Skip to Content
 

Turn base RPG style card game

15 replies [Last post]
jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017

This is what i have so far

you have 2 decks, a hero deck and an action or whatever you like to call it the deck. This deck is full of assault cards that you need to use to attack your opponent's units

So far this is the type of gameplay im going for

To start the game you send top let's say 8 cards from your action deck and place them face down, this acts as your life points (i might change it later so there could be another way to win the game but for now it's this)

Start by drawing 5 unit cards and place them on the field, 3 units are in front and 2 units are in back, at this stage you can choose which unit would be at the back and which units are in front. you then draw (ill go with 8 action cards) to your hand. you can mulligan once per turn

So if you want to attack, you play action cards and your unit will attack the opponent's unit, the opponent can defend and play defend cards at this point. When a unit dies it is get sent to the discard and your opponent draws from the life deck and adds the card to his hand. when your unit dies you can draw from your unit deck and place it on the field however you can only do it on your turn. As for the action cards you will always need to have 8 cards in your hand so at the end of your turn you need to draw from your action deck. On your turn, you a free to mulligan any number of cards in your hand. The cards you draw from your life are just a bonus so you cant mulligan the card you drew from life

Each unit is a different class

names are subject to change

warrior
tank
barbarian
mage
healer

Warrior have even hp and atk but on the low side of the numbers

Tank have low atk but high hp and comes with an additional stat called shield, (when units attack a tank, the shield goes first before the hp so if my unit has 5 atk and you have 5 hp plus 1 shield, your hp goes down to 1 as i had to break your units shield first. If i do not kill your tank on my turn then your shield is refreshed but your hp remains at 1)

Barbarian have high atk and medium hp, the barbarian can bypass shields and attack the units hp directly, so if your unit unit has 5 hp and 4 shields and my barbarian have 5 Atk, then your unit is killed as it ignores shields

Mage has high Atk and low hp, they can attack both the back row and front row units, so it is best to have your mage at the back row since the warrior, tank and barbarian can only attack the front row

Healers do not have atk instead they have heal and the numbers are varied between the hp and heal stat

healers do not need action cards to heal however there will be action cards that can help the healer out, same goes for the tanks, however you will need action cards to defend when using a tank, example if you don't have a taunt action card then your tank cannot take the damage when the opponent attacks

Warriors, barbarians and mages since are all damage classes need action cards to attack. some units might even need 2 or 3 assault cards to attack. or i might make some with special abilities such as IF you use more than 1 assault card on 1 unit will trigger its special ability.

A member mentioned before that having 8 cards full of action cards could be troublesome even though you can exchange cards in your hand from your deck once per turn, If there is another way to go about this without reverting to a generic card battle game with i attack with my unit that has 3 atk and you have 2 hp and your card dies, in all honesty it is quite boring, i wanted to change that formular by going a different route with action cards. Any other idea please i love for you to share it with me

If action cards are no good i am happy to to try custom dice but means more randomness

It is all i have so far.

quick testing
https://www.youtube.com/watch?v=vPvEIt6vFCM&feature=youtu.be

Jay103
Jay103's picture
Offline
Joined: 01/23/2018
Why would I choose a warrior

Why would I choose a warrior over a barbarian? (Unless warriors are supposed to be mediocre)

questccg
questccg's picture
Offline
Joined: 04/16/2011
Are you a wrecking ball or bulldozer???

Jay103 wrote:
Why would I choose a warrior over a barbarian? (Unless warriors are supposed to be mediocre)

Hmm... Maybe because the "Warrior" has lower Attack than the "Barbarian" BUT in turn the "Warrior" has a higher Defense than the "Barbarian"...

So you can choose "Barbarian" an become of a Tribal bulldozer with awesome Attack but poor Defense. Or you can choose the "Warrior" which can break down a door and also have "Reasonable" Defense to keep the enemies at bay...

Maybe something along those lines — IDK, just some ideas!

