Hello All,
I've been wrestling with a few of my card game designs recently and the biggest issue I'm encountering is a lack of win condition ideas.
Any advice on taking game mechanics and using them to inspire win condition mechanics for the game?
Right now I'm focused on a 1v1 fighter card game where I'm trying to simulate two warriors battling it out, and I want to avoid simply using life points if able.
Any thoughts?
Thanks for the ideas so far gents.
I had thought of the deck size, and that may very well be the route I go, however I also like using that as an alternate win condition as many games do. I had the idea that when you ran out of cards in your deck, you chose a certain amount of those cards and they were removed from the game, then you reshuffled. Basically once your entire deck is removed from the game, you lose.
There was a dragonball Z card game that simulated fighting and your deck was your life total. Damage was random, cards being simply discarded from the top of your deck. It worked and there were some interesting interactions, such as some 'endurance' cards that if they were discarded from damage, they would 'soak' up more of the damage and reduce the amount you took.
Another pro is that it doesn't require any pen&paper and so it's one less thing players have to actively track.
@ Dralius- That is a cool way of measuring combat effectiveness. My only worry would be that whoever starts getting the advantage snowballs into even more advantage. If you start losing, drawing less cards means less ways of getting back in the game.