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Dueling Mages: Intro

*Note, Dueling Mages is just a working title, as I think it is incredibly lame*

Just thought I'd start a blog about my game, as I got a lot of primary work done. Big thanks to bonsaigames, larienna and kos for helping and testing me on some of the first points of my game in this post:
http://www.bgdf.com/node/4983.
You guys really got me thinking about a lot of things, especially since I am quite new to the art of game development!

Well, back to the game. As it stands right now, my game is a TCG about two mages dueling, casting spells (both on themselves and their opponents, in an attempt to drain their enemy of their life and win the battle. It revolves around a couple of aspects which I'll be talking about in this entry.

Stats: First of all, a player much choose which mage they will duel with. These include classic archetypes such as Wizard, Sorcerer, Priest, Warlock, Druid etc., but it is going to have some more unusual ones later on. My starting mages will probably be Wizard and Warlock, but I will probably be focusing on Wizard for the point of play testing. Each class will have a collection of stats, which include their starting amount of Mental Focus, their Stamina or Fatigue Threshold, and their Life. It will also include which "affinities" (basically the word I am using for types) of magic they can use, and what level they can use this magic at (ranging from A-D, A being highest). For example, the Wizard can use Fire Magic, Lightning Magic, and Ice Magic, all at a B level, and can use Neutral magic at an A level. Each class will have their own specialties and some will have unique rules, this will all be either on some sort of larger card, or just on a page in the rulebook, not totally sure yet.

Spell Book: Each class has a "Spell Book". This basically is a list of cards that they can use at anytime, and are always laid out on the table. At the moment, I believe 6 (or even 4) cards in a spell book will suffice. I also think it would be neat if the players had some customization in what cards was in their Spell Book. For example, choosing 6 cards out of a list of possible 10. These will be completely separate from a players main deck, which will probably be just around 20-30 other spell cards. One issue I am dealing with right now is if a player runs out of cards in there main decks, what should they do? It doesn't make much sense for a Mage to simply run out of spells in the middle of a game, but having a deck limit would be a nice timer, so that players don't attempt to just stall for so long that the enemy gives up.

*Continued Later*

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blog | by Dr. Radut