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
questccg wrote:Jay103

questccg wrote:
Jay103 wrote:
Why would I choose a warrior over a barbarian? (Unless warriors are supposed to be mediocre)

Hmm... Maybe because the "Warrior" has lower Attack than the "Barbarian" BUT in turn the "Warrior" has a higher Defense than the "Barbarian"...

So you can choose "Barbarian" an become of a Tribal bulldozer with awesome Attack but poor Defense. Or you can choose the "Warrior" which can break down a door and also have "Reasonable" Defense to keep the enemies at bay...

Maybe something along those lines — IDK, just some ideas!

That was the idea i was going for. I might put a limit on them though so i might have this

before the game starts you have a bunch of random cards in a pile, this is where the deck building come into play. Each card will have a rarity system or a number system, such as if a character card has a number 3 or something on it, then you can only have 3 of the same character in the deck, same as the action cards. Characters might have an effect too, it is just an idea i dunno if i mentioned it yet but my first idea was

having some action cards exclusive to a certain hero class, example the card called whirlwind, when you play it with a barbarian, the barbarian will attack all enemies on the frint line of the opponent's side.

The 2nd idea and less random is, some heroes will have abilties so take the barbarian again, the barbarian has an effect called whirlwind, it does the same thing, so to use the ability ill need to play maybe 2 assault cards and a caster assault card so in simple terms, sword,sword, fireball. I added caster assault so you can still use these cards to combo with other action cards to activate a heroes ability, and the caster assault cards are not exclusive to the casters

The game will be sprite themed, the characters will all look like those little sprite characters you see in games, that what makes it exciting for me since i love that theme especially on cards or tabletop games

It will have deck building element, there will be like 100 characters to choose from and i might limit the character deck to 20 or something

Even the action cards will have a deck building thing such as i might put a limit of rarity or each action card will have a number on it so you can only have like 4 cards with the number 4 on it or something and the common cards such as assault will be infinite so you can mix and match action cards to suit your characters and hopefully you chose the right ones against your opponent

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
No other feedback?

No other feedback?

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Ok, I am thinking about a

Ok, I am thinking about a tiny change to the action cards, I think it is pretty silly that you would need to attack with action cards, so what I was thinking is, making the action cards optional. Ok so hear me out

Every unit card can attack for free, instead of relying on action cards to attack, (however you still need to use a taunt action card if you want to defend your units with your tank)

The purpose of action cards now are for your units special ability
You will need to combo with the action cards together with your unit to use a special ability, however, if you do use your units effect, it is considered tapped and cannot attack normally this turn. an example

A barbarians effect is called whirlwind and requires let's say 3 sword action cards. the whirlwind will damage every unit on the opponent's side for let's say 3 damage each. Also note, each unit has a universal passive effect so with barbarians they have a shield breaker passive which I mentioned before allows your barbarian units to bypass shields when attacking, so even if the opponent's tank taunts you, the shield stat won't affect the barbarian's damage. Also with the abilities, I would like each individual unit to have different abilities such as if I have 2 barbarian classes only 1 named barbarian will have the whirlwind attack, so let's call that barbarian The Hulk, and the other barbarian named Conan. Conan does not have the whirlwind effect, instead, he will have a bleed effect or something, when you combo action cards with Conan, target enemy unit loses 1 hp each turn. Even though barbarians each share the same passive effect such as shield break, they each have individual effects

I guess this way it would make more sense to add different classes to your deck, so as someone mentioned earlier why would I need a warrior when I have a barbarian, the warrior class ability might be something that is considered useful I just don't know what class effect the warrior should have, I guess maybe a rally effect? every time a warrior unit is on the field they gain like +1 ATK +1 HP for every warrior unit in play?

