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Mechanic Idea: "Weave" a spell, i.e. use multiple cards in order to cast it

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Dictum Mortuum
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Joined: 11/12/2012

So, I thought that instead of having a specific card that represents a spell, you could have information about what a spell needs in order to be cast and then, if you have the cards (that will represent ingredients), you can cast it.

e.g.
Firestorm - needs Fire x2, Air x1

So, if I've got two fire cards and one air card in my hand, then I can initiate a firestorm!

I'm pretty sure I've seen this before. Can anyone point out a boardgame that uses that kind of mechanic?

JustActCasual
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Joined: 11/20/2012
Been reading Wheel of

Been reading Wheel of Time?

While, the basic idea is similar to multicoloured use of energy in Pokemon or Mana in Magic.

The main issue you will have to deal with here is that you still need a place to hold the information of what a spell costs, does, etc. This might be a mat, or it might be in the rulebook: if it's in the rulebook you're going to spend a lot of time flipping around, and if it's on a mat it's going to take quite a bit of space...and either way you would be likely to telegraph your next move.

Of course the third solution is to make your own spells by chaining effects like Dominion or Puzzle Strike: for example with the Firestorm it might be that each fire card is something like "deal 2 damage or target player discards a card" and the air card is "add an additional target", so combined the 3 cards would make "deal 4 damage to 2 targets or 2 target players discard 2 cards". In this way you would still get the combined weave you were looking for, while keeping the information at hand. If you wanted some more unique weaves you could include a few character weaves which could combine the generic cards for a different effect and/or be usable as multiple basic weaves.

Just don't touch saidin.

abdantas
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Joined: 11/13/2012
for a very basic version of

for a very basic version of multiple card spell casting you might want to look at Epic Spell Wars. (the name is much longer but that should get you to the right place)

Dictum Mortuum
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Joined: 11/12/2012
Indeed, that's similar to

Indeed, that's similar to magic.

I haven't read wheel of time.

The base idea was for an Ars Magicka lite magic style boardgame, where mages would duel, using a single deck that would contain "Ingredients" (fire, water, earth, air) and "Metaspells" (Area, Chain, Creature, Shield, etc).

Each mage could Create, Destroy or Control on his turn and the default spell would be a "Blast".

So on my turn, I could toss a Fire ingredient on my "Create" and generate a "fire blast". Or I could toss two Earth ingredients on my "Create" along with the "Creature" metaspell card and generate an "earth creature", something akin to an earth elemental, with power of 2.

However, if pre-determined "spells" you could weave were thrown into the mix, it would make things a bit more interesting.

abdantas
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Joined: 11/13/2012
If you want another really,

If you want another really, really cool example of spell casting mixing ingredients, you should look at a pc game called Magicka. Probably the best spell casting system I've ever come across.

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