and suffering 2 hexes of Knockback. Zero also gains another Rage Token. Not finished yet, Ryu Boosts with 8D to move 6 hexes next to Zero.
Round 8
RYU - Momentum 8D, Hand Size 2
ZERO - Momentum 3S, Hand Size 2, 2 Rage Tokens
Distance - 0 hexes
Ryu's Turn
Spending his remaining Fight Token, Ryu plays King(13)H to unleash a powerful uppercut. Zero is forced to defend himself, playing a Ace(14)D to Block the attack. Ryu doesn't want to give Zero the chance to retaliate, so he Boosts with 2D to put 6 hexes between them.
Sub-Zero's Turn
Using the breathing room, Zero Charges to get 1 Charge Token, then ends his Turn.
Round 9
RYU - Momentum 2D, Hand Size 2
ZERO - Momentum 3S, Hand Size 2, 2 Rage Tokens
Distance - 6 hexes
Sub-Zero's Turn
Tired of pursuing Ryu, Zero gathers all of his might into one final attack. Spending both Rage Tokens, 1 Charge Token, and playing Ace(14)C, Zero unleashes a massive 16 CV Blast! Ryu attempts to defend with a 10D Block. Still, Ryu takes 6 Damage, discarding 1 card and taking 3 Knockback, which is enough to cause Knockdown. Ryu also gains 1 Rage Token. Zero Boosts with a 3C, which really does nothing except cycle his hand.
Ryu's Turn
Knocked Down again, Ryu must skip his Turn to get back up. With only 1 card in hand, it looks bleak.
Round 10
RYU - Momentum 2D, Hand Size 1, 1 Rage Token
ZERO - Momentum 3C, Hand Size 2
Distance - 9 hexes
Sub-Zero's Turn
Not wasting time, Zero Boosts with a Queen(13)S, moving right next to Ryu. Zero then spends 1 Fight Token to play a 10C as a Fight Action. Ryu has no cards to defend himself with, so Zero steps in and delivers a massive cross punch that sends Ryu flying back for 5 hexes.
Winner - Sub-Zero!
I am extremely happy with how this playtest turned out. Counters proved to be not overpowering, due to the fact that they must be higher. The new Charge system worked extremely well, allowing flexibility in spending the Charge Tokens, but also limiting the power of Counters and Blasts.
Two realisations have come out of this playtest. One was that MACE is much better suited as a game rather than an RPG. It just seems to make sense now, plus it makes the game much easier to type :). The other realisation is that the game is the closest to being complete than ever. The biggest hurdle for playtesting is the new Abilities. As shown by Sub-Zero, Recovery proved too powerful for just a single point (Ryu could have won). So a majority of the next few playtests will be used to determine the values of these abilities.
There is definitely more coming, especially in regards to finalising MACE.
