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Heroes/Villains card game

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jedite1000
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Ok i have the basic premise for my card game, what happens on player turns has not been implemented yet but here is the basics and components

Hero/Villain character cards
The character cards will act as the players lifepoints

You begin with 10 hero or villain cards, (cant mix and match them) choose only 4 character cards and discard the rest of the cards as they will not be needed

Place 1 character card on the field while the other 3 are on the bench.
Each character card has an energy number and an element type

The idea is to get your opponent's energy to 0, and once all 4 heroes are destroyed, the game is over

Basic Ability cards
The ability cards are the ones that do the actual combat, each ability cards will belong to a certain archetype, lets say the ability card is a fireball, so its type will be fire and you wont be able to use a fire ability with a lightning hero. Anyway you are able to place 3 basic ability cards onto the field next to your hero(or in front of the hero, i haven't decided on the field placement yet).

To use your abilities you will need energy to power the cards, and the way to spend the energy is from your heroes own life energy so you must decide if you want weaken your hero to use an ability or not.

There are two ways i can implement it, what do you think?, should i use the heroes energy that is on the field or use the benched heroes energy only to power the main heroes ability, either way the main hero will be weakened or the bench heroes will be weaker once they enter the field.

I have not decided on how these ability cards will enter the field, should the player able to add all 3 ability cards on the field at once or only play 1 ability card per turn, either way the ability cards will remain on the field until your hero is killed or your opponent can remove the ability cards through card effects

Ultimate ability card
The ultimate ability card is a card is the same as basic ability card but will do massive damage or become a game changer. These cards do not require energy to activate, instead there are 2 types of ways i can implement into the game. 1 add resource cards to your deck, once you draw a resource card you add it to an power up pile on the field or whatever it will be called, once you have enough resources in the pile you can activate the ultimate ability card, once the card has been used the resource cards are removed from the pile. 2, the ability cards and the action cards (ill explain later) that are in your hand can be used as a resource fuel that goes in the power pile that will power the ultimate, so basically they will do the same thing as resource cards.
I do like the using cards in your hand instead of adding resource cards as it means the cards will never be wasted and wont take up hand space

Action cards
Action cards are cards that do can do minor damage to your opponents such as you can play this card from your hand to do like 100 damage to your opponent's hero, these cards are in the form of kick and punch, they are free to use and dont require energy

So basically this is what i have come up with so far, Heroes and villains are just a theme and do not play a role in the gameplay so if you want hero vs hero or villain vs villain then that is fine i think. Only difference is maybe some abilities will be exclusive only to villains or only to heroes

So you will have 2 decks, the hero deck will be small as its 10 cards, after selecting 4 you can remove that deck from the game, and the 2nd deck will have abilities/action cards

jedite1000
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How about during battle,

How about during battle, should the ability cards have dice roll mechanics like determining the dmg of the ability or a special effect by the number on the die, or should it be just a flat out damage power?.

jedite1000
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Ok i decided to split my

Ok i decided to split my heroes and villains character by tier,

Each character has an energy rating above 1000, i decided on 4 digit energy as it makes the heroes feel more powerful instead of rating 1-10 or 100 to 900

So tier levels are

For the hero side
Sidekick is the lower tier ranging between 1000-3000
Heroes are the mid tier ranging between 4000-6000
Super Heroes are the high tier ranging between 7000-10000

And for the villains sides are the same levels but different names
Minion low tier
Villain mid tier
Super Villain high tier

Now that im thinking of adding a tier system, why would players pick the low tier heroes, i need to make the lower tier characters more usefull. any ideas?

FrankM
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Joined: 01/27/2017
Robin, the Boy Hostage

With the tiers, I'm not sure how you handle having only one person active on each side.

But in any case, capturing minions and taking sidekicks hostage simply has to be a thing in this game!

jedite1000
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good idea with that minion

good idea with that minion sidekick idea but yeah i dont think tiers will work if only 1 character can be active at a time, ill just scrap that idea, i want it to be a more simplistic game so i dont wanna add too much mechanics

FrankM
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Tiers could still work

Tiers could still work if instead of one active character at a time it becomes play one new character each turn, so by the fourth turn the whole team is deployed. Might even require that they be played in order of increasing power, which means you should not have any duplicate power numbers (and then it gets into details of how many from each tier to build a team).

Minions/sidekicks probably won't have the kidnapping power, so the first turn should be relatively straightforward.

Even with multiple characters per side, limiting to one card per character each turn keeps some tactical tension in the game. A rescued minion/sidekick gets to act this turn, but if they end a turn still in captivity then they might get some Hail Mary chance to escape if it doesn't add any new mechanics.

Not intimately familiar with the genre, but from what I remember minions and sidekicks only ever seem to escape on their own if getting captured was part of the original plan. Even full-fledged heroes/villains who get captured tend to be plopped into a trap custom-designed to neutralize their powers. In these situations, villains have the edge in getting out (e.g., Tai Lung in Kung Fu Panda), but that's probably getting too complicated unless capturing is going to be central to the game... which I don't recommend.

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