I need some "design" HELP. What I am looking at is HOW to ADD player interaction in a card game.
The design in question is "Quest Adventure Cards(tm) - Version 2.0".
I want the core mechanic to be "Deck-Construction" like most of the popular CCGs/TCGs. BUT instead of "battling" your opponent, you are "building" a STORY.
The game consists of "Fragments" which tell the story of bold adventurers and the terrors they try to conquer. Fundamentally there are two (2) types of cards: Heroisms and Terrors. One good and the later bad.
If I let both player decide on telling their own STORY (which I have thought about quite a bit) ... my problem lies in PLAYER INTERACTION.
Without "battling" (like I said I want to focus on STORY)...
How do I get players to "interact" with each other???
What I had as an idea would be the player controlled his Heroism tracks and the opponent controlled the Terror track. This kind of set up the paradigm that the obstacles to conquer would be defined by the opponent.
But then I ran into the possible issue: "What if the opponent did not cooperate and would not play Terror cards?" What then???
Any ideas/feedback/comments would be greatly appreciated.
I'm still in a nebulous phase with this design... The goal would be to NATURALLY play cards that allow proper interaction.
Unlike Magic, the goal of the game is to EARN 20 Victory Points. First player to achieve this is the winner.
Two (2) ways to SCORE points:
So if you can WIN by generating "Income" this is one thing. BUT at the same time, you need to know what you are facing in terms of an opposing force...
I was thinking that each player gets to Player his Hero cards during the SETUP of the game. Perhaps instead of just the Heroes but also the Boss Monsters... Something like each player plays THREE (3) Boss Monsters into the opponent's Terror Track. Next, each player gets to decide which HERO he wants to battle each Boss Monster...
Need to think about this some more...