Heaven vs Hell Card game
2 sides use their Daemons/Angels and indirect influence on people to corrupt and recruit their souls for the battle between Heaven and Hell.
Each soul has a value and a Virtue/Sin stat. The higher the virtue the easier it is for Heaven to obtain his soul, the higher the Sin the easier it is for Hell to obtain it. The Angels/Daemons you control are called minions, and can use indirect influence cards to modify the Virtue or Sin stats of a soul. The worth of the soul is a measure of the resources you will gain from obtaining it. These resources are called soul tokens. Every soul you capture produces a number of soul tokens every turn during the reset phase.
Phases:
Reset (get soul tokens, draw cards, add mortals to the play area)
Recruit (Angels/Daemons)
Influence (indirect influence on the mortals)
Harvest (end mortal lives and obtain their souls)
Game Setup and play.
Players start with God/Devil cards, that produce (5?) soul tokens every turn. This gives the players some resources to start out with, and starting resources. Players are then dealt 5 cards to keep in hand, and 5 mortals are placed face up, between the players on the table.
Recruit
Players recruit minions (Angels/Daemons) to their ranks. Minions cost a number of soul tokens shown on their card. Each minion card has on one half an Angel and on the other a Daemon. The cards are balanced so that if you draw a Minion card with a weaker angel, the Daemon half of the card will be a powerful Daemon. This balances the game because although you may have drawn an unfortunately weaker Angel card, at the same time you are now holding a powerful Daemon card that your opponent won't be able to draw because it is in your hand.
During the recruit phase players may put minions into play from their hand. The cost of these minions is payed immediately.
Influence
Players put influence cards from their hand into play, paying their cost accordingly. When influence cards are played they target a mortal, but these influential actions must be performed by one of your minions. Minions have a power stat that shows how powerful they are, this stat is used to pay for the acts influence they perform. If an influence card has a cost of 5 and the minion performing it has a power of 3, it will cost you 2 soul tokens to play it. If the power of the minion is more than the cost of the influence card, the act of influence has no cost. More than one act of influence may be played by one minion, but the minions power is consumed. For example you could play an influence card that cost 2 and an influence card that cost 3, on a minion that has power 5, and have no additional cost. When you play an influence card the minion must use as much of his power as possible, you cannot play an influence card that cost 3 on a minion with power 5 and pay 2 soul tokens and only use 1 of the minions power to pay for the cost of the influence card. If a minion has no power left over from an influence card then he may not play any more influence cards this turn.
Influence cards place a number of Sin/Virtue counters on a target mortal.
Harvest
During the harvest phase players attempt to end the lives of mortals when the Sin/Virtue of the mortal has been swayed to the desired amount. Players now use their minions to smite the mortals in play. Minions that used acts of influence in the influence phase may not perform actions in the harvest phase. Minions use their FURY stats in the harvest phase. Players take turns allocating minions to different mortals until everyone passes. Players can then contest the fate of these mortals. One player may have allocated a minion to a mortal to attempt to smite the mortal, while another player may have allocated his minion to protect the mortal from crossing over. A mortals fate is contested using the Sin/Virtue of the mortal and the Fury of the minions involved. Players add the Sin/Virtue of the mortal and the Fury of their minion, they then add this to the result rolled on a die. Who ever has the highest total wins the contest and may choose to either smite or spare the mortal involved. The minion on the losing side of this contest is destroyed, and placed back into the deck.
If a mortal is killed then his soul is immediately contested between Heaven and Hell. To resolve where this mortal will spend his afterlife, players each roll a die and add the number of Sin/Virtue on the contested mortal. The one with the highest result is now the owner of this mortals soul, and will get a number of soul tokens equal to his worth during every reset phase.
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this is what i have so far, i still need to come up with the cards (wich will probly be the hardest part).
Card types and stats:
Minion (Angel/Daemon):
-cost
-Fury
-power (couldn't think of a different name for it, the stat was called influence but i changed it for now to cause less confusion)
Influence
-cost
-effect (either add X amount of Sin or X amount of Virtue to target mortal)
Mortals
-Starting Sin
-Starting Virtue
-special abilities
right now i have not decided what type of 'die' to use, since i haven't playtested or made any of the cards yet. But i am thinking D10 to give a wider range of possibility to the stats of the game. I am also considering adding a battle phase to the end of the phase list where both sides use their minions to fight, but i haven't thought of much more for it beyond that. I'm still deciding what the winning condition will be too, there are a few obvious ways to do it but i still dunno, it all needs playtesting. any suggestions would be greatly appreciated. I would particularly like to hear what you think of the 'angel/daemon on the same card with inverse power to keep the game balanced' mechanic.
well, i'm very aware that the theme has been done before. I thought up the game mechanic, and then realized it would fit this theme nicely. I'm not a very religious person so, to be honest i couldn't careless whom is offended by it.
also why did it take so long for anyone to reply to my post? is this just that un-interesting? i atleast thought i had an original game mechanic goin