I have made a discovery today in my game club. I found some martial art fighting card game made by dream pod 9 which was inspired from another of their game of the same kind for heavy gear. I am not sure if I have the rules, but all their games seems to share somewhat the same rule. What is funny is thet their game is distributed in a videotape box. Here are their references on board game geeks :
Video Fighter
http://www.boardgamegeek.com/game/8026
Project A-KO
http://www.boardgamegeek.com/game/19058
Heavy gear fighter
http://www.boardgamegeek.com/game/2776
It is a bit frustrating that I now found two of my game ideas already published. But it could still give me some inspiration for my games or make sure I don't make the same mistakes.
Now I have been arguing with somebody in my game club that making a video fighting game as a board game is stupid. Because there is no strategy in a video fighting game, the game is normally set on Memory (remember the moves) and reflex. He said that a card game will result in: I pull out my greatest powerfull combo and the opponent try to pull out it's strongest defensive combo. In other words luck with what you have
But when I see my friend play and talk about Soul Caliber, it seems that there is some sort of strategy in what they do. Now what I am asking for is:
Do you think it is possible to make a STRATEGY game out of a combat card fighting game that is played somewhat fast? (aprox 15min a fight). By strategy I mean to either think ahead of time or having important decision to make that could change the outcome of the game rather than playing what's best in your hand. ( See the following thread for more details about my game idea, (look at my post))
Thread : help with Martial Arts Game
http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=3943
What I have tought so far, to make sure that there is some strategy :
- Make sure there are various path to reach your goal so that your opponent cannot just use his best cards. Yes, there is direct attacks, but you might use attack with special effect ( stun, critical ) that your opponent did not tought about, or try to win the match differently (ex: grab and throw down your opponent )
- Give many use to the same card which can force the player to think if he should save this card for later or use it now ( ex: mana system for duel master ). I tought of a priority system, so a card with good priority could be use for starting engagement. For evading throw down, you must discard a card with value ? higher than the grab strength, so some powerful cards might need to be kept in case you need to defend yourself against a grab. Some card could be used as a speacial move instead if your groove is high enough.
- As a customizable card game, it can create various strategy and specialisations.
Thanks for the replies.
I was thinking of setting some hidden stuff in the game. Maybe the initiative would be determined by a hidden card. I also tought of making the player set a defense card face down that he can flip up if needed. If he does not use it, he can put it back in his hand. But he connot play it from his hand. Only counter cards can be played from hand.
For the Rock, Paper technique, I'll need to use something that look close to this. One idea I had is to have 3 kind of attack : strikes, grapple and magic that each use a different kind of mechanic. As an optional rule, you can add weapon attack and thrown weapon. Some defense can only work against a few of these attacks ex: Magic can be dodged or deflected but thrown weapon can only be dodged.
Finaly, I have taken a look at the rules of the fighting game I listed at the beginning of the thread. Since they are not CCG, the cards does not contain the moves, but rather the move opportunities. Your character sheet contains a list of moves with the requirement has move type and color (strength). If you have the appropriate card that match theses, you perform the move and your character sheet will indicate additional information like special effect.