So if you happen to draw 5 warriors well then they will be pretty hard to take down. I dunno, if I should do separate ATK/HP numbers for the same class or not so all warriors, have 3atk and 3hp or should I mix the numbers up so 1 warrior could b 2atk while another is 4atk

Hmmm nah I think it will be a balancing issue if every single unit has different numbers, so I guess all warriors are 3/3 while all barbarians could be 5/3 and all mages 7/2 and all tanks 1/6 (i am just throwing numbers around)

On another note, one might help me with something else, we know there will be mages in the game but I don't want just 1 type of mage so I would like a fire mage and maybe an ice mage, a mana mage or electric mage etc etc. Since they are all classed as mages, they will have the same passive ability? I probably do not want that as I might have the fire mages passive ability called triple hit or something which will attack 3 units instead of 1, I guess I could have all the mages have triple hit, but I want a bit more diversity, since this is a deck building game I would like players to choose the units they would like to use, instead of I throw in 4 different mages even though they are different elements they will do the same thing, I want each mage to bring something special to the table and not just their special ability but passive effect too

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Anyone?

Anyone?

Jay103
Jay103's picture
Offline
Joined: 01/23/2018
My point was motivated by the

My point was motivated by the lack of the phrase "low defense" for the barbarian. I think my real point is the "race: human" issue that RPGs often have.. humans are "in the middle". Every other race gets defined with something interesting. Strengths, weaknesses, special abilities, and then humans have nothing in particular going for them. So most classes end up with a preferred race (spellcasters are elves, barbarians are half-orcs, rogues are halflings, or whatever).

My point being that it's better to avoid having something that's just.. in the middle.

"Warrior have even hp and atk but on the low side of the numbers"

Blah.

"Barbarian have high atk and medium hp, the barbarian can bypass shields and attack the units hp directly"

All the other classes have something interesting. Try to give warriors a purpose beyond just being the default.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Ok dont worry about the

Ok dont worry about the warrior and barbarian, i came up with a more unique solution

Well anyway, some people hate it but I love it, I love deckbuilding games..no that's the wrong term, I love constructed deck games they are different from each other. Anyway, I was thinking about a possible theme, I was thinking of fantasy theme with knights, warriors, monsters, dragons whatever but then I've been thinking, what if I broaden the era. I want players to have a connection with their deck so i was thinking why not put all the genres together so lets say there are 4 different types of decks you can build, 1 is full of fantasy creatures and warriors, the other deck could be aliens and spaceships and whatnot and maybe another deck filled with gods such as greek and Egyptian gods, maybe another deck with superheroes etc. I am pretty sure no one has thought of putting different genres together. While I want each deck to play differently I still want them to have the same kind of purpose, so the theme could (lore-wise) their universe or era is on the brink of destruction for some reason and each genre must protect their era (deck) and needs to be the sole survivors of their universe.

It is a bit weird mashing genres together but yeah that is what I think. There will be lots of cards for each era so players can still see which they think are strong or which characters will work together and stuff

Again each genre plays differently but for the most part are still the same kind of cards as each other

I had a look at smash up and, i think i can make something that wont be a direct copy of it

questccg
questccg's picture
Offline
Joined: 04/16/2011
Puzzle Quest: Magic The Gathering

Actually something similar has been done with Puzzle Quest (Android and iPhone Game). They slowly put out new card sets, but yeah Egyptian Gods/characters has been done with Werewolves/Horror sets, etc. Cards even have their own "mechanics" too. But it's a Video Game. Not a card game... So you're probably in a genre of your own.

Personally I wouldn't do the "mixing"... Because it's not something that I like. But then again you may find an audience that likes it.

Why don't you create a poll asking what other designers think?! I'm pretty sure they will say: "Go for it...!"

My personal penchant is that I don't like Mash-Ups. Same goes with Video games like Super Smash Bros... Things like that don't interest me. But Street Fighter or Mortal Combat... That's okay. Just don't mix the two!

