Just something i threw together in a few minutes, game is still WIP but wanted to get the rules at least going so i can fix along the way
-----DRAFT RULES----
Unnamed HERO V VILLAINS TCG
1: Introduction
2: Contents:
-Character cards are your lifepoints, each character has an energy rating which determines your characters health.
Ability cards are the cards that do the actual combat, each card has a power rating and an energy rating. The power rating determines how strong the cards damage is and the energy rating determines how much energy it requires to be used, so if you want to use an ability you must sacrifice some of your characters energy which ultimately makes it weaker
Action cards are free attacks that can be used on your turn, they do little damage but does not cost any energy to use, and you can use as many as you want on your turn
Both the ability and action cards have a 360 arrow icon with a number in the middle, on your turn you can send any number of cards in your hand with that icon to the discard pile to power up your ultimate ability.
Your ultimate ability cost determines how much cards you discarded from your hand to the discard pile, when you have enough, you can use your ultimate ability.
3: Setup
Choose 4 character cards from your character pile and place 3 of them on your bench and your remaining 1 on the field, this is your acting character
Draw 5 cards
Rules:
Each character card represents the players life in the form of energy, once the energy reaches 0 on a character card, that card is knocked out and you must choose another character card from your bench and place it on the field. The first player to K.O all 4 of the opponent's character cards wins the game.
Round Structure:
Each player takes in turns using ability and action cards to deal damage to their opponent's character card
Turn Structure:
On your turn place 1 basic ability card from your hand, you can sacrifice your character's energy to use the ability card. Once you have 3 basic ability cards on the field you can then place an ultimate ability on your turn.
1. Ill have a separate pile to charge the ultimate ability
2. I might allow bench switching, there will probably be some cards that prevent switching, however just wondering how the abilities that are already in play that will effect switching, do they go back to your hand, or do they get destroyed or do the move to bench with the retreated hero, or do they remain on the field which means players wont want to use different heroes and will only use one elemental type such as fire
3. Dunno about that, simple turn factor will probably have to do for now
Im just thinking if heroes will have different energy levels, what will make heroes with low energy be more useful, like why would you want to use weaker heroes when you have stronger heroes in the game
that is what im trying to come up with a good strategy to use weaker heroes
Anyway thanks for the feedback