Hi Folks,
Mi Gato is heading out for some serious playtesting and now that it's in that phase I'm starting work on my next game design.
Title: Magical Muddle (Not too sure of this title yet).
Type: Card game (non collectible)
Synopsis: Welcome to Beardlies Home for Retired Magicians! You and your elderly wizard buddies have gotten together for a friendly game of poker.
Of course, being the power-hungry, egotistical know-it-alls that retired wizards tend to be, a fight has broken out. And what's the first thing you do in a poker game / brawl? Why, you take out the lights!
Now engulfed in darkness, you quickly grab your bag of spellcasting components which you stored under the poker table and retreat into a sheltering corner.
Alas! When the lights come back on, it appears that you've grabbed the wrong bag! Now you must try and use someone else's spell components to cobble together spells to both protect yourself and harm those other, poker-cheating, good-for-nothing wizards, one of which has your bag!
Mechanics: This will be a non-collectible card game with a fixed number of cards in the deck. Players will have a set number of cards at the start of the game and will have opportunities to draw at each turn and via special cards. Cards which represent spell components can be used to create various spells which will either harm another player's character or help yours. Combining components will allow for more powerful spells, but this may take more time and can be foiled by other players.
So, that's the basics. What do you think?
Sounds like a very interesting premise... However, given the background you propose, I get a vibe that the game should include some sort of card passing / go fish element... Something to represent the wizards accidentally drawing the wrong pouch and fiddling around with stuff they're not familiar with.
Perhaps instead of drawing from the deck, you can draw from an opponents hand? At the end of the "draw phase" all players need to be back to X cards. So if anyone was targeted with several draws, they'll still get back to a certain minimum hand size.
You can "call for" a type of component. If a player is willing to pass that component to you from his own hand, he gets to draw cards from the deck (so he can clear out cards he doesn't need, but at the risk of passing you something he does need).
Perhaps a trading element, where wizards put components from their hand up for grabs. Say any 2 cards from your hand for 2 cards chosen by their opponents. If an offer is made, the player must accept one of the offers on the table.
Or perhaps a "play order" a la Bohnanza -- cards in your hand must stay in that order, so you want to purge some components that much up the order of the cards to get those big spells off. This would also reflect the "hey, this isn't my bag -- what's that doing in here" feel.
Regdardless, good luck -- it sounds pretty neat. Game on!