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.
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.