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Only reason I chose mashing

Only reason I chose mashing up is because people on board game geek called me out saying I didn’t have a theme and almost all games have fantasy elements too so I suggested this and they said it in the right direction

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Ok i have a plan on how this

Ok i have a plan on how this will go
Artstyle = pixel sprite
Theme = genre mashup
Lore= Universe is over populated so different era needs to battle it out and kill the opposing enemies
Mechanic = each era has a different play style but in the end, does the same thing
you can use 1 genre of 50 cards or mash 2 together with 25 of each side to form a 50 stack deck
mashing kind of contradicts the lore but mechanics and gameplay is more important, i could change the lore to fit with this style but i cannot think of any
Win condition= I have not come up with a win condition, do i create a leader card or base card such as mothership, pirate ship, castle etc etc, if so how do i implement it to the game
Possible genre
Aliens
Pirates
Medieval soldiers
Zombies
Super Heroes
Greek gods
Mythical creatures

So I am thinking of changing the core mechanic before it was 5 heroes on the field while you pick up action cards which are used to attack, I am scrapping that, however, the field will remain the same with additional content
The field has 5 hero zones, this is where you play your characters, 3 in the front and 2 at the back. It still has the same class type, however, i will change the class names but so far we have
Note: these names will change as i said but for easier understanding, the names have not changed for now
Barbarian= Melee only brute, can on attack melee range - Bonus these cards can ignore shields when attacking
Warrior= The staple of the deck, these are generic attackers which can only attack melee range - Bonus i have not come up with but if you are wondering why you should have warriors if you have barbarians, well warriors are more balanced and easier to summon (ill get to that later) While Barbarians have high ATK and low DEF, you would not want to have too many of these in your deck as they will be harder to summon and easier to kill
Mage= The mage might just be changed to Ranged as its default class, anyway the Mage has high attack but very low defence and instead of able to attack both melee row and back row, to balance it out the mages can only attack the back row
Tank= Can only be on the front melee row and cant be summoned in the back row, the tank heroes have low ATK but high DEF and comes with a shield stat, When attacked, you reduce the shields power (unless a barbarian attacks you) once it is reduced to 0, the tanks are vulnerable and can be killed. If you did not kill the tank on your turn then on the opponents turn, the shield is regenerated back to full however the DEF does not regenerate
Support= Not all will be able to heal but these cards give support to your field Instead of an ATK stat it will have a healing stat when you swing with a healer you choose a hero on your field to heal and the total HEAL stat = to the amount you heal. As i mentioned before some support won't be able to heal so, in this case, their HEAL stat will be 0, though usually, these cards come with a decent effect to compensate
So to be able to summon these heroes I decided to go down the Mana route, however, ill be calling it energy for now though at the end it wont be called mana or energy, it will have a different name, anyway there are 2 energy zones one that is horizontal and the other is verticle. Once per turn on your turn, you may place any card in your hand and place it on the horizontal energy zone, once the cards are placed in the energy zone, any stats or effects are negated and you cannot use the energy card other than a supply for energy. You stack energy on top of each other. Each hero comes with a level or something like that such as an example this hero has a level of 1, so on your turn you use an untapped energy to play the hero. the tapped energy are moved to the verticle energy zone and at the start of your next turn all of your tapped energy are then moved back to the horizontal energy zone and will be able to be used again. There are many reasons why i want this energy system, one is because of the barbarian and warrior class, the barbarian class will require a lot of energy usually 4+ and warriors will usually have a range of 1 to 4, however really strong warriors could require more energy to play.

So now that is out the way i need a win condition, should the top 10 cards in the deck act as life points or should a certain card act as a life point, or should it be invisible life point system like Yugioh (yuck) or a point system, for every hero you kill adds a point to your score, it is not really engaging if it is like that though

As for the different genres, I would like them to have a certain play style, ill give a few examples which may or may not be added to the game

Alien, usually likes to abduct people right? so i was thinking, these cards are able to take control over your opponent cards either permently or for 1 turn

Pirates, i dunno maybe some kind of backstabbing or stealing mechanic, either kill one of your heroes to buff a certain hero or, some kind of hand destruction mechanic such as stealing cards from your opponent's hand or forcing the player to discard a card

Dunno about the rest, maybe medival buffs your team or something i dunno

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
Have not been working on this

Have not been working on this game lately as i had a death in the family and im still grieving but i would like to start this up again maybe take my mind off things.

