Hello,
I've been trying to develop a unique card game for quite some time. My primary goal has been to avoid making just another Magic the Gathering knock off like so many of those games out there.
The idea came from the simplicity and elegance of Blue Moon, a non-collectible card game design by Reiner Knizia.
If you've played Blue Moon before, then where I'm going with this will seem similar.
I have no idea how the resource system for playing cards will work yet, and I'm not sure it matters.
The main concept I'm working with is that at some point during your turn, if there is not a battle being fought, you may start one by having one or more of your creatures enter combat. Each creature adds to your total power threshold for combat. During each player's turn, they must try to match or beat that power threshold.
Potential Mechanics...
- Every turn a battle wages, it's conflict level increases. The higher a conflict level, the more casualties will be inflicted per side and the more total damage is dealt to the losing player afterwards.
- Tapped/Exhausted creatures might not contribute power. So creature-less decks are possible by having ways of reducing your opponent's power threshold.
- Winning a battle with a certain power threshold could grant a player some type of 'victory point' which when so many are obtained the player wins the game (rather than only being able to win through damage).
- If you lose a battle, all of your creatures in combat are injured.
- Retreating creatures from combat might have some ill-effect for you.
This is in its very early stages, and I'm primarily trying to brainstorm how to mold the elegance of blue moon into a normal CCG. I'm wanting to stray from Blue Moon in that I don't want every card to be 'free to play'.
I'll add more and try to get a more defined list of rules for what I'm going for. Until then, all thoughts are greatly appreciated.
-NomadArtisan
Thank you for that insight.
Though simple and sort of a 'duh' moment for me, I have been looking at how to make it different rather than how to just make the game. In part this is due to having played magic for the last 17+ years.
I think what I need is a good brainstorming session. I'll have to sit down and draw up some ideas.
Thank you