As i am in the process of developing a few different ccg's. I'm interested in as many different cost mechanics as I can find. list any ways you can think of or have seen for paying to play cards. thanks in advance.
ccg costing mechanics
Well you could use one I tried with some success which was where cards have a specific value on them (usually the better the card, the higher the value) and you have to discard a number equal to the cost of the attack. That was, however, in a game where the victory condition was to deplete your opponents deck, so it allowed for more tactical play.
As i am in the process of developing a few different ccg's.
wow, hey sounds like a lot of work. Im busy developing just one card game (noticed that i didn't even mention the word ccg? :)
I'm interested in as many different cost mechanics as I can find
Ahh. This sounds good. Okay my two cents to give you a start:
a.) Like KyRez said, each card has a number - discard one or more cards until you have enough points together to pay the card you want to play.
b.) do the same thing, but with cards already in play. either by sacrificing one of your cards or by tapping your cards (i think duel masters does it this way).
c.) the magic:the gathering way: tap cards for points. but in different colors. *yawn*
d.) what about having to discard cards from your deck?
e.) you mentioned a heaven VS. hell game some time ago. what about that you can collect heaven/hell tokens by killing opponents, sacrificing creatures, healing your own creatures etc. and then use those tokens to bring new cards into play.
hmm....i like the last one of my ideas. i think about some kind of heaven VS. hell game that i could develop. oh wait...
In a card game I am designing each card has two values. How much they cost, and how much they can contribute for another card.
Cards with a cost of zero can be played without needing to discard any other cards, if the zero cost cards also have contibution points they are cards that you can start off of to build up to other ones.
Cards with a contribution less then the cost are pretty much the most powerful ones.
because this doesn't seem to be suiting the feel of my game.
Well at this point I would suggest revealing more of teh feel of your game so we can try and match up better.
I am all about simplicity and straight forwardness, so I say 1 for 1... to use a card discard it.
you could also eliminate card costs and have a card not be disacrded (can use an attack over an dover again from your haND) until it is blocked or negated by another card - then it has to be discarded.
Again, probably dont have enough info on your game.
Well, of the many different costing systems that are used:
1 card a turn, thats it, you play a card.
--1st Edition Star Trek CCG used this, it degrades fast to having to create "free" cards.
Points per turn
--2nd Edition Star Trek CCG used this, its pretty efficient. You get, say 7 "points" to spend each turn and each card has a point value. You can also spend a point to draw a card.
Magic-mana
--In retrospect, the Magic designers agree that the land system isn't the best out there, though it is a possibility.
VS-style
--Any card can be placed face down as an energy source (a land), and some cards when placed face down can be flipped up at some point to generate an effect.
L5R-esque
--Each of your characters has a gold value that must be payed through the generation by lands and territories you control. This could be intersting if, for example, you start off with a certain number of units and each turn you can either attack your opponent or attack a province/country that you play from your hand, which gives your oponent a certain number of guys to fight that battle with, and once you finish (if you win), you capture that territory, gaining another territory that generates gold each turn.
Add-and-Remove tokens
--This is the way that LotR (the Decipher game) does things, by adding tokens to a "pool" when you play stuff, and when the opponent plays stuff, they remove from the pool. I'm not sure if it would really work at all with this game...
Discard-to-Play
--Usually used as an alternate-costing in most games, you could go with the "discard a certain amount of cards with value X to play card" method. Although this will force you to really look at how to get more cards into the players hands, and will ultimately screw up any analysis that can be done pertaining to tempo and card advantage.
An awesome site to read if you need ideas is http://www.rpweld3.com/reviews/ccgreviews.html
He used to review almost every CCG that came on the market, and he comments on a ton of different systems for costing, combat, etc. Its quite helpful...
yea thats pretty much exactally the system i came up with, but i'm trying to explore other options, because this doesn't seem to be suiting the feel of my game.