After perusing the boards here, I came upon a post for a game using a non-transitive system instead of numbers:
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=3887
and got an idea - a CCG using the Rock/Paper/Scissors relationship as the main mechanic.
The theme came from a desire to make a humorous game and a quiz I found online:
http://quizilla.com/users/chadu/quizzes/Monkey,%20Ninja,%20Pirate,%20Robot?%20
This is what I came up with:
Their are numerous secret organizations that work behind the scenes of everyday life that are unknown to the majority of society. These secret groups are constantly trying to push their agendas forward through a variety of means while constantly trying to hinder the goals of rival secret groups. As such, these secret societies are always fighting amongst themselves.
The humor shows in with these so-called secret societies. I envision groups of intelligent simians, greedy pirates, self-sentient robots, the walking dead, among others, fighting amongst themselves behind the scenes.
I've also come up with some rudimentary game play for it. The object of the game will be to complete three goals (or Agendas) for your group before your opponent does. To do this you have to engage in conflicts in three different zones to push your agenda toward completion. Every time you win a conflict in a zone your agenda moves into the next zone. Every time you lose, your agenda moves back to the previous zone. If you push your agenda through three zones, it's completed.
You will have a choice of groups to build your deck from. They will kind of act like the colors in Magic, in that they will have various advantages/disadvantages but can mix them to your liking in a deck. This will allow you to essentially create your secret group when you build a deck.
You will also have a HQ card which will represent your group's base of operations. It could grant you a special ability, some resources to use, and perhaps a starting hand size.
As far as resources go, I opted to use 'Pull' as my resource of choice. Characters will generate 'Pull' mainly for their specific group. So when you want to play a card, you have to tap the appropriate number characters that can generate 'Pull' for that card (it's reminiscent of an old CCG called On the Edge).
Pretty much all cards you play will go into one of three zones. Since Characters serve a dual purpose (generating 'Pull' to bring cards into play and engaging in conflicts to push your Agendas forward) this adds a lot of strategy to the game in my opinion.
The Rock/Paper/Scissors (RPS) relationship comes into play with the conflicts that happen to push your agenda forward. Each Character will have a number of these RPS symbols on the card. When you engage in a conflict with an opponent, you compare the symbols on the Characters. The winner is the Character with the majority of winning symbols. The loser would then be discarded from the zone. This RPS relationship will be used throughout the game in various ways. For instance, I was thinking of adding a large RPS symbol on each card to be used for determining random results in the game. When a result is called for, the players would draw the top card off of their decks and compare the large RPS symbol.
I will also have other card types (like actions and items) in addition to Characters.
That's pretty much what I have at the moment. I'm going to begin to workshop it with a couple of friends tonight and thought I would post it here for some constructive ideas/criticism since the board members here were very helpful the last time I was working on a game idea.
So there you have it. Any ideas or criticism you may have is greatly appreciated. thanks in advance![url][/url]