So while i was working on my current hero/villain card game i was thinking. how can i make it better? the truth is, this is how far it's going to get, so i decided to think of a new game but keep the hero/villain theme and i came up with a dice mechanic card game
Here are my previous posts to get you up to speed with my process
Draft rules for card game
http://www.bgdf.com/forum/game-creation/proofreading/draft-rules-hero-v-...
the design aspect of the card game
http://www.bgdf.com/forum/game-creation/design-theory/background-designs...
It was a decent idea, in my head anyway but i believe a direct combat card game is only for a select few player base (people who like Pokemon, Yugioh, magic etc)
If i want a wider audience i need a different type of play style, and i decided a mix of cards and dice rolls. I could have done a board game as that is where most of the player base is but i can't design board games as it will end up like snakes and ladders or something, so I'm sticking with card base.
Here is an image of my idea on top of the post
Hard to understand right? well that is my process when it comes to designing games, but I'll explain how it works
You will have a deck of hero/villain cards, hadn't decided if it will be a draw from deck randomly or just choosing a hero you want to use from your deck.
So each hero/villain card has a dice mechanic, abilities, and score
the number of dice symbols on the character card determines its life
Each player gets to use a dice with different symbols on it
The action dice section was a scrapped mechanic, i was planning on adding quest cards that you can use to complete to add to your final score but it didn't look right as it will be too difficult to do as ill need different quest type cards (good and bad) for the hero and villain side.
So i decided on using the combat dice instead and focus solely on the character cards
Ok now the symbols of the dice are not final and may change but basically, the dice do the combat
So both players use 2 element dice, 2 combat dice and 1 hero/villain die (which probably won't be separated into a hero only and villain only die) so it will just be called a character die or something
As explained before the characters have a dice mechanic on their cards, an example, the hero card is a fire type and it has multiple symbols which are punch, punch, kick, kick water, water, water, ground. you will need to roll these symbols to kill the character card. you can't do it on 1 turn unless you roll a reroll symbol, so you can place counters on the symbols that you rolled onto the character card. the other dice you roll during your roll phase is the ability die, each character card has an ability that if you roll an ability symbol you can use your characters special ability, it could be gain an addition element type when you roll an element or remove a counter from your character card or something like that. I had another symbol on the ability die which was arrest/escape which you need to roll to be able to defeat the character card but it just didn't work out, i didn't want to have 2 separate dice for both hero and the villain side and it won't make sense if a villain used an arresting symbol.
Each character card also comes with a score if you defeat that hero, the score is added to your final score and once you reach the total amount you win the game. Each hero/villain cards will have a different score to each other.
I also still want to include the heroes speciality trait some how, if you read my previous posts each character had either speed, power, defence or tactician trait.
So that is basically what i have come up with so far, any help to improve on the mechanic is much appreciated.
Do you guys prefer the old game idea i posted previously or this dice mechanic might be interesting to you?