Hey everyone! I have been working on this game concept with my friend recently and we came up with a mechanic for the game that we had a few questions about. First of all the game is sort of like an objective based dueling system. Essentially the game is kinda like a dueling game sort of like Yugioh or Pokemon but instead of directly going after the other player, both players are trying to achieve a similar goal while at the same time hindering each others progress. using their cards. Currently, cards will either be played as passive or active cards. Active cards immediately resolve their effect and are essentially discarded from the game. However, passive cards are laid out in a 3x3 grid where placement is highly important. Each passive card played will have arrows pointing in different directions from the cards. Each turn a player can choose to activate one of their passive cards which will in turn activate a sub ability on the cards with arrows pointing to them based on the original card played.
For Example: If a player activates a card in the center of a 3x3 grid and it has arrows pointing to the top and right of it, the main ability of the passive card chosen will be activated while the sub ability of the cards to the top and right of the activated card.
The two questions I have about this mechanic are 1) Has anyone encountered this sort of a mechanic in another game? and 2) Can anyone find any major downfalls in using a mechanic like this?
Thanks for your help,
Noimage and Friend
Hey, thanks for replying to my questions. I know I was not too descriptive about how the game is played out in my original post but we have already come up with a way to prevent dominate strategies. There is currently a system in place that only allows a player to place one card on the grid per turn. We thought about analysis paralysis when first deciding on this concept and decided that using one card a turn would help players comprehend combinations more easily as they present themselves. Also, the goal of the game is to be a fairly strategic and in depth game so we don't mind that players may have to think of alot of stuff at once. On top of that there is also a system in place that makes it difficult for players to shoot for the same strategy each game they play.
Thanks again for your comments! They definately got some gears turning.
Noimage