I accidentally deleted my post NOOOOOOOOOOOOOOO
Now that is out the way, i tried to recover as much as possible
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I have removed the card link mechanic and basically revamped the game
So basically now the game is most likely a tower defence game (sort of anyway)
So here is what i have so far. The grid is unchanged it is still 3x6 and you still move around with your cards and the card stats have unchanged
It is still class-based and each card has HP attack (now renamed power) and speed. I can still add more stats if the game needs it
With the grid board, both players own 6 spaces and 3 are neutral, opponents can still cross over to the enemy zones but it will be pretty dangerous if you are not prepared.
Apart from the grid zones, i added more zones which change the whole game. Each player has a champion zone, 4 utility zones 1 energy zone and 1 discard zone
So the champion zone is kind of like a master or leader of your heroes, you can only have 1 champion and it remains in the champion zone for the whole game. All champions have class passive bonus abilities. so you can mix and match different classes to suit your champion, so if your champions have a warrior icon then let's say all of your warrior's hp is increased by 5 or something like that. you can still use classes that are not on the champion's card bonus, it just means you won't get any benefits, so you are not restricted to use certain classes. Who knows the heroes might have a special effect that's not let's say a warrior class.
Next cards are the utility zones, these are used to power up your heroes on the field or give you some advantages in battle. There are also certain cards you will need to have in your utility zone to use other cards so, for example, all defence cards will need to have a utility card in place before you play the defence card, so if you want to play toxic pool you will need a radiation utility card in your utility, and if you want you can have 2 more toxic pools on the field however each require 1 radiation card so this will give you some form of stradgety, do i use all my utility zones to play defence cards or do i use power boosts for my heroes.
Other Utility card examples that boost your heroes stats
Power up, increase all your heroes atk by 3 or speed up, increase, increase heroes spd by 4. etc
Another form of utility cards which i haven't fully fleshed out yet which ill explain after this. power generator. so let's say if you place a card called ninja academy or power plant, the names are irrelevant, these cards generate power per turn.
Next zone is the power zone, i don't know if ill have this or not but every time you kill a hero it goes to your power zone, also you can discard cards from your hands to the power zone to generate more power...that's it, i don't know what ill use the power zone for. Maybe i can get some help?
the last zone is the discard zone..possibly where all the utility cards goes that was on the field, i dunno
So that is what i have so far, i feel this gives a more strategic gameplay. do you go full offence or go defence heavy
Also, like to add the win conditions. so far the only win conditions i have is.
deck out.. when the opponent is unable to draw on their turn due to having no more cards in the deck
field control. if you control all 6 of your opponent's zones, with your heroes, then you win.
I would like to use the champions as a win condition too
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First draft rules
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I have typed up draft rules for my game. It is still a working progress and it is not professionally written
Hope you can understand at least how the game is played
Quote:
Only the warrior class are available for testing. more class will be added once the gameplay is more fluid
Each player uses an attribute card which gives bonuses to your class. You can have up to 3 attribute cards
You may use any class available even if you don't have the attribute, it just means that class won't receive any bonus
Utility cards are used to further boost your units or give you field advantage, you can only play 1 utility card per turn and it remains in the utility for the duration of the game. You cannot swap out utility cards that are on the field with the ones in your hand so choose wisely before playing a utility card
Units are your battlers, each unit has main stats Vitality (HP) Power and speed.
There are also other icons on the cards, the arrow icon determines how many spaces that unit can move. (your units cannot move diagonal and can only move up down left and right)
The other icon has a number with a triangle on top of it. It determines your units attack pattern so for warriors they have the number 1 with a triangle on top if it, that means the warriors can only attack 1 space in front of it. Other classes will be able to attack in other directions and more spaces.
The unit cards also come with a passive and active ability, the passive is automatically applied once the unit has been played. Active abilities are used after getting a certain number of tokens on your attribute card.
Everytime your unit kills another unit on your turn only, you get a token and place it on the attribute associated with that class. Once you get 5 tokens you can spend them to activate a unit's ability. If you successfully use an ability you gain 1 point
After you gain 5 points you win the game
To start the game
roll who goes first
When you play a unit card you must place it in your heavy zone first and you cannot move the unit on the turn it is played
Your goal apart from gaining 5 points is to successfully move your units to your opponents heavy zone, once you have 3 units on the zones you win the game
Each unit has its own phase so you can move and attack with different units per turn
Once you are in battle range with the opponent's unit, you may declare an attack at that unit. If your speed is higher than the targeted unit then your unit attacks first, if the opponent's speed is higher than the opponent's unit attacks first. After your unit's battle phase if the targeted unit still has vitality left then when you end your turn their vitality goes back to normal, so it is a good idea to use multiple units to attack 1 unit until it is killed.
Your opponent's unit must attack if your unit attacks that unit. If you want to attack with multiple unit then your other units must wait unti the opponent attacks back, so you cannot attack with multiple units in a row, the opponent must counter first.
