I previously posted some thoughts on making a bluemoon inspired CCG, was given some good advice, and designed a game of my own rather than a recreation of Mtg.
What I have...
You start the game with 3 zones of focus, offensive, special, and defensive, and 3 focus counters on each zone. Once per turn you can move a focus counter from one zone to another. You don't ever gain focus, you just manage where your focus is going. You can only play cards if you have enough focus in the right zone according to the card's requirement. i.e. a powerful attack might require 6 offensive focus.
I'm also utilizing an 'action-chain' system in which the cards you play over the course of a round remain in a line and have effects representing the current actions you are taking in combat. Those of you who have played UFS might get a better picture what I'm talking about visually.
Cards have a number value on their left (chain limit) and either an open or locked 'value' on their right (chain continuation). A card cannot be played if you already have more cards in your action chain than the card's chain limit, while if a card has a locked symbol on the right, then it ends your chain and no more cards can be attached.
When cards are attached to the chain, some may have an immediate effect, an effect to boost or modify subsequent cards, or even a delayed effect. There's more that can be incorporated or course, but I don't want to put the carriage in front of the horse here.
What I'm trying to figure out...
Basically, I'm very intrigued as to how the above system can be turned into continuous and active combat. Players can chain together attacks, defensive maneuvers, techniques, stances, weapons, etc.
One idea is to have every card have an attack and/or defense value so the total in your chain are applied to a 'combat resolution' step of your turn to see if you take or deal damage. In this way, you'd have to balance special abilities and raw power in order to come out ahead in combat. (similar to blue moon in this way)
Another option is to have specific cards that can be used for attacks or blocks.
Alternatively there might not even be damage or hit points, but rather an 'upper ground' mechanic that players struggle to obtain before delivering a final blow (which can only be done while you have a certain amount of advantage/upper ground/momentum etc.)
Lastly, perhaps combat is split into separate fights instead a continuous one. The longer a fight lasts, the more exhausted players might get (represented by the loser of the fight discarding more and more cards from the top of their deck). Players continue trying to apply greater force to the current fight, and whoever wins the fight gains the 'upper hand'. This would require players to decide if they have a chance in the fight, because if they continue the fight, stall, and lose, they not only give up the upper hand, but they discard cards from their deck which running out could be an alternative losing condition.
Anyway,
Thoughts?
Thanks!
I like the two different phases idea.
Perhaps you'd have your front action chain, and your back support chain. Cards you play in your front chain work as attacks and blocks while cards you play in the support row might influence the combat row. This would allow players to be able to actually fight a combat while still working on their deck's strategy.
I didn't explain the 'advantage' idea very well.
The idea there was that you'd have to obtain the upper hand and then in some way deliver a killing blow. Your options and card capabilities don't increase, you are simply in the position to win the game while your opponent would have to take back the upper hand in order for them to be capable of winning through combat.
If you've played bluemoon, it's similar to that game in that you have to win consecutive 'battles' in order to win, not just deal an amount of damage.
As for the war comparison. I see how you got that, but I think that also was from a lack of explanation on my part.
So if a player initiates a combat, they play their attack cards, etc. and put the top card of their deck face down into their 'conflict' zone. At the beginning of each player's turn, if in combat, that player puts a card from the top of their deck into their conflict zone. After a winner is determined for a combat, the winner may look at all cards in their conflict zone, pick one to put into their hand, and shuffle the rest back into their deck. The loser puts all cards in their conflict zone into their discard pile.
I'm also trying to figuring out how you might be able to win the game simply from outlasting your opponent through sheer strength of defense.
My goals for combat are currently...
One player must initiate combat, after which it is continuous through turns until the combat is won/lost
Offensive decks will have the potential to deal more damage and do so faster than defensive decks
Defensive decks have the potential to delay or prevent damage to themselves and win by 'exhausting' their opponent
Give enough advantage to initiating combats that two defensive decks would not avoid initiating.
Also keep in mind 'damage' is ambiguous right now. I'm more worried about the interactions than the end result.