This is my first game that I'm seeking feedback on here. I have two others in progress, but this is the one that's keeping me up nights. :)
It's a CCG style game, but the vision is for it to not be collectable (assuming it even gets as far as publication). The rules, 27 sample cards and the player mat can all be found at:
http://www.bgdf.com/files/My_Uploads/JeffK
My current concerns are:
1 - Theme. It's straight up fantasy, which is of course is hardly a neglected genre. Is the overdone theme a problem in this particular game? I think it fits the mechanics well, but will others? Even worse, perhaps, the basic Unit types are Soldier, Rogue, Wizard and Priest. Granted, this was for ease of design, but I think it works well. Others may see it as far too generic.
2 - Too much text on some of the cards? I've always preferred having all unusual mechanics described on the cards themselves rather than having to refer to a rule book to explain them. How does everyone else feel?
3 - Too much like Magic? Personally, I think it plays VERY differently from Magic. However, all CCG style games eventually get compared to Magic and I want to be sure I've done enough to distinguish it.
4 - Too heavily weighted toward the attacker? In the game, an attacking player can order a combined assault, while the defender has no such option. This is directly OPPOSITE Magic - I've always preferred games that reward aggressive play (probably because I have the opposite tendency and need a push ). I was also concerned that adding in a "combined defense" rule might make it too tough to break through a good defense.
5 - Too random? There can be a LOT of dice rolled in an attack. In initial playtesting it didn't disrupt the flow of the game at all (there are only two sets of rolls - attacker rolls dice, defender rolls dice, resolve). Plus, lots of dice rolls are better than very few if you want reasonably guessable results. Very few CCG style games use dice, though, and it may put some people off.
Anyway, any feedback, however critical, is welcomed. Thanks for those who take the time to look it over.
Jeff K.
I'd personally prefer a more original theme (for example greek heroes, monsters and gods). But having a more original theme may put off more players than it attracts, so I don't know.
There's probably no correct answer here. On the one hand, as noted, it's been done and done and done. On the other hand, the archetypes "Wizard", "Rogue", "Sodier", and "Priest" are quickly understood by players, and may help them grasp the mechanics of my game that much faster. This will have to be a wait and see.
I like that idea, thanks. It may help declutter some of my cards.
Well, the reason they look so much like Magic cards is that they ARE, basically, Magic cards. :) I used MtG Editor to make them (found at http://mtglair.de/editor.shtml and the art is directly taken from Magic cards. Obviously all of that will need to be changed in the future, but I have zero artistic ability, I think the card art really helps the feel of the game and MtG Editor is great for whipping up prototype cards very quickly.
Absolutely. The highlights are:
1 - Obviously, the use of dice. I wanted more of a miniatures feel when it came to combat rather than the wholly deterministic approach used by Magic.
2 - War Columns uses an action point system. You have 5 actions per turn and can use those actions to draw a card, play a card, order a card (i.e. attack or use a special ability) or increase your supply.
3- Rather than holding resources in your hand (i.e. land cards), in War Columns you automatically gain 3 supply per turn and may increase it further by using action points as previously mentioned. Card costs range roughly from 5 to 18 supply.
4 - Rather than using "mana color" to differentiate decks, the Units themselves make the decks different. For example, if you want to cast a Fireball from your hand, you'll need some readied Wizards in play to do so, and wil need to "exhaust" (basically a double "tap") as well. If you want to resurrect a Unit, you'll need some readied Priests. Discard an opponent's cards? Readied Rogues. All of the "Strategy" cards require readied Units of a certain type, as do some other Units (Beasts often need Soldiers, Summoned Units needs Wizards or Priests). Thus, your available actions will be determined largely by what sorts of Units you have in your deck.
5 - "Support" cards, which are always in play, require Upkeep, either by paying some Supply every turn or by tiring Units of a certain type. Thus, it would be extremely difficult to have more than two "Support" cards in play due to the constant drain on your available resources.
6 - Unit position is critical. You can only attack your opponent's Leader if he has an empty column, and the attacking Unit must be in that same column. Close Combat Units can only attack Units that are directly in front of them, and Ranged Units have specified ranges for their attacks. Thus, you'll want stronger Units up front and your weaker Units with special abilities in the rear.
Those are the main differences. You know, perhaps it's just the Magic style cards that's making me worry about this one. :)
I really like that idea! I'll tinker a bit and see what comes of it. Thanks. :)
Non-transitive dice is a cool idea. My concerns would be a) the difficulty balancing non-transitive dice in an already difficult to balance game and b) the number of dice that would need to be included in the game. It's worth looking at though. Perhaps, rather than basing it on profession (which would be tough as the game also includes Beasts, Summoned Units and Undead) each Unit could have an attack type (i.e. slashing, piercing, crushing and energy) and an armor type (metal, cloth, hide and none). It could still be tough to balance, but the effort might be worth it.
It was extremely helpful. I appreciate your time and will keep everyone apprised of the game's progress.
Jeff K.
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