hey,
its been a long time since my last post. maybe some of you remember the cyberspace/cyberwar collectible card game i was working on. I got time to work on my game idea again, and the core rules are almost finished. before i move on i like to discuss the key mechanics of the game, maybe you have some more input to offer. I just copy and paste some parts of the rulebook:
DARKNET
Darknet is a collectible card game surrounding computer specialists, hacker groups and corporations in their journey to plot agendas and secret objectives. The story is inspired by R. Talsorian's Cyberpunk roleplaying game, as well as other Sci-Fi related novels and settings.
Players represent hackers in the cyberspace, trying to achieve their objective as fast as possible. The core of the game is, that there is none: players decide wich resource systems, victory conditions and mechanics are used by putting the right cards into their decks.
This is cyber warfare - and you decide how the battlefield looks: first create, then break and bend the rules to your liking. the more codes the players bring into play - the thicker the maze of mechanics and endgame conditions becomes until one of them triggers.
OVERVIEW
So every player builds a deck of 60 cards, there are several card types (all cybernet related, including Agenda, Module, Program, Resource, Hack, Upgrade and so on). You draw 7 cards each and decide randomly who starts.
At the beginning of your turn, you always have the option to A.) draw a card or B.) gain one bit (the currency of the game). During the main phase of the game you can bring cards from your hand into play or activate abilities of cards already in play.
THE DETAILS
the thing is, that there are no victory conditions in this game and large part of the resource system (besides the option to gain one bit during the beginning of your turn) are completely variable. this also offers new freedom in deck design, because you can choose your own victory conditions and the way how to get there. let me go a bit into detail about this:
Resources - The resource cards enable you to add other forms of income to the game. this is similar to the lands in M:TG but offers much more possibilities. In fact, the resource cards let you decide how income is generated in your deck.
Agendas - More important are the agendas, the centerpiece of the whole game. each agenda card represents a victory condition. This way, players are able to set up ways to win the game that suit their deck best (like: Destroy 12 opponent cards, gather 40 bits, deplete your opponents deck etc.).
Clusters - cards you bring into play must be attached to other cards you already have in play. the center of such a "cluster" is an agenda card. you can create multiply clusters if you want (wich also means that you can have multiply victory conditions active as the same time). if the agenda card "dies", all the cards attached to it are also removed from play.
Raids - Attacks in this game are called "raids", where you send your computer programs, Bots and Spiders after your opponents cards in order to destroy them. Each raid must target a single cluster of your opponent. Although raids are not critical to win the game, they are the best way to stop your opponent from winning - by destroying his agenda (victory condition).
SYNOPSIS
In this game, every player strives to set up his own agenda and add resources and upgrades to it in order to achieve it. In addition, you do everything you can to prevent your opponent from reaching his goal. In this symmetrical ccg both players have to play the roles of both Aggressor (to prevent the opponent from winning the game) and Defender (in order to achieve your own victory condition).
Phew - this was a long text, hopefully you gained a few insights about the game. Now, what do you think? Might it work? is it worth developing a base set around this idea? Just reply and post your thoughts, thanks!
@suhreman
Wow, do you mind sharing some thoughts about your game concept too? It could boost both of our designs!
There will be cards marked "hidden" wich can be played face down, but not all agendas are played face down. also the attached cards are like spring traps, or walls to defend your agendas. I am aiming that you have to keep, protect and build the agendas over the whole game.
Ah, just saw the link to your rules - Im checking it out now.
@Willi B
Yep, know it. Also the hacker game from sjgames. All very inspirational!