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Legends - The FCG new game idea thread

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Spritecus
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Joined: 10/19/2012

I have been messing around with the idea of creating a card game and i am having a hard time trying to break through with certain ideas because i have nobody to bounce them off of for feed back. Legends is a Fighting Card Game that captures many elements from many games from card games to video games into one. I am trying to combine elements from Marvel vs Capcom fighting game series, Pokemon TCG, Marvel Overpower, Magic The Gathering, and Young Jedi.

HOW TO PLAY
Start Game: Determine who goes first, both players draw 7 cards
Draw Phase: Both Players Draw back up to 7 cards.
Main Phase: Player with Initiative plays his "Out-Of-Combat" cards.
Combat Phase: Player with Initiative attacks first. Both players take turns attacking until both Players pass.
End Phase: Discard all defeated Legends and/or other cards.

CARD TYPES
- Stages
- Legends
- Specials
- Supers
- Attacks
- Equipment

MECHANICS
- Rage
you start the game with a certain amount of rage for your whole team. Each card that you use successfully has a rage number which you add to your total rage for your team. Mainly super cards costs rage to use, but some other cards, stages, or legendary abilities can cost rage as well

- Rating
each Legend has a rating number. No team can have a total rating over the max number of allowed rating points. This prevents everyone from using all the best legends in the same deck.

- Combo
!! Need help. I have a problem with Risk vs Reward. How to make a combo system that doesn't put your hand at a disadvantage?

- Blocking
!! Need Help. How do you make a Block system that creates a positive and negative affect on your game play? Avoid Blocking system that also puts hand at disadvantage, or too big of a disadvantage.

Please feel free to ask any questions or for me to help clarify some stuff. I started this idea years ago as a little nerdy project and through many transformations i have gotten quite far, this only being the stuff off the top of my ahead. As this is just the new idea thread, i want to spit ball many things and put as much as i can out there in one spot for me to come back to, and hopefully with the communities help, i can progress it into something real. Thank You.

larienna
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Joined: 07/28/2008
I did not read through your

I did not read through your post, so I am just making random comments.

One thing in common that I hate about fighting card games is simultaneous action selection. Yomi an Battlecon use such system.

Personally, I prefer the combo, forward planning strategic aspect. Where you try to do certain moves to eventually chain other moves rather than trying to guest what your opponent has played. I don't know if it's something you would be interested in doing.

For another card game of mine, I had a groove idea which basically reflect a fighting game. The concept is simple, each time you get damaged, you increased your groove and some cards could require groove power to be used. In my game, each time a creature was destroyed in was placed in the groove and you could use your groove to cast spells in your opponent's turn.

Another card game worth looking WWF raw deal. Pretty old, but the concept was simple. You simply play cards do destroy cards from your opponent's deck. There were various type of moves (Submission, grapple, strike) and cards stayed into play adding up to your fortitude. Some cards required a minimum fortitude to be played. So the more you advanced in the game, the stronger were the moves.

Spritecus
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Joined: 10/19/2012
a combo system is very

a combo system is very important. ive tried many ways on my own but have a problem with Risk vs Reward. I dont know how to implement a combo system without putting you at a hand disadvantage. Also creating a blocking system that doesnt cause hand disadvantage, but still has a negative affect on the player that blocks.

Procylon
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Joined: 06/27/2012
Try giving your cards a

Try giving your cards a normal effect, and then combo advantage effect.

If you play X move after an enemy plays a certain type of move, then bonus.

If you play X move immediately following Y move, then bonus.

If enemy is affected by X effect, then Y move gets bonus.

For instance, if he throws a high punch, then a certain type of grab could be un-counterable and then lead into your combo. If your hand is right, you could follow the grab with say an arm-bar, but then maybe your enemy has a counter in hand specifically for arm holds.

Additionally, you want to work it so that there are times where you have a broad choice of what you can do. Use X card now, or draw his counter with a weaker card? Dodge his punch or save for a roundhouse?

I think the key is flexibility, with most cards being capable by themselves, but excelling in their preferred situations. You may want to categorize your moves by basic type so that they can reference each other. Even allow the moves to have several types to increase flexibility.

Zodiak Team
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Joined: 09/09/2012
I agree!

I loved Raw Deal! I never cared so much for the theme but the mechanics in that game were excellent! I suggest you that you take a look at this mechanic as well, personally I've found it very versatile when it comes to tweaking and different themes. I currently use a version of it in my game Zodiak Legends.

PS: It's good to be back!

larienna
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Joined: 07/28/2008
A quick idea that passed to

A quick idea that passed to my mind. There was a video game called fighter's destiny on N64 which had a unique scoring system. It considered the fighting game as a sport where certain moves or round outcome gave you points. The first fighter to reach 7 points wins.

I always thought that it would be awesome to have a board game that use a similar scoring system.

laperen
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Joined: 04/30/2013
are you supposed to be a

are you supposed to be a fighter or a commander in this game? is this a team vs team or fighter vs fighter game? cause i imagine a fighting card game as a 1V1.

whats the winning criteria?

what are stages supposed to be?

assuming stages are fighting areas, do stages change in mid-game?
if the above assumption is true, how does a stage change? after an attack that prompts it?

blocking seems simple enough, an overpowering move that does not harm the opponent, you know, mounting a defense. sadly this assumption cant be held since i do not know what an attack is like in your game to begin with

comboing has the same problem, i do not know what an attack is like in your game to give any recommendation, but if you look at it objectively, its a succession of attacks which probably flow naturally and are hard to avoid because of that.

combo attacks may be powerful under the above description, but i imagine they are taxing on the stamina of the user. so they may be hard if not impossible to avoid, but also get weaker over time

Stormyknight1976
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Joined: 04/08/2012
Tag Team Fighting

Just like in the fighting video games, there are tag teams. this would be a great opportunity to allow 2 players against another 2 players be on teams. You can have combo strike cards from both players from one single team that allows many combo cards to strike while the other team tries to block and counter attack.

Have a maximum of a 10 strike combo pyramid attack. The other team can break a combo or try to with a break combo strike card. This forces the first team to break up the ten pyramid combo strike system into their discard piles.

The second team that was blocking can counter attack in small waves of strikes with a kick, double kick, to a punch, upper cut card and so forth, while is team mate waits to power up his/her health bar or adds strength cards to the attacker team mate?

Something to think about.

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