First of all, for more background on this game, check out the "Need suggestions for a playcost in a CCG" thread.
Second of all, I decided to post these rules and design principles because many people took for granted that it was a Christian game, and couldn't be done. Not saying it's perfect by any means, and I am surely open to suggestions.
Here we go:
Purpose: To show young adults (teens especially) the progression of an unchurched soul to a "Jesus Freak" (positive connotation applied).
Object: To have shown 5 unchurched souls "The Way" before your opponent does. Not to save them yourself!
Basic Rules:
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Once a soul is "saved" it can no longer be "unsaved", but can be tempted.
7-Card Hand.
Card Types: Souls, Influences (Temptations and Blessings), Events, Demons, Divine Intervention, Cornerstones, Keystones, and Capstones, and Prayers.
Souls Can Be Saved By: Two ways: a "divine intervention" card is played. There are currently four divine intervention cards (Audible Word, Miracle, Physical Appearance, and Vision). The second way is to increase a soul's FAITH characteristic to or above 10. NOTE: A "prayer of repentance" card must be played on target soul before it becomes saved.
Souls: Each soul has three characteristics (taken from Ephesians 6): faith, Word, and righteousness. Faith affects salvation (10 or above) and provides resistance to Temptations. Word provides resistance and offense to demons. Righteousness affects adjacent souls' faith and Word on the playing field. More on these characteristics later.
Influences: There are two types of influences: Temptations (black) and Blessings (white). Temptations attempt to reduce a soul's characteristics, and if the target soul is saved, makes it harder to play Prayers (or decreases the Prayer's effect) . Blessings attempt to raise a soul's characteristics, and if the target soul is saved, makes it easier to play Prayers (or increases effect). Influences have a minimum number relating to a characteristic which defines which souls it can be played upon.
Events: Events are played which affect the entire playing field, reducing characteristics, adding power for each player, etc.
Demons: Demons attack the souls, trying to reduce characteristics, and provide ill effects. These demons are not like traditional demons. For example one demon is "Pornography".
Divine Intervention: You can have no more than 2 Divine Intervention cards in your deck. They instantly save a soul (increases faith to 11), pending Prayer of Repentance.
Stones: See the post on the playcost. The power provided is 1 for cornerstones, 3 for keystones, and 6 for capstones.
Prayers: Directly affect souls. A prayer for repentance, for example, allows for the "flipping" of the card from black to white (unsaved to saved).
Normal Turn:
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Draw a card.
Draw power from Stones.
Main Phase: Once a Stone is played, the main phase ends, and you move to discard phase. All other cards may be played by either player during a main phase. Cards follow the traditional FILO stack procedure.
If more than 10 power is remaining at the end of a turn, discard a card. Players may have no more than 9 cards in their hand at the end of their turn.
More to follow. Please comment, complain, suggest, ask!
Derek[/u]
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Thanks! I'm actually just starting actual card design for playtesting. The mechanics are in place. I'm fairly new to the design aspect, mostly just been a gamer who pays attention.
Derek