Game Design

Flat
Creating card template around mechanics?
User: jedite1000
Date: 2/19/2017 3:00 am
Views: 801
Rating: 0

Hi i am new here and i am currently working on a new card game TCG/CCG, i have recently finished my first card game called Minimon Fusionz and right now i am creating another game with a total different style and gameplay

so before my question ill just explain the premise of my card game

This is still work in progress

My game revolves around sending troops onto the field to attack the opposing teams each troop cards will belong in a faction which hopefully will make the game more diverse and players will able to mix n match their own deck(been done before i know but hopefully mine will be a little different)

So there are different cards that represent different things. So far there are 5 different card types

first card is called faction card (name is not set) it represents the player and the players lifepoints the different faction cards will have different abilities

the next card is the troop cards which act as a defense wall between the enemy and the players faction card, this card is the one i am having trouble with

3rd card type is the resource card or food which is needed to play troop cards. pretty self explanatory

4th is a region card type, if you are familiar with yu-gi-oh this acts like a field spell card but will only boost your troops side of the field. Example would be a region spell card called swamp, all my ogre troops will gain a attack buff or something

the 5th is a spell card which acts as attachment buff for your troops or counters for your opponent. still not sure if ill add it to the game or not

So that is basically what i have so far, so my question and problem is the troop card template, i have no idea what to put on the card or how it should work, i want the basic attack and hp bar but other then that i am stumped. I planned on having another bar which lets call it boneclub attack which adds an effect to the monster when it attacks, still not sure if it will go well with the mechanics of the game or not but i dont know what else to add. I was planning to have the spell cards act as the monsters ability when it is attached to it, but not sure if having the effect text on the spell card and monster card is needed, maybe have the attack name on the monster card only and the effect of the attack on the spell card i dunno.

Also if this game is about faction wars and each troop belongs to a faction, how could i work the region cards around it

Example all ogre, orcs and goblins will belong to the ogre faction and their natural habitat will be a swamp so the swamp card will work with it but the problem i have some ogres and orcs that wont belong to the swamp as i will have ice orcs or fire orcs which will belong to a snow region or volcano region so the swamp wont work with them. You wont be able to play orcs and ogres if your faction is fire element faction or ice element faction but some ogres and orcs will be fire and ice. so how will i work around that?

Or i could join the region and faction card together and just make the region the players lifepoint card

Sorry for the dumb questions and long texts, i just want this game to be as good as it can be unlike my last game, although fun for me i dont think it will appeal to most people. This game hopefully adds more strategic moves

this here is a rough idea on what i am going for

http://i.imgur.com/PLS2etQ.jpg

Re: Creating card template around mechanics?
User: Unlimited Media Works (Punmast
Date: 2/19/2017 3:21 am
Views: 37
Rating: 0

i have some ogres and orcs that wont belong to the swamp as i will have ice orcs or fire orcs which will belong to a snow region or volcano region so the swamp wont work with them. You wont be able to play orcs and ogres if your faction is fire element faction or ice element faction but some ogres and orcs will be fire and ice. so how will i work around that?


It it necessary to have this restriction? It seems to me that if you play an Ice Ogre or a Fire Ogre that you will have an Ogre, but not one that benefits from the regions. It seems that if you want to play a rainbow Ogre deck, that you will need to find ways to play cards without those regions, or to play those regions and thin out your region distrobution.

Also if this game is about faction wars and each troop belongs to a faction, how could i work the region cards around it


It might be enough to simply give creatures from that region at the region a buff, especially if they are intended to stack with other effects from the Allegiance and other effects.

Re: Creating card template around mechanics?
User: jedite1000
Date: 2/20/2017 4:40 am
Views: 373
Rating: 0
I apreaciate your comment. I will most likely keep the region mechanic but any creature will be able to be played but won't receive the region buff if it doesn't belong to that region. What troubles me is, should I only able to use 1 region at a time or should multiple regions able to be played at a time, should my opponent able to play a region card if I already have 1 on the field? Should both players be able to benefit from 1 players region card. Also should it be possible to replace a region card with another region card or once 1 is on the field I need another card to destroy my region card so I can play another 1?
PreviousNext