Skip to Content
 

movement card game with shared resource

2 replies [Last post]
jedite1000
jedite1000's picture
Offline
Joined: 02/18/2017
grid game e.png

So i have a new idea which has expanded from the mtg style card game of my old idea

same combat type of mechanic, you need enough power to damage your opponents card's hp. example i have a monster with 5 power and 3 hearts, my opponent has 3 power with 2 hearts. since my card's power is stronger, the enemy card loses 1 heart. There will be ways to increase the defending card's power with action cards or something but thats about it. now the new mechanic is using a grid to move your cards around (unknown size of the grid right now) once one of your card reaches to the end of the opponent's side of the grid, that card is destroyed and will damage the player's life force or something like that. the player will have like 20 points of life or something and each card has like a self destruct damage lets say one of my cards i killed to damage opponent has a destruct damage of 4, so opponent loses 4 points. So here is where the shared resource comes in. onto the side of the grid is a point slider ranging from 1 to 10 then to 10 to 1. the first player begins on the left side of the slider. on your turn you can summon as many monsters as you want but each monster comes with a summon cost so when you play a monster with a cost of 3, you move the counter to 3 points, moving the monster also comes with a cost, such as a move cost of 5, you can move up to 5 spaces but also u have to move the counter up by 5. after your turn ends your opponent can summon and move by the number that the counter is on. So example, if you want to go all out you, can summon high-cost monsters and move etc but doing so will also give your opponent the same opportunity and when they summon and move monsters the counter will be pushed back to the left again

questccg
questccg's picture
Offline
Joined: 04/16/2011
Aside

My current design "Monster Keep" (MK) currently uses a dynamic grid which varies by the number of players. So a 5 x 5 grid for a 2 Player duel which takes about 20 to 30 minutes to play and a 7 x 7 grid fro a 4 Player versus game.

The reason it is DYNAMIC is because it depends on where players play their cards. So the position of the "Nexus" card (Starting point) varies according to how players play their own cards. Obviously at the beginning of the game the "Nexus" card is in the MIDDLE, but as players play cards, the position of this card becomes relative to the other cards in play.

But in both scenarios you land up with a Keep of 25 cards or 49 cards (depends on the number of player 2 or 4). There is no 1 Player or 3 Player games... It must be either 2 or 4.

And personally MK is designed around Carcassonne and Chess. Those two games have highly influence MK as a design. Chess with the various attacks positions and Carcassonne because of it's dynamic tile laying mechanic.

Cheer Jedite1000...

Note: Currently the game has 2 "Nexus" cards:

1. The Kingdom of Calahan

2. The Badlands of K'hor

I've been recently thinking about these cards and I think they will have some kind of "Bonus" for certain cards in play. Like: all Soldiers earn a +1 Bonus to their "Power" stat. Something like that...

let-off studios
let-off studios's picture
Offline
Joined: 02/07/2011
Balance

My gut tells me that this system is vulnerable to a lot of imbalance, and it's throttled primarily by the first player's strategy and tactics.

What happens when a player responds by not using all the points allotted to them by the previous action?

Have you thought of controlling the number of monsters summoned, instead of the variables of summoning cost or movement?

Have you play-tested this yet? How has it turned out?

Syndicate content


forum | by Dr. Radut