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CCG Mechanics Encyclopedia thing?

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Anonymous

Maybe this has been asked before, so please forgive me (I'm new and there are so many pages to go through to find something like this), but I was wondering if maybe somewhere online there is a place that sort of has a brief or indepth explanation of all sorts of different card game mechanics (whether your standard deck of cards, or games like Magic: the Gathering, etc.). The Final Fantasy game I'm working on is going to be using a card system to enhance the play and make things a little more than your typical hack and slash wander around the board type thing and I'm sort of stuck on ideas. Hopefully a website like I mentioned would just sort of spark some thoughts.

Thanks for any help anyone can give.

larienna
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CCG Mechanics Encyclopedia thing?

I don't think that there is 1 web site that contains the rules of all CCG on the market, still it is not impossible. Second, I am not sure if CCG publisher display the rules on their website to incite people to buy their game. If they do so, you could go the the company's website and look at the rules.

You can check wizard of the coast, they have made tons of CCG so you might find the rules for all of them. I am not sure if all their CCG looks like MTG, but it can give you a coupe of ideas. Or you can play the video game version of these CCG, but from what I know, only 3 CCG has been ported to video game. MTG, Yu-Gi-Oh and Duel Master. For yu-gi-oh, they change and add some new rules in each game since their base rules and cards are unbalanced.

I tried a lot of CCG in the past, here is a small list that has something to see ( don't necesarily buy them )

- MTG : It's a classic
- Duel MAster and Yu-Gi-oh : Focused on monsters
- WWF raw deal : Simple system with deck as HP
- Wyvern : Placement of dragons is somewhat cool
- Star Trek, wizard eye : Some sort of adventure game that could be played in solo
- Legend of the 5 rings : The 2 decks with province system

By the way, nice avatar. I can't remember if it comes from "Gundam Wing" or "Full Metal Panic".

daem0n_faust
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Joined: 12/31/1969
CCG Mechanics Encyclopedia thing?

I am quite sure that is Heero from Gundam Wing/Endless Waltz.

Here are other contributions to the inquiry:

*Wildstorms - Superhero combat; point based win.
*Rage: Apocalypse - Werewolf combat; point based win.
*Battletech - Big hunksa metal piloted by men who frag each other; deck depletion.
*C-23 and others from ARC system - deck depletion; combat related.
*Harry Potter - Oh, deck depletion, but combat is a little not so combat-y.
*Vampire: the Eternal Struggle - pool depletion(almost like magic, but counters are really required to play the game); individual character activities which involves politics, some subterfuge actions, and yes, combat.
*Arcadia - Wow! Role playing!!! Except it is too random. Quest completion; on-map movement; nice designs!!!
*Netrunner - two different styles of play: Corporation attempts to process agendas for points; Runner hacks Corp's agendas for points. Non-combat; almost techy and abstract.
*Shadowrun - fantasy creatures and cyberpunk collide; point based win; combat and mission completion
*X-Files - "investigation"; cluedo copycat (hehehe, but I actually liked it)

There was a Gundam Wing card game, but I've never seen it. Anyone played it? Please forward me information about it. Thanks.

This could be useful: http://en.wikipedia.org/wiki/List_of_collectible_card_games

onew0rd
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Joined: 12/31/1969
CCG Mechanics Encyclopedia thing?

Some games and key mechanics:

Magic: Certain cards are used as resources to play other cards. Goal of game to deal 20 damage to opponent with cards or to deplete his deck. The granddaddy of the genre.
Netrunner: Resources (bits?) are not cards. They are tracked with gems, coins etc. Actions and type of actions per turn are limited based on what side you play as - Corporate or Runner. Each has different win conditions. Runner is basically offense trying to steal 7 Agenda Points from Corporate. Corporate is basically on the defensive trying to prevent the runner while scoring 7 agenda points. Most novel and interesting CCG IMO.
Marvel VS: Any card can be a resource but if certain are used, they can never be used for anything but a resource. Others can be revealed during gameplay for a surprise effect, response, or other effect. Players sort of take turns simultaneously with each player alternating "Initiative" in the turn. Basically, in order by who has Initiative, each player plays cards, then each player resolves combat. Goal of game is life depletion. Deck depletion is not a win condition. Very elegant game.
Star Wars (Old version): Resources are tracked on community cards (locations) played by both players. Players fight for control of these cards by deploying cards to them with the ultimate goal being to deplete opponents deck. No life depletion in this game.

