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
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?.