When attacked, the opponent cannot attack your other units unless that unit targets their unit for an attack. Your units can only move on your turn and only once per movement phase, so once your unit finishes moving then that unit's movement phase has ended
Some units are constructs, these are defensive units that cannot move and some cannot attack. You will need a utility blueprint before you can play defence units. The construct units can be played on your heavy and your other zone only, it cannot be placed on a neutral zone. Once it it placed on a zone it cannot be moved until destroyed
I put my game on TTS anyone like to help me play test it? [/quote]
second draft rules
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Grid card game rules draft 2.0
Only the warrior class are available for testing. more class will be added once the gameplay is more fluid
Each player use an attribute card which give bonuses to your class. You can have up to 3 attribute cards
You may use any class avaialable even if you dont have the attribute, it just means that class wont recieve any bonus
(For this test only the warrior class attribute card is available to play)
Utility cards are used to give you field advantage, you can only play 1 utility card per turn and it remains in the utility for the duration of the game. You cannot swap out utility cards that are on the field with the ones in your hand so choose wisely before playing a utility card. Some utility cards a unit boost such as vitality up, speed up and power up. The boost utility cards are place in the utility zone and remain there unti you decide to use it.
One either players turns you can choose to activate the boost and use it on any non-constructed utility cards, the power remains active until the end of turn, the utility card is then discarded to the discard pile.
You must place a utility boost on the utility zone before you can activate it
Other type of utility cards are blueprints, once placed on the utility zone they remain active for the duration of the game and cannot be removed. Blueprints are used to build constructed units, you do not need another blueprint to play another contruct of the same type, however you will need another blueprint if you want to play a differnt type of construct.
Units are your battlers, each unit has main stats Vitality (HP) Power and speed.
There are also other icons on the cards, the arrow icon determines how many spaces that unit can move. (your units cannot move diagnial and can only move up down left and right)
The other icon has a number with an triangle on top of it. It determines your units attack pattern so for warriors they have the number 1 with a tirangle on top if it, that means the warriors can only attack 1 space in front of it. Other classes will be able to attack in other directions and more spaces.
The unit cards also come with a passive and active ability, the passive are automatically appiled once the unit has been played. Active abilities are used after getting a certain number of tokens on your attribute card.
Some unit abilties have a status effect such as poison, burn and other effects which are not available yet
the only card available that does a status effect is the dragon knight which burns the units. it is a long-range effect so if there are enemy units in front of the knight all units in that row which are behind one another all the way to the opponents heavy zone are affected and the effect is at the end of the opponent's turn the units receive 1 vitality loss. since it is a status effect, the hp does not go back to normal at the end of the turn so it will continue to lose hp until it is dead or the status can be removed, i believe the paladin has that effect that can remove status effects.
There is also the clash system, if your unit and the enemy unit has the same speed then both players roll a die, the highest number wins the clash and attacks first.
The attribute card effects your unit's abilities. Everytime your unit attacks another unit on your turn only, you get a token and place it on the attribute associated with that class. Once you get 5 tokens you can spend them to activate a units ability. If you successfully use an ability you gain 1 point
After you gain 5 points you win the game.
To start the game
roll who goes first
When you play a unit card you must place it on your heavy zone first and you cannot move the unit on the turn it is played
Your goal apart from gaining 5 points is to successfully move your units to your opponents heavy zone, once you have 3 units on the opponent's heavy zones you win the game
Each unit has its own phase so you can move and attack with different units per turn
Once you are in battle range with the opponent's unit, you may declare an attack at that unit. If your speed is higher than the targeted unit then your unit attacks first, if the opponent's speed is higher than the opponent's unit attacks first. After your unit's battle phase if the targeted unit still has vitality left then when you end your turn their vitality goes back to normal, so it is a good idea to use multiple units to attack 1 unit unti it is killed.
Your opponent's unit must attack if your unit attacks that unit. If you want to attack with multiple unit then your other units must wait unti the opponent attacks back, so you cannot attack with multiple units in a row, the opponent must counter first
When attacked, the opponent cannot attack your other units unless that unit targets their unit for an attack. Your units can only move on your turn and only once per movement phase, so once your unit finishes moving then that unit's movement phase has ended
Some units are constructs, these are defensive units that cannot move and some cannot attack. You will need a utility blueprint before you can play defence units. The construct units can be played on your heavy and your other zone only, it cannot be placed on a neutral zone. Once it it placed on a zone it cannot be moved until destroyed
That is all for now, will add more rules in the future
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I decided to make the unit cards more visually appealing, it is not a profession design it just makes it look better when testing the game on TTS
I changed the stats number to icons hopefully makes it look better for testing, better than the boring cards you look at when playtesting it
There was also a few minor changes to the game
Some Utility cards such as a stat boost are now consumable which means once you play them in the utility zone you can save it for another turn when you need it, when you activate it, it effects 1 unit until the end of turn, it is then discarded to the discard pile
Another change is the units activate ability, there is now a symbol next to ability with a number on it. But now instead of spending only 5 tokens to use an ability, each unit has different token costs so you can spend different amounts of tokens to use an ability.
Depending on my next play testing goes, i will see if i need to raise the point system to require to win. right now because you can spend tokens more often, spending tokens 5 times will win the game
Sorry, i have lost all my posts about evolving my game to where it is now and all the comments you guys made to help me improve my game
I want to also thank Letoffstudios for play testing my game with me on TTS and help me make some minor changes which i was happy with the change. Hope we can play again after i change the layout of the unit cards
If anyone wants to test out my game the link to TTS workshop is here
http://steamcommunity.com/sharedfiles/filedetails/?id=1266284450