NOTE:
I ACCEPT EVERY SUGGESTION ABOUT THE TITLE AND EVERYTHING ELSE!
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MAIN GOAL:
-GAHTER ALL YOUR OPPONENT'S E.P (ELECTRIC POINTS)
-IF YOUR OPPONENT RUN OUT OF WARRIORS
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ROUND
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WHEN THE FIRST ROUND STARTS YOU DRAW WARRIOR CARD AND YOU PUT IT TO THE CARD CHARGER TO GIVE IT TO CHARGE TOKENS (WHEN YOU PUT A WARRIOR TO THE CHARGER HE STAYES THERE FOR 1 ROUND).IF YOU ATTACK YOU YOU LOSE 1 CHARGE TOKEN.IF YOUR WARRIOR RUN OUT OF TOKENS YOU NEED TO PUT HEM BACK TO THE CHARGER TO CHARGE HEM.THERE ARE ALSO THE WEAPONS THAT YOU CAN ADD TO A WARRIOR (1 PER ROUND.WEAPONS GIVE THEM SPECIAL ABILITIES.
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BATTLE
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IN BATTLE THE WARRIOR WITH THE MOST STRENGTH WINS.
E.G WARRIOR NAMED Y=10
WARRIOR NAMED X=8
WARRIOR Y WINS!
WHEN A WARRIOR GETS KILLED HIS OWNER TAKES 1 E.P TOKEN OF 500 POINTS.EACH PLAYER HAS 8 TOKENS THAT MEANS 8000 E.P.
IF YOU LOSE 16 WARRIORS YOU LOSE THE GAME BECAUSE: 500 POINTS EACH WARRIORS * 16=8000
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SO THATS ALL IST SIMPLE ENOUGHT FOR NEW PLAYERS
FOR QUESTIONS OR SUGGESTIONS COMENT BELOW
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*******ENERGY SLASH********
PLEASE DO NOT TYPE IN ALL CAPS LIKE THIS!
1) I like the title "Energy Slash"
2) Sounds like the main goal is to take all of your opponents "energy" or to run them out of warriors by killing their warriors.
3) What is a card charger? are you simply playing a warrior to a game board with a "charger" location? Is this merely your version of magic's "summoning sickness"?
4) How many tokens go on a warrior in the charger? is it the same for every warrior or different based on the warrior card?
5) You start with a hand or are we just playing "war" and each just flipping up a card from a deck?
6) Do you draw any cards into your hand and how big of a hand do you have.
7) Where do weapons come from? are they also drawn from a deck? is it the same deck the warriors come from?
8) How do warriors battle? do you invision combat like any one of the many CCG's like M:TG or Pokemon? Do you assign attackers and your opponent assign defenders?
9) So I assume each warrior has a power number and the weapons increase this number.
10) Why are there E.P. tokens worth 500 points. Why not simply have 8 E.P. tokens each and you loose one to your opponent. A value on them seems arbitrary unless they are a currency of some sort. Even then I would just make them 1 each.
I hate to say this but think there is pretty much nothing in that description that tells me anything about your game. Can you answer these questions?
- How many players?
- What age is this targeted at?
- What is the typical game length?
- How many cards are their?
- How many decks are their?
- Are you just trolling the BGDF forums? or are you serious?
=M=
I still have plenty of questions in my post that you didn't answer. However if you could put together a basic rulebook and a document with the cards in a print-and-play format and I am sure people will be happy to help playtest it for you.
=M=
Thanks for answering the questions I now have a much better Idea of what the game is like.
I think that the game seems simple but has some possibility for strategic decisions with the weapons.
I would consider making a strategic interaction between weapons and warriors by having some warriors immune to the effects of certain weapons or some warriors better with certain weapons.
Definitely start thinking about theme. You will want a good theme on this. If you have access to the history channel or documentaries on hulu or netflix watch for ancient roman or feudal japan shows and try to put your own spin on it.
I will be happy to test this for you when you have it at that stage.
Thanks for answering my questions and good luck with your game.
=M=
First you should try playing it by making a copy with paper and other things around your house to try it.
A question I had from reading this:
1. Can you see how much power your opponent's warrior has? If so, why would you ever send a weaker one into battle?
If you want further feedback, write up some rules as Mark suggested.
Your game sounds like it has the possibility to become something pretty light, fast and fun...almost like a Capcom fighting game is what I'm thinking. Choose your warriors, arm them up and let them duke it out. Even the name "Energy Slash" has a video gamey feel to it...though in theme, the name makes me think of fighting robots or other similarly "energized" combatants.
Is there a point in the game where a player may trigger an "Energy Slash," a move which effectively guarantees victory, or does incredible damage to the opponent(s) if played strategically? As the name implies a specific action, you may want to think about how it may apply to gameplay.
Like a fighting game, perhaps moves within the battle build up a side pool of power/energy which players can use to deal heavy damage, but only after it's completely full...or better still, opponent moves serve to fill up the pool of the other player, so even as you beat up on the other guy, you have to be careful about how much and when you do so. This has great opportunity for strategy, rather than just a "beat my number" mechanic. Perhaps sometimes you want to give a round to your opponent, because after 2 more rounds of playing possum...WHOMP!
Definitely think about Mark's suggestion of balancing warriors and weapons...not all should be equally proficient. You want players to get THRILLED to pull a weapon that perfectly matches their fighter...likewise disappointed if they draw a weapon which may even make their fighter worse in battle. Like in the Sherlock Holmes movie, where he finds himself fighting a giant with nothing but a tiny hammer...creating a comically bad matchup:
https://www.youtube.com/watch?v=MajLKwzeKh0
I almost thought this was the classic card game War when I first read it.
It might be interesting to have players choose one card from two decks of cards they have, playing the cards face down. One deck is characters, while the other deck is weapons. When both players have made their choice, they reveal simultaneously. Add up a character's value along with their weapon/equipment's value to find out their "combat value." The player with the higher combat value wins the fight and collects a token, or one of their opponent's cards. The loser collects a token.
Once played, cards are discarded, only added back to a player's deck once one of their draw decks are exhausted. This way, players must make it all the way through either all their equipment or character cards before a particular card can be played again.
The game ends when a player has run out of character cards, or when one player has collected 20 tokens. The player with the most tokens that still has character cards wins the match.
There are several ways you can go about varying the cards available to players, their values, and so on. You could even allow players to do an "Energy Slash" move (automatically winning the fight) by revealing the Energy Slash card(s) and paying 5 tokens.
Those are just some of my immediate thoughts. The field for expansion/elaboration is wide open with this one. Best of success to you! :D
1 How many players?
2 What age is this targeted at?
3 What is the typical game length?
4 How many cards are their?
5 How many decks are their?
6 Are you just trolling the BGDF FORUMS? or are you serious?
1=2
2=12-90
3=15-20 mins
4=20 warrior cards only and 10 weapons
5=1 each player
6=im serious
sorry if i havent explain this well.
well the charger is my idea i never heard about 'summoning sickness'.I guess its pretty much legit that there is maybe a game with some common things in.