Me and my friend are workin on a CCg game. we are making it just for fun, and to learn about game design. If it becomes a success maybe we will try to market it but at this point we aren't worried about market apeal and such just the game design.
The GAME:
the idea is to have very simple rules, and most of them on the cards. you both have 50 card decks, your trying to deplete by attacking eachother. you draw a 5 card hand and draw a card every turn.on your turn you put cards into play from your hand paying their cost. players then take turns activating (taping) cards and resolving their effects, or damage.
The mechanic in question:
All the cards have a number in the corner (real original right? lol) this is the cards 'worth'. Every card has a differing cost to put it into play from your hand, such as "discard a card or cards that total a worth of 5" to put this card into play. Other cards my say discard a ninja of worth 5 to put into play ect. some will say sacrifice a card of worth X. this is putting a card you have into play into your graveyard. Some cards may require other cards or a number of other cards or a type of card to already be in play. and some cards will have combinations of these costs.
Simple rules, fast game play, seemingly infiniate possibilites for card design. With these rules you could easily design cards for whatever theme you wish.
I'm asuming that such a simple mechanic has been atempted before, although i haven't seen it. if anyone could point out a game that uses a similar mechanic i would be very interested in looking at how it worked out. The main question is WILL IT WORK? what problems developing in the design of this game? comments suggestions ect. thanks
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thanks for all the helpful advice!
as for the attacking of the decking being borring and unorigonal, I wanted to keep this game simple, i didn't want too many components other than the cards (if any at all). this was the simplest solution i could think of. If anyone could suggest an alternative i'm open to anything. I agree that the ccg delema is not usually the rules it is the cards. I thought that the warlord ccg was a very interesting idea with lots of opportunites for card designs. but the cards they created hardly complement the system, they make it borring.
discarding isn't the only cost mechanic either, some cards call for the sacrifice of cards of X cost. This is removing cards you have already payed to put into play, and is obviously for the more expensive cards. the only other game i can think of with a similar mechanic is duel masters. but they just have every card produce 1 mana and have 5 colors wich are loosley related to the cost of things. cards in my game will have worth equivalent to their effective/usefulness (or insome cases extremely powerful cards will have lowwer worth than they should to balance them out.