Hope this is the right forum to post in. Haven't been here in a while.
I recently saw a trailer on youtube for a game called runespell that looked quite interesting. It seems to be some sort of competitive cross between klondike solitaire, poker, and magic the gathering. It got inspired to see if I could create a somewhat similar game that incorporates poker and magic-like elements in a head-to-head way using a standard deck of playing cards. I haven't actually played runespell and have been deliberately avoiding full gameplay vids and reviews so I don't end up just copying the game exactly.
Anyways, I've already started designing and wanted to get some opinions on my spell system.
My idea for the spell system works like this:
Instead of special cards used to cast spells, there is currently a list of 11 spells available to the player. At the beginning of the game, each player chooses a specific number of these available spells which they will be able to use during the game. I was thinking either 3 or 5 spells for each player.
Each spell would also only be able to be cast a specific number of times. I was thinking of either having each spell have a set number of uses, like 3, or giving the player around 10 or 15 points to assign to each of their chosen spells as they wish to determine how many times they can use each spell.
Each spell has a different effect and a casting cost. When one player attacks another, the cards used get placed into a discard pile that works as a kind of "mana pool." When the player wants to cast a spell, they must have enough cards in the "mana pool" to cast that spell, and that number of cards are taken off the top of the discard pile and moved to another discard pile called the "void." The void is basically cards that have been spent on spells and can no longer be used in the game unless one or two special circumstances.
I thought that by having this kind of "spell book" system of using spells instead of just using magic cards that are drawn randomly would add a bit more strategy and customization to the game. It would also cut way back on construction so the player would only need to print the rules and two re-usable printer friendly player/tracking sheets.
There would be a player sheet for each player with a track for health and a list of all the spells available in the game with spots marked on one side to show which spells that player chose and a track on the other side to keep track of how many uses are left.
What do you think? Feedback would be very appreciated.
A little more info on the game,
Each player has their own deck of cards that is set up in front of them like Klondike. Seven tableau's, but instead of 1 to 7 cards in each, it is 3 to 9. Meaning the first stack on the left has 3 cards and the seventh on the opposite end has 9. The 12 cards left over are placed behind the tableau's and used as a reserve. If the player cannot make a move with the cards on the board, they draw from their reserve.
The players add cards to their own tableau in a similar fashion as klondike solitaire, but they must make poker hands instead. When they make a 5 card hand, they can use it to attack their opponent. Of those 5 cards used in the attack, however many actually made the hand get put in the mana pool. The remaining cards go to the void. For example, if the player had a pair of kings's, then those two kings would go in the mana pool and the remaining 3 cards would go into the void. If they had a straight, all the cards would go into the pool.
During the players turn, they have action points. I was thinking 3. They spend one action point for either moving one of their own cards, attacking the opponent, using a spell, drawing from the reserve, or stealing one of the opponents cards.
Each spell would also only be able to be cast a specific number of times. I was thinking of either having each spell have a set number of uses, like 3, or giving the player around 10 or 15 points to assign to each of their chosen spells as they wish to determine how many times they can use each spell.
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I think i would prefer your second option, instead of having each spell worn out. However, the other option is perfectly acceptable, so long it fits.
Those "used" cards are spell cards? If so, how do you track the limited ammount of numbers you can use each spell? So, i assume those are other kinds of cards, maybe physical combat cards or tactics or something.
Now that i think of it, i think i no longer like the idea of me choosing how much times i can cast each spell based on a pool of points, since it doesn't feel right mixed with "mana" usage.
I like the idea of this kind of mana usage, "void"ing your deck. Sounds like good tactical choices are given to players and i like how it feels. You keep casting spells but you are becoming weaker and spent with each cast. Nice.
But, since the spells already cost «mana», why should they also have a limited number of usages?
There would be a player sheet for each player with a track for health and a list of all the spells available in the game with spots marked on one side to show which spells that player chose and a track on the other side to keep track of how many uses are left.
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Low ammounts of components, that is always nice and often eases the play.
But, if that is the way we would be tracking which spells we «bought», without trying the system, i think i would definetly discard the tracking of the limited usages of each spell and allow each player to use the spell it bought as many times as it likes (already costs mana).
A little more info on the game,
Each player has their own deck of cards that is set up in front of them [...] pair of kings's, [...]
This is my personal opinion. I find absolutely ghastly the usage of standard decks of cards (aces, kings, 2~10, etc) in games that are not related to traditional card games. Like in Maria or Friederich. To me, it completely ruins the theme.
However, it is my personal opinion and it seems it isn't shared by so many who like Maria and Friederich. And those decks are quite easy to get, if you are aiming at offering the game as a print-yourself game.
If the spells don't have limited usage, what about making it so the same spell cannot be used two turns in a row? After playtesting, the spell points build up quite quickly and both players ended up with spell points left over at the end of the game. It it was unlimited use, I think I would go with 3 instead of 5 spells per player.
The use of standard playing cards does go with the theme of the game since the primary mechanics are a combination of solitaire and making poker hands. So it is definitely rooted in traditional card games. Plus, I lack the necessary resources to make two full decks of proper custom cards.
Here are some of the spells btw. They don't have proper names yet. Unfortunately, nothing too inventive yet.
A spell that does 5 points of straight damage.
A spell that adds plus 2 damage to your attack
A spell that adds x2 damage to your attack
A spell to block an attack or your opponent trying to steal one of your cards.
A spell to temporarily make your opponent unable to build their hand
A spell to switch any two cards on the board, including an opponents.
A spell to heal yourself
A spell to refill your reserve cards
A spell to steal your opponent's reserve cards
A spell to search through your discard pile or your spell pool to take a card
A spell to move 3 of your opponents cards around
A spell to make your opponent discard his/her spell points