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"Fight Club" Trading Card Game with Real Time Elem

5 replies [Last post]
Anonymous

I'm working on a trading card game with a real time "slap" mechanic with a underground "Fight club" theme.

I wrote a topic about it before, and it got a little off topic and ended up not awnsering the questions I asked in the first place, and I got overwhelmed and so it got dropped. So I thought I'd start a new topic, summarizing the other topic and putting back up the questions I wanted answering and answering the posts there before.

First of all, this game (Let's call it project "Fight club" for now, not the real name) is a trading card game in the tradition of pokemon and magic the gathering. It is NOT a real time game like brawl, but has a real time element for resolving "conflicts". The reason the game is not completely real time is firstly, because real time games don’t seem to do so well market-wise (Like brawl which is out of print) and secondly, because I wanted a more in-depth strategy where the players had time to think.

Card Types

Fighters
Each deck would feature a single fighter, that the player startsa with at the beginning

Moves
The players choose 1 or 2 to put on their fighter at the beginning, the rest go in the deck and are drawn an added to the fighter. There can be only 4 moves on a fighter at a time. Moves can also be removed to empty a space for other moves

Arenas
Arenas are not part of a deck, but are kept separate. The player who goes second gets to choose what arena is in play form their cards.

Slap physics
At the end of player’s turn, they choose an attack attached to their fighter and announce it. We’re not completely sure of what will happen next, but there will be some phase where cards are drawn and when a match of some kind is made, the players slap down. Payers do not simply slap when the attack is declared (That was the original concept, but it really didn’t work)
The symbols on the card will most likely be color coded with the four basic colors, (Red, Blue, Green and Yellow) Rather than numbers, since they are easier to identify. There will probably be other aspects to the “destiny” symbols too, later to be added.

Fast Leaner posted:
“Just FYI the published game Halli Galli uses a slap mechanic (where you slap a bell first) and seems somewhat similar.”

No my game’s quite a bit different. Hali Galli looks to be a simple quick matching game like Egyptian war, mine’s a more complex TCG with a “fight club” Theme.

Now to my main question that was the primary purpose of my post

Is a slap game marketable for boys aged 10-12 and possibly even an adult market? Someone commented in chat (I think Scurra) that one grows out of “slap!” games. Is this true?

SVan
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Joined: 10/02/2008
"Fight Club" Trading Card Game with Real Time Elem

I would say ages 8-14 with focus on the ages you already said, and if this game wasn't a fighting game, I would say girls would play slap games as well. Also now as I saw the other part of your question, I would say probably very little adult interest.

I've tried to develop a lot of CCG's, and I have tried in vain to make a good fighting card game. The slapping part sounds interesting, and may make it feel different.

I have a mechanic that may help with moves, a mechanic I have been wanting to use on something but couldn't think of anything to use it on (besides the original game I used it with, which is a Tenchi Muyo CCG.)
If you want more info on that tell me. Also if you need any more help I would be willing to help in any way I can.

Anonymous
"Fight Club" Trading Card Game with Real Time Elem

Though I have a pretty good idea already of how moves might work, I'd be willing to hear it if you're willing to let met use it if I think it fits.

SVan
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Joined: 10/02/2008
"Fight Club" Trading Card Game with Real Time Elem

What I did for moves is to split them up into 4 sides, front, rear, left side and right side. The moves would be either offensive or defensive, or both put together. Your character would have a total amount of energy which is put upon him or her in tokens or counters at the beginning of the game. Every time you play a move you remove counters, making him stronger in one of his sides or front or rear, but weaker from everywhere else.

All of my moves were one time actions, as in they would get used, be resolved and then go to the discard pile. Some had a special ability to go back to your hand, for a price.

Tell me if you understand this, and what you think of it.

Anonymous
"Fight Club" Trading Card Game with Real Time Elem

What I did for moves is to split them up into 4 sides, front, rear, left side and right side. The moves would be either offensive or defensive, or both put together. Your character would have a total amount of energy which is put upon him or her in tokens or counters at the beginning of the game. Every time you play a move you remove counters, making him stronger in one of his sides or front or rear, but weaker from everywhere else.

All of my moves were one time actions, as in they would get used, be resolved and then go to the discard pile. Some had a special ability to go back to your hand, for a price.

Tell me if you understand this, and what you think of it.

I think I understand it, you have different "strike zones" that get weaker or stronger depending on the moves you play down and moves can effect different areas. (Or did I misunderstand/oversimplifying?)

You're idea of having "recyclable" moves with a balancing cost, (weaker?) is interesting. My brother was suggesting moves be 1-use, Though I personaly don't think it's going to work for the game. The idea of having "hit zones" of different areas are interested and though maybe not directly what you're saying will be used here, perhaps some form of that idea might be used. At least it's given me something new to think about.

One thing I don't understand is how can a move be offesnive and Defencive put together? (An option to use it as either?)

Thanks for the thoughts!

SVan
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Joined: 10/02/2008
"Fight Club" Trading Card Game with Real Time Elem

Exactly. You can use it as one or the other, or you can use it as an defensive move first, and then strike back immediately. The moves do not have to be all "one-time" actions, some can stay in play for a higher cost if you like, or you can put tokens on them, and remove one every time it is used and then discard it after there are no tokens on it. I did that for a few cards and it works well, especially if the tokens represent the power of the attack.

-Steve

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