Anonymous
hehe

Yes, it is Heero Yuy from Gundam Wing, he pilots Wing Zero and Wing Zero Custom for most of it, and Gundam Epyon for a short while :P.

Well I've played Magic the Gathering, so I'm very familiar with that, and briefly played Pokemon and YuGiOh. I think the difference for my idea is that all the cards are just attacks, items, and equipment, there aren't any creatures or anything. All the cards just act as sort of abilities or upgrades to your character. It's sort of an RPG in a way...
I've been wanting to play that Gundam Wing Card Game for the longest time. I think they finally brought it to the US in english last year, but I'm not sure. It's been long enough lol.
Thanks guys for the posts. I'm probably going to go do a little research on all those games and see if I can't find any examples of play to see if new ideas spark. Right now, I've come up with a few mechanics, such as every card has a discard value, you discard it and you get to draw more cards depending on that value. But then the cards you discard are removed from the game. When you finish using yoru cards you shuffle the used ones back into the deck and start over, leaving hte removed cards out, when you've shuffled twice and used all your cards, you have no more cards to use. The games would take a while and card drawing would go pretty fast I think, but this is just an untested idea for one mechanic of it...anywho.

larienna
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CCG Mechanics Encyclopedia thing?

I have tried to make a CCG myself of Mecha fighting each other. The idea was that your deck contained weapons, devices, manuvers and ammos, and you had to duel an opponent mecha. The number of cards in your deck was your HP, so each time you get hit, you loose card, which makes some sense since your mech is damaged ( I took this idea from WWF Raw Deal ). Unfortunately, the game was not really exciting and it was pretty boring to play even with some modifications, so I set it aside.

Anonymous
hmm

Well, I wasn't exactly making the decks represent life, at least not totally. The game itself is a board game and uses a sort of card setup for each different class that gives the players their other abilities (each class would come with a few to start) and then damage is dealt almost RPG style, only no damage dice, just a dice for hit, miss etc. I just wanted to make the card game aspect of it somewhat strategic so it isn't just "I drew a card, I use it for an attack, I do 2 damage, next". I wanted it to be more like "I've drawn a card, this has a discard value of 1 and I really need to get a healing potion, discard it, aha I got a potion, yes". What i thought to do with the cards to make it so you don't just go around discarding cards, is that the cards you discard you never get back in that game, but cards you use regularly would go in a replenish pile that after you use all your deck the first time, you shuffle that up and use it as your deck. After the second shuffle you can't shuffle anymore. What I thought was it would make it so you wouldn't want to just go piling through your deck to get the super cards, because the cards you discard you don't get back, and after you've shuffled twice and used all your cards, the only abilities you would have are the abilities that come with the class and weapons. I'm not sure how well this mechanic would work, maybe it will, maybe it will just be boring and no bring any strategy at all, but it's worth a look and to design play around it.
I think my biggest problem is making so that players can affect eachother with certain cards and abilities. The only class I have currently that automatically has an ability it can use to affect someone else without doing battle (which I'll have), is the Thief, who currently when he gets within a few spaces (not sure how many yet), can attempt to steal from you, rolls his dice, and if he succeeds you throw whatever equipment he chooses to steal into your replenish pile, and the thief gets to draw whatever the cards thief value is. So if he steals Sword A and it has a Thief Value of 2, the Thief gets to draw 2 cards.
Other than that though, it's going to take me some brainstorming to think up ideas on how to incorporate the cards into affecting other people. Maybe some cards could make you discard into your replenish pile, or maybe make you lose a turn, or something like that. I want all the abilities on the cards to be pretty class specific though, so I don't want some Knight to go around throwing bolts of lightning at people lol.
It'll take me some time, but I'll get it down, I've only been working on this very little as compared to a lot of the designers on here.

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