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Flexible & Dynamic Card Game

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questccg
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I know people must be thinking: "He's creating a CCG with only 15 cards???" How does this make ANY sense?!?!

Well in TRUTH there will be six (6) "Random" Boosters used in Quest AC – v2. And each booster will choose 10 cards from a complete set of 15 cards (with the possibility of multiples of any given card).

I'm not trying to force players to "buy boosters". Actually it's not about money at all. It's about EACH buyer getting a UNIQUE game set.

Each of the six (6) boosters has a 1 in 10 chance of having a "Legendary" card which will NEVER EVER be sold separately! And you have 6x the chances to get one (1) of these "Legendary" cards... One in each of the booster packs that make up the "core" box.

So it's all about "getting excited" to open your box and see what YOU get! And since each game is unique, your game experience will vary too!! And in the future, I will open up a Singles Website from which you can purchase individual cards (with the exception of Legendary cards – which are mostly collectible cards).

My question to designers:

Does this "OPEN & SEE" make for a more EXCITING purchase?

Please feel free to share your thoughts/concerns!

Jay103
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I think I agree with the

I think I agree with the general advice that if you're not named "M:tG", you're not gonna succeed at a CCG...

questccg
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I'm not worried about "succeeding"

Jay103 wrote:
I think I agree with the general advice that if you're not named "M:tG", you're not gonna succeed at a CCG...

I'm not worried about "succeeding". Why? Because I am going to use POD and make enough games for the "Backers" who are interested in the Card Game. So if I sell copies based on my reputation of designing great games and that amounts to a pool of about 1,000 backers who might be interested in playing a "Card Game" for two (2) Players.

My question stands, what do you think about the FORMAT???

Do you see it as being more, less or about the same in terms of "excitement" when opening your own personalized and custom "Card Game"?

See you don't need to BUY anything more that the "core" Box to be able to play ONE (1) Quest using two (2) different roles: light and shadow.

questccg
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Let's talk about the ALTERNATIVES

I could do like every other game and decide what cards are DEFAULT and then manufacture the SAME/IDENTICAL game for every "Backer". This means that my game will not be customized to each order. It will contain cards that I have pre-selected as being the "starting" set of cards.

I really DISLIKE that idea. A LOT. Why? Because it means EVERYONE will have more or less the SAME "Play-Style" given a set of FIXED starter cards. And maybe some might be able to adapt alternative styles of play... With the SAME cards, most likely the SAME play. And that does zero (0) for demonstrating that the card game is VERY "configurable" depending on the decks of each player.

To me... having a RANDOMIZED "Deck" of cards is the beginning of having a model for "customization" and "collectibility". The random set, because they are possible, I just need to design according to some pre-set variables and take care of designing various classes of cards and VOILA: a dynamic and customized card game for each person.

Ya the odds are in the millions to get the same combination. It could happen but in about 1,000 Game Sets, I doubt it. And if it does occur, it's not like it will be frequent, maybe 1 or 2 (by sheer luck). But for the most part, each person will have his/her own CUSTOMIZED Card Game with a unique Play-Style given the cards obtained.

I think this is the STRONG point about "customization": it allows you to experience the game and then determine how you can BETTER it or "tweak" it such that you get a more finely tuned deck better suiting your play-style.

questccg
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What makes it EXCITING too is

Well it would be IMPOSSIBLE to "replicate" this using an off-shore manufacturer (Think China). They all deal with VOLUME and economies of scale... They want MOQ of 500 or 1,000 units.

With POD, what I am offering is a UNIQUE Game to every "Backer"... That is something AMAZING in itself. Sure the price will be "higher" but nobody else can do anything even remotely close to this except POD... And in my specific case "The Game Crafter" (TGC).

It's amazing that I can do VOLUME (100+ games units) and get a discount, but at the same time, all of those games will be different from one and another. That's something NO ONE ELSE can do! It's on a one-by-one configuration featuring including booster products into a nice box with a divider and various parts, pouch and rulebook used for the game.

Personally I'm excited to know this. And I think it makes my "Game" somewhat "original" especially concerning how I have put the game together and the future sales model of the various cards (Singles).

questccg
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Maybe dealing with a Broker

I've tallied up the COST and potential PRICE of a POD product/game. And well IMHO the price is too high... The FORMAT is super-exciting. Just the costs associated with putting together this type of offering, is unfortunately pricey.

This week I'll try to contact a "Broker" and see what I can get as a cost to produce some of what I am looking to make. Small economies can make a big difference especially if there are 160+ parts. Anything I can SAVE on those required parts would help in lowering the price tag too!

We'll have to see what they quote me on the "Boosters". But that's not really where I will SAVE money. Savings will mostly be done on the parts and the game's requirements (rulebook, pouches, box, insert tray, etc.) If I can SAVE on this content, I will pass that savings onto the future backers of the game...

questccg
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Saving are yet "uncertain"

The problem with Offshoring or dealing with a Broker is the MOQ. If it's 500 well then it's not too bad. But if it's 1,000+ well that's a lot of product to sell and virtually any PROFIT you make from backers will be lost because of the higher MOQ.

So what I mean is that you land up with more "product", you MIGHT be able to sell... Whereas POD is more "expensive", your order is made to fit. So no left over products to sell.

It's kinda a double-edged sword... You think if I get 500 backers, well then maybe I can pay for 1,000 units made and shipped. This leaves me with HALF (500 more) units that maybe I can sell to online retailers, or a distributor in my home area and maybe via my own store too... There are possibilities. But the question is still an "IF" (IF they sell, or IF they buy, etc.)

So profitability is questionable since your order may be larger than desired... I know some other designers who have also gone that route: make more games by meeting their funding goal and THEN look for more buyers... Sometimes that's a very "tough" sale.

Anyways I'll get down to the bottom of this soon enough, once I request my quote based on what I expect to produce... And then we'll see what the price break looks like on "volume" and how all of that compares to POD.

Keep you all posted... Cheers!

jonathanflike
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It think it's exciting

I think your approach is exciting. I know there is a game called Shift that marketed itself as a single-card CCG https://boardgamegeek.com/boardgame/138616/shift-single-card-ccg. I think the card game industry is ripe for market disruption e.g. Hearthstone pushing Magic to come out with a better online version of their own game. Not to mention other big companies getting in on it in the digital platform. I think deck builders and living card games came out of the need for the market to have more than Magic. So more power to you, I'm excited to see something fresh.

questccg
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A product that is unique

jonathanflike wrote:
I think your approach is exciting.... I think the card game industry is ripe for market disruption... So more power to you, I'm excited to see something fresh.

To be real honest, it just makes me think: "Hmm... I can sell a game that I define the preset strategy OR... I can sell a game with an unknown strategy!" And it means that some Games (units) will be better than others but you will ULTIMATELY have full control over what your deck will look like. And that's what gets me excited about it...

I'm not selling booster just to force people to buy them. I'm using the model to simply package "random" content to create a UNIQUE product. And if Random Boosters is the way towards that... I'm super excited!

the_mediocre_poet
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I really like the idea that

I really like the idea that each booster almost becomes a game of its own.

If I understand the explanation, would the mechanics of the game alter depending on the cards? It seems like that would definitely add something for the players. It would grant unique game play and probably offer a greater replay value.

bottercot
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Cool idea. Is there a

Cool idea. Is there a restriction on what cards could be used?
Like, could you have multiple Legendary cards in your deck? Could someone theoretically have a deck compromised of all the same card?

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