So i have changed my game a bit and decided to post my current idea on the first page. Here is what i have so far
GRID:
For the grid both players have their own grid and when joined together forms a large grid. a player side grid is 4x5 and when joined together the grid is 8x5. I decided to make the cards sideways or horizontal. I cheked out Summoner war and i really like how its cards and grid layed out so i decided to incorporate that into my game
LAND:
The land cards will be more or less the same as before.
MONSTERS:
The monsters have changed and not just their layout but some stuff has been added. So to make it easier to determine which monsters can live on which land, the monsters no longer have a subcategory type. such as a fire goblin won't be Goblin-Fire or Humanoid-Fire, it will just be Fire. if the goblin is an undead too then it will be known as Fire/Undead
The monsters will also have other stats such as
Movement= how many the monster can move per turn
Combat type= If the monster is a melee or ranged combat type
Damage type= Each monster has a damage type
atk/hp= Each monster will have MTG style attack stats in the form of 1/1
Weakness= as mentioned earlier each monster has a damage type and when attacking a monster that is weak to your damage, that monster will lose an additional point from their HP
There are no counters to keep track of your monster's HP if you fail to kill a monster on your turn then their HP resets
EVOLVED MONSTERS:
These monsters are special and much stronger than normal Monsters, you can only summon these monsters if you have the required monsters on the grid (Undead monsters require your discard zone instead. Lets say you have a fire golem and a rock golem on the grid, and to play your colossal golem you will need to sacrifice the 2 golems and you can then play your evolved monster
ATTACKS AND POSITIONS:
To attack with your monsters you will need to position your monsters before you can attack. For Melee monsters your target must be adjacent to your melee monsters. Adjacent can be left, top, right and bottom of your melee monster, you cant attack diagonally
For range monsters, you can only attack 2 spaces in front of your range monster, you cannot attack a monster if its in melee range of your card and you cant attack if the monster is 3 spaces apart. Also if any monster including your own monster is blocking your range attack, you can't attack your target.
As for the movement, your monsters can move to an empty space, however you cant move if a monster is blocking your path and also you cannot move diagonally
WIN CONDITIONS:
There are multiple win conditions and they are
Both players have 5 crystals line up at the bottom of your grid field, each crystal is adjacent to a grid space. If you are in range of one of the crystals you can attack a crystal and destroy it (it requires 2 hits to destroy a crystal) If you destroy all 5 crystals you win the game
Another way to win is to kill evolved monsters, these monsters are strong and require a good number of monsters to kill it, if you kill an evolved monster then the opponent will lose 1 crystal automatically if there are no more crystals on the field you win the game
Another way to win is to force your opponent to destroy all their inhabitant monsters. If the opponent runs out of cards to draw, they will need to make do with what they have in their hand and field, if they have no more monsters on the field you win the game
anyway so far my idea is having a deck building game where you can pre-construct your deck but with limitations such as only certain cards can go in a certain deck. So here is what i have so far...
So for the board layout, there will be discard and monster deck zones of course but also additional deck zones. 1 a core deck, kind of like a resource deck and another deck of strong monsters. So you have a deck of strong and a deck of weak monsters. The weak monsters is what you will be drawing most of the time.
You also have a main card kind of like a boss card. this will be called land card or something, each land cards will be different, the land cards also linked with your weak monster deck and each land will have different health which will be called population, lets say you have a fire land card, you can only use cards that relate to fire such as fire, earth and rock monsters (it will be listed on the land card). And here is one way to win, lets say the land you are using has 50 population, that means you will only allow to have 50 weak monsters in your deck, and once you run out of cards in your deck you lose.
The strong monsters do not count towards the population limit and ill explain what these monsters will do later
As i mentioned before, the core cards are a separate deck and if your weak monster is killed on the field you send that monster to the discard and replace that monster with a core card and place it on the field where the monster got killed. So to play your strong monsters, you need to discard core cards from your field to play strong monsters, you dont need to draw strong monsters u can just search the strong monster deck. Lets say a strong monster has a requirement of 3 cores, you send 3 cores from your field to play your strong monster
(i haven't decided if the cores should be just one thing or have multiple cores such as fire core water core etc and each monster requires certain cores to play)
Another winning victory is tied to the strong monsters, at the start of the game you have a total of 5 crystals or life force whatever (these will just be meeples or counters or coins whatever) anyway if a strong monster on your field is killed, you will lose a crystal, once all 5 crystals are gone, you lose the game
The monster cards will have stats like 1/1 which is 1 atk and 1 hp, kind of like magic. Dunno if weak monsters should have effects or not and are just fodder for the strong monsters, dunno if that is ideal or not. strong monsters will have effects though, and there will be no keeping track of health from monsters, if you failed to kill a monster on your turn then their hp and atk goes back to normal.
I havnt decided how many monsters you can have on the field either, and how the monsters can attack
well that is what i have so far
I would have liked it if you read all my post, as I found that comment to be a bit rude as i usually like reading your comments but it felt like Im wasting my time and my ideas didn't mean anything on this forum