I still like this kind of setup however instead of 5 hero zones i want to make it unlimited though having melee heroes in the front and range heroes at the back while having 2 support heroes on either side of the range zones. Not sure if i mentioned this change before or not but this is kind of what i have in mind

Though i probably won't mash the genres together like 25 pirates and 25 aliens in one deck, i think ill just leave them as archetypes, if you want to play an alien deck that takes control of your opponent's heroes then so be it

As for the player's lifepoints i probably want to have a certain card that acts like this, such as a mothership or pirate ship, however i would like them to do different things and if you want to use an alien deck them mothership won't be the only leader card to use, it could be like a probe station or something, i would like players to have choices but i dont know how to use this idea into the game, like what does the mothership do that is different from other leader cards and how is it the player's lifepoints, how do i impliment it into the game

Guest1
Guest1's picture
Offline
Joined: 05/26/2018
So this game is like a mix

So this game is like a mix between yugioh and tactical rpgs like fire emblem? Troop placement doesn't seem to have much importance or thought put into it. There's literally no reason to put a mage at the top row. Players also can't shift their formation depending on the situation. The option to switch your position is integral to any kind of tactical fighting game. Chess has it, war games have it, etc. There are no situations it seems, you just attack each other and go through the motions. How does defending work exactly? If somebody attacks you, can you always just defend? Is the amount you can defend dependent on your number of defense cards?
The theme seems to be a bit of a cluster ****, no offense. There's weight to the saying, "less is more". Having a better defined theme only benefits the game and the feeling it gives. Making up a bunch of weird troops doesn't take into account how the entire game is balanced out and just makes unnecessary work for you while only making the game more bloated.

Lowenhigh
Lowenhigh's picture
Offline
Joined: 03/20/2018
If the generic class goes in

If the generic class goes in the front row or back row, that determines the type of class.

Mage front row = Mesmer. Gains passive: 50% chance to reduce incoming damage to 0.

Mage back row = Spellslinger. Gains passive: +1 damage dealt and can attack back row units.

Priest front row = Paladin. Gains passive: Adjacent allies reduce damage received by 1.

Priest back row = Medic. Gains passive: allies healed gain 1 shield.

That would make for some fun variety right? Warrior front row = barbarian, back row = Commander (Cant attack, but gives Your army +1 damage and can move into front rank and be a mediocre stats warrior if need be).

Certain skills in your hand could be boosted if you have a certain class in your army.

I also don’t like the way your “life deck” works at the moment. If your life reduces to 0, you should lose, right? Well in this case, maybe you have a 13-Card unit deck that is shuffled face down. 5 of them are revealed (3 front rank, 2 back rank). When one dies, your “life points” are reduced by 1 and your first unit in your life deck is revealed and replaces it (some randomness). Cards could allow you to swap unit places too.

Once your life deck is emptied, you have 0 replacement soldiers and your army gets no more reinforcements. Once your army is eliminated, you lose!

The game really seems to warrant a “destiny style” 1 action per player until a round is completed. New spells are drawn after the round’s end.

Only thing that is necessary is some element of randomness or surprise so more skilled players get ahead and a catch-up mechanism.

Seems different enough from Pixel Tactics that I would enjoy it :)

Unless you mixed genres. Then I wouldn’t like it haha.

jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
eh took a bit too long to get

eh took a bit too long to get a reply, I have already gone ahead with my game

I did make some changes, unfortunately, the classes are staying in their certain rows, such as barbarians (now called brutes) and warriors are stationed in the front row while range and support are at the back row. It would have been a good idea that playing a unit in a certain row gives different benefits. But its too late to change it

the reason I stopped coming on here was cause I wasn't getting any replies so I decided to go ahead with my project.

as for the life point thing, I'm no longer using cards as life points, I am using a leader card with 8 lives, it is double sided so once that card reaches 4 life, you can flip the card over for a stronger card effect

I am also sticking to the genre-themed decks such as you can use an alien deck and your opponent is using a zombie deck etc etc

I also have a name for my game, it is called Genus War

Syndicate content


forum | by Dr. Radut