Currently in the process of creating a CCG and I was wondering how I should go about creating costs for card effects.
I think if I was to apply a relative value to every potential secondary resource in the game and add that on to a base cost of 1.
For example, in this game your secondary resources would be
- Yourself/Your Life
- Your Hand
- Your field (further split into your various individual units)
- Your deck
- Your discard pile
Quantity is a problem too, if a card discards another card, sure doesn't have to cost too much but if one card discard 3 cards, it's cost would have to be X by 3 at the very least to balance it.
Then there is also valuing Player Vs Player. Eg. Assume you have a card that costs 2 that lets you draw. 1 for a base cost, 1 for extra cost because it affects you.
Now let's take a similar idea but instead of you drawing a card, your opponent discards one, now because your reducing your opponents resources I'd imagine to up the cost of the card at least by 1 because instead of cycling your resources in hand, your limiting your opponent's options.
The card themselves however are a straight 1 (the card activated) for 1 (the card drawn as replacement by you or the card discarded by your opponent to even it out).
So is this how some of you would suggest going on about handling a Cost V Resource scenario? It's pretty hard to create a balanced CCG especially thanks to the ever slowly creeping power rise they tend to fall to.
All and any replies welcome!
You fundamentally misunderstood one aspect of the rules.
Creatures don't bounce each other Creatures.
You can only call creatures during your Call Phase and can't do anything else during that phase. You can't have a Balance Value under 0 (as in a negative value).
You first play a Positive Value Creature (say +3)
Now you may play a number of various Negative Creatures up to a total of -3 (resulting in a balance value of 0).
However if you do do that then you can't activate Variables leaving yourself somewhat defenceless during your opponent's turn.
Variables are meant to return creatures, that is a core concept of the game but yet again refers to re-balancing.
Another form of re-balancing is when a player is forced to discard a number of his NBV Creatures when his BV falls under 0 resulting in a Negative TBV.
The games theme has changed since and these actions will most likely make much more sense in that particular variation once applied.