Game Design

Chibi Champions - Competitive Card Game - two years in the making.
User: Levi
Date: 10/15/2017 11:09 pm
Views: 212
Rating: 0

Hi I'm new to the community and really need some feedback on a game I've been working on. Thanks!

I've been working on a CCG for about two years now, a year ago I did a trial Kickstarter run and failed. Since then I completely redesigned the game looks wise and mechanics wise, I'm posting here in hopes of getting some quality feedback, good or bad, before launching again next year.


So what is Chibi Champions?
Ages: 10+
Players: 2
Time: 30-60mins

It is a 2 player game that centers around selecting two Champions and pitting them against your opponent's champions. You use equipment cards to buff your champions, support cards to heal you and assist you in getting combos, and counter cards to stop your opponent in their tracks.

[u][b]Things needed to play:[/b][/u]

Your deck can contain a minimum of 40 cards and a maximum of 60 cards. You cannot have more than 3 copies of a single card in your deck. You should try to stay as close to 40 cards as you can, the more cards you have in your deck, the more difficult it is to draw your best cards in the situations when you need them most.

[b]Champion Pile[/b]
Your Champion Pile is where you keep champions when they’re not currently played on the field.You need a minimum of 4 champions to play a round, however it’s important to keep the maximum of 10 champions in your pile. This gives you maximum variety in your strategies and lets you adapt to your opponent’s playing field.

[b]A standard dice set[/b]
Many cards use different dice such as: 6 sided, 12 sided, and 20 sided. Having four extra 6 sided dice will help you keep track of each of your champions total amount of energy points.

Many cards use coin flips so you should always keep a coin handy while you duel!

[b]Status Counters[/b]
A set of 5 status counters will be included in every deck set, these will help you tag your champions with status conditions when they are afflicted with them, they’ll also feature a description of each status condition.

[u][b]Things not needed for play but suggested.[/b][/u]

[b]Card sleeves[/b]
Card sleeves are not required however they protect your cards from scratches and oily hands! All the card sleeves in a deck should match, however since your Champions are never shuffled into the deck they can differ.

[b]Play Mat[/b]
Play mats are not required to play, however they protect your cards and card sleeves from rough table surfaces. Some will have designated slots to help you organize your field.

[u][b]The playing Field[/b][/u]

[u][b]Types of Champions[/b][/u]

[u][b]How champions work[/b][/u]

[u][b]Types of cards in the deck[/b][/u]

[u][b]Status conditions[/b][/u]

[u][b]How to play[/b][/u]
*players do not keep a hand in Chibi Champions, there back-row serves as their hand, making resources more valuable.

*at the start of the duel all champions on the field start with 5 energy points, no champion can have more than 10 energy points.

[u][b]Turn Structure[/b][/u]

[b]Start of the turn[/b]
Energy rolls will always take priority over other effects that activate at this time. The turn player will roll a 6 sided dice and apply the roll to his/her choice of champion as energy points.
Some effects such as poisoned status condition activate during the start of the turn, these will activate now.

[b]Draw Phase[/b]
The turn player will draw one card and place it face down in his/her back row.

[b]Main Phase 1[/b]
This is the phase the turn player will activate equipment cards to prepare their champions for in upcoming attack. They can also play supports to heal them, or activate their champions effects.

[b]Battle Phase[/b]
In this phase the turn player selects his first champion to attack and it's target. After this attack he follows up with the second champion's attack if they wish to do so. You do not have to attack every turn. After each attack is declared decrease the champions energy points accordingly even if the attack is negated.

[b]Main Phase 2[/b]
This is where the turn player can heal any recoil damage they received during their attack or set up their defensive equipment cards.

[b]End of Turn[/b]

[u][b]What happens when a champion dies?[/b][/u]
First they go to the discard pile along with all equipment cards attached to this card.

[b]When can I summon a new champion? [/b]
This depends on the time of death for a champion:
When a champion dies during your opponent's turn it is called a [i]natural death.[/i] which means you get to select your next champion in between your opponent's end phase and the start of your turning. This means your opponent cannot activate any cards while summoning your new champion.
During your MP1? -> [i]Main phase 1 directly after death[/i]
During your MP2? -> [i]Main phase 2 directly after death[/i]
During your own battle phase? -> [i]MP2[/i]
During the end of your turn? -> [i]Also a natural death (see above)[/i]

Now that I've gone over the basics of the game, let me introduce you to some of the champions. There are over one hundred in total at the moment but for the sake of not spoiling all of them I'll show you nine! Three from the Sons of Sevinnor set, three from the Children of Greywel set, and three random ones!

Faldron, Dubius, and Frederick.

Arryn, Zilyana, Yuukina

Empress of Flames, Kateus the Cold, Sir Billiard.

There is much more information to come, but it's getting late and I don't want to flood you with information! Please feel free to ask any questions or leave any feedback.

Thank you.