I've been working on a card game called Bastion, which is themed on 16th-19th siege warfare.
The cards generally look like this:
There are a couple ways to use each card. You can put it on the table as a "unit", you can play it as a "tactic" (it is discarded afterwards), or you can simply discard it to sell it for coins.
When it's a unit, the card has a health (indicated in the heart) and a type (under the name of the card for riflemen it's "Infantry", and also coded by the color of the text boxes). When it's a tactic, you look at the lower text box and do whatever the rules there state. When you sell it, you gain coins equal to the cost printed in the coin.
The goal is to reduce the opponent's army from 10 to 0 morale. You lose a morale every time a unit dies, so the goal is swiftly accomplished by playing tactics that deal damage.
There is one important rule that goes along with this: You can only play a card as a tactic if you have a card of the same type (The general type, not the particular card) already on the table as a unit. Essentially, the unit on the table is carrying out the orders printed in the text box of the card you play as a tactic.
The two most important tactic abilities a card can have is X Damage and +X Resist. If you play a card that does X damage, that means your opponent will have to place X damage tokens on a single one of their units. Sometimes, a card has multiple "Damage" strikes on it - your opponent can divide those up or put them on the same unit as they wish. To counteract this, if your opponent plays a card with +X Resist, that means to reduce the amount of damage in each incoming damage strike by that amount. So if you play a card with "3 Damage, 3 Damage" and they play "+2 Resist", then they only have to place 1 Damage, then 1 Damage on their units.
The players start with a deck of 12 cards (via draft), of which they draw 7 and put 3 of the drawn cards onto the table as their starting units. Then, each turn they each do the following:
1. You may place an additional unit, if youwish
2. You may play a card as a tactic (Each player plays a card face down, then reveals for maximum surprise)
3. You may sell a card (by discarding it) for coins
4. Draw 1 card, then continue to step 1 unless...
If a player has no more cards in their hand or deck, the opponent gets one additional turn, and then the round is over. Whoever has extra cards in their hand or deck gets a paltry bonus of 1 coin per card, and then the players move into a "buy phase" where they can buy cards from a big stockpile of extra cards. Then they shuffle up their discard/deck/hand into a new deck and start a new round, this time only drawing 4 cards to begin with, since they don't need to place starting units.
Whenever one of your units has damage >= their health, they are destroyed, and you remove it from your deck into a "junkpile", which is also where leftover draft cards go. Then, you lose 1 morale. If you ever get to 0 morale, the other player wins.
Here are the full rules: BastionRules.rtf
And here is a full card spoiler: Bastion Cards
The important decisions players get to make involve deciding what cards to play as units/tactics (and in what order) in order to maximize their ability to absorb and deal damage, which cards to sell for coins (to make your deck better in later rounds), and which new cards to buy between rounds. There is also a little bit of puzzle about how to distribute damage, since you might want to keep a certain unit in play to be able to play a tactic you are holding.
Let me know what you think, the rules are a bit rough right now so I need some feedback as to any potential snags or things that are unclear.
Thanks!
Thanks for looking at it!
I have actually done about 4 playtests with the current rules and cards (and another dozen or so with rules that are between kind of different and totally not the same game) so I guess I'll tell you about them here.
There isn't a rule to keep the starting decks from being too good, except by virtue of the pool of draftable cards containing less of the better/more expensive cards. On top of that, you need a certain threshold of cards of any specific type to be able to play more than a couple of them as tactics. If you are going strong with infantry and artillery, your deck is always made better by buying up those cards at the end of each round. Of course, the best way to get a lot of money is to sell the expensive cards instead of using their effects, so getting more of them into your deck is always a good thing.
Still though, there have been some pretty off-balanced draft decks in a couple of the playtests, so I've been bouncing around between a couple of ideas for fixing it - giving the players preset starting decks would be a pretty simple solution, I think.
The way damage works right now (defender chooses where to place all damage, and each damage is affected by the resist that the defender played) seems to be working, since you always get to choose which units are taking the damage. After a certain amount of damage though, your choices begin to dry up and you have to play more units. Also, it makes the multi-damage cards more interesting, since they are better when unimpeded, but worse against +Resist cards.
There are some cards in the set already (The structures: Ravelin, Rampart, and others) that let you play an additional tactic on the turn you play them, these are used primarily to find out what the other guy played, and then play whatever counters it. For flavor/theme reasons I am probably going to change the name of those cards, or make a specific "spy" card, but that will come later after more playtesting.
Did any part of the rules seem confusing to you? Right now I am mainly concerned with the rules file since it'll let me get the game out to more playtesters without me having to stand watch and make sure none of the rules are forgotten.
After that it's card tweaking and numbers tweaking, plus there are a couple big kludges in there that I hope to smooth out someday.