I have an idea for a boardgame that is partly based on the CCG style, except that you do not collect cards. There are no booster packs. All the cards come in the box, and players share them. I don't want to get into the specifics of the game yet. But my question is: does the concept even have merit? Seems to me the attractions of a CCG are:
- collecting cards, rarity, etc
- deck building
- highly interactive play
- surprises (opponent's cards unknown, random draw)
- thinking on your feet (using what you get to best advantage, complex combinations)
Eliminating the collectibility aspect obviously eliminates the first. Deck building I think I will have to some limited degree. So can it work? Imagine if MtG was a boardgame with no boosters. Who would it appeal to?
- existing MtG players who want a different game with less preparation
- CCG'ers and boardgamers who want a bit of cross-over
- RPG'ers (D&D, etc)
- fantasy boardgamers (Hero Quest, Titan, Runebound, etc)
Just thinking out loud, and looking for any feedback. Thanks.
Well, I'll put it in MtG terms for now.
Imagine you have 2 highly customizable wizards (stats, abilities etc). Then you shuffle a large deck of cards, then deal, say, 10 to each player. They can choose, say, half of these cards, shuffling them, as their own personal "spell book" draw pile. Shuffle all the rest of the cards as a shared draw pile. On your turn you can either draw from the shared pile or, at some cost, draw from your spell book. In this way you know what's in there, but you don't know what card is next. Also, you don't get to choose from ALL cards, but a smaller set, so you have to be flexible with what you get.
And of course, being a board game, you get to introduce spatial aspects that MtG doesn't have. This adds a whole new dimension of play.