Hi all,
Okay so I read somewhere that MtG is all about RULES. And when *designing* new cards, it often becomes about breaking the rules. I think that is VERY cool... But I feel every time I try to follow this paradigm, I never can come up with sufficient rules - that can later be broken.
For example: In my current design each player has 3 APs (Action Points) per turn. <= RULE
Instant card which BREAKS the rule = Discard 1 card from your hand to earn 1 extra AP (Self-Sacrifice - White).
Another card to break the rule = Steal 1 AP from your opponent for your next turn (Amorality - Black).
Similarly another card = Steal 1 AP from your opponent by discarding 1 card from your hand (Balance - Blue).
I think this type of designing is... as I said... very cool. BUT I simply cannot come up with enough RULES! :P
Aside: I look at that MtG color wheel and DROOOOLLLLL... ( http://wiki.mtgsalvation.com/images/e/e1/Color_Wheel.jpg ) The depth of that game is so deep. If I could capture like 25%, I would be happy with that.
Anybody care to comment???
I'm not trying to be WOTC and making things similar to MtG. It's just that I like the approach, it adds depth to a game.
Well I am thinking about *Instant* cards and what they can do. Also if I have pie abilities, that will help me think in the *Right direction* to find new Instant cards.
I understand. But even the cards that break rules follow another set of rules (like the pie and its abilities).
This is very interesting. I have: Deck, Hand, Battlefield, Victory Spots and Graveyard. (And Deck can be Exile also). For resources, I have: Mana (5 types), APs, Battle Dice (5 types too). I do not have "life" in the game, your Character does not suffer damage from opposing forces.
These all seem sensible, with the exception of the of "2 cards from your deck to your graveyard - gain 1 AP". Seems too costly.
Also please explain the difference between *Graveyard* and *Exile*. My assumption is when the card is in the Graveyard, that card is done - unless some other card can restore it to life. My understanding of Exile is that the card is returned to your deck where it may be conjured again. Am I correct? These are my game's dynamics even if they are incorrect...
So back to my *colors*, this is what I have so far (people may comment):
Green - ??? (Don't know yet)
Blue - Balance
Red - Coercion
White - Self-sacrifice
Black - Amorality
So for my AP example, I have: ??? (Green), Steal 1 AP by discarding 1 card from your hand (Blue), Your opponent must draw 1 additional card (Red), Discard 1 card from your hand to earn 1 extra AP (White), Steal 1 AP from your opponent (Black).
Not sure what to do with *Green*. The element is Earth and features earth units. It also includes land-friendly Elves which are usually neutral in alignment.
Ideas welcome... Many thanks.