(I believe I posted an earlier version of this somewhere).
Macro is a light card game where players only need 8 cards each to compete. It was inspired by the hotbar function (also known as Macro Commands) that exist in many MMOs. It is intended to be an easy to learn, hard to master game.
In Macro each player controls 8 cards, 1 Avatar card and 7 Ability cards.
Each Avatar card possess the following attributes
Race – An Avatar may only use Ability Cards that share it's Race Symbol.
Vitality – The Avatar's health, when this is reduced to 0, that Avatar loses the battle.
Endurance – Any damage that would be inflicted to an Avatar is first reduced by that Avatar's Endurance (e.g. Damage = 2, Endurance = 1, 2-1 = 1 Damage is inflicted).
Dexterity – An Avatar's Accuracy, if their Dexterity is double (or more) than the Enemy's Evasion, the enemys endurance is ignored for any attacks.
Evasion – An Avatar's Evasion, if their Evasion is double (or more) than the Enemy's Dexterity, the Avatar doesn't take any damage during any attack.
Agility – An Avatar's Speed, the Avatar with the highest speed get's to activate their own ability cards first before the Enemy Avatar(s).
Each Ability card possess the following attributes
Race – As stated, an Avatar may only use Ability Cards that share it's Race Symbol.
Attack Type – The Attack type of the Ability, some Ability Cards may refer to certain Attack Types. There are three main attack types Meleé, Ranged & Magical.
Cooling X – Once an Ability has been played, it can't be used again until X turns later.
Effect – The effect the card has on the game.
Each Player starts the game with their Avatar card face up on the field and their seven Ability Cards in their hand (concealed from their Opponent). There are no turns in this game and rather all actions are taken simultaneously in rounds.
At the beginning of a round, each player selects an Ability from their hand and places it face-down. Once both players have set a card face-down, both cards are flipped face-up and their effects are applied (remember the Avatar with the highest agility is applied first).
Afterwards you enter the Cooling Phase in which
1) You first add all cards in the Cooldown Zone that have been turned clockwise as many times as equal to their Cooling number to your hand.
2) Turn all cards that are still in the Cooldown Zone 90 degrees clockwise.
3) Add the card you just played this round to the Cooldown Zone.
When your Opponent's Avatar's Vitality is reduced to 0, you win the game.
The cooling of the card may actually be tracked by the card having the Cooling marked on the corner which will be in the top-right after it has cooled far enough. Maybe to aid consistency it will have four corners and the first blue corner (out of red/orange) to reach back to the top-right would be when the ability is cooled. I'd rather not add unnecessary items like counters etc;
Dexterity/Evasion statistics are something I've been very careful with, what would happen is that no Character would have a base Dex/Eva that is double that of another Character's base Dex/Eva and would actually require to use a Buff Ability in an earlier round to increase that statistics for further plays (but buffs would only be temporary).
I'm not entirely sure about packaging, there would be expansions no doubt, I'd like the game to be able to evolve. At one point I imagined selling the cards individually or selling it as a 16-Card Booster-esque Pack for 2 Players.
@ReluctantPirateGames: This game will focus plenty on status modifications so there would be a work around to the same Character getting their hit's in first. Of course, it'll also follow a loose rule that If your strong, your slow, if your fast, your weak.