My Legend is an LCG game for 2 to 5 players (but one player must be the NPC). The Core Set has 100 different cards, with 4 copies of each card. Expansion Sets will probably have 25 new cards, with 4 copies of each card.
While I would love to just post the rules straight to here, this forum apparently lacks any formating buttons, so I'm posting a link to the rules on Google Drive (where I keep them anyway), both to keep my own formating and because I then only need to update there. Here's the link.
Thanks a lot for responding. I actually hadn't thought much about some of the stuff you mentioned, so that helped me a lot. I thought the Ki stuff was actually clearer than it apparently is, so I'll have to clarify it in the doc when I'm not about to go to sleep.
Ki Cards aren't exactly a type of card. The only actual card types in the game are Items, Monsters, Spells, and Powers, but each of these have either an Offensive, Defensive, or Support Type, and may or may not use Ki as a resource for their effects. For example:
Cost - 69
[Active Support Power]
Pay 10 Ki. → Choose 1: Reduce the Power of 1 monster attacking you by 5; Look at the top 3 cards of 1 Deck.
This is an example of a Power. All Powers have an effect that costs or requires having Ki, which is why I say they're all Ki cards.
On the other hand, here's 2 items.
Cost - 55
[Defensive Item - Body]
Armor 5
If the equipped has 0 Endurance, it is not killed while it is equipped with this armor.
Cost - 72
[Active Defensive Item - Body]
Armor 10
Pay Ki equal to the Power of an attacker that is attacking the equipped → The next attack against the equipped that hit a location other than the Body hits the Body instead.
Necro Armor does not use Ki, but Dragonscale Armor does. And yes, I know the names aren't all that imaginative XD
That all said, I haven't really given much thought to why collecting the 20 EX cards wins you the game, nor have I thought too much about the flavor beyond just the fact its suppose to be high fantasy. I started this with the thoughts of making a game that was very much about deck-building and had elements of a dungeon crawl to it.
I know that stats are meant to be tracked using tokens, though I never did put that in the actual document. I wound up putting a lot more of my energy into conceptualizing cards so I could try to playtest the system so I could work out what worked, and what didn't. I've kind of gotten stuck on ideas now, so I'll probably put my energy into fixing up the rules now that I've got people to talk to about it.
I never really was too sure what to actually say about spells in the doc. This is an example spell.
Cost - 40
[Offensive Spell]
You may look at 1 card in a Player’s Free Book Slots, or 2 cards in the NPC’s hand. If the combined cost of those cards is less than 50, you can Steal 1 of those cards, and shuffle it into your Deck.
Spells never have a cost to them aside from buying them, don't stick around, and are basically the game's Instant and Sorcery cards. They also have some of the most generally useful defensive effects.
While I'm showing off card types, I might as well add my favorite monster of the cards I've made to this post too.
Cost - 35
[Monster]
Power: 3
Speed: 5
Endurance: 6
Ki: 1
Pay 1 Ki. → Search the top 5 cards of your Deck for any Dire Wolf cards and acquire them.
The balance of their stats is still a work in progress. I just put numbers in place for the moment until I can figure out how strong I actually want monsters to be.
I'll go back and clarify the Store and Buying cards more, but could you explain why you feel the NPC would be at a disadvantage against 2+ Players?
Also, I named them the NPC because they themselves are not an active character that can be attacked. They instead control monsters and use them to attack, thus having no way to be attacked directly or to attack directly.
Oh, and in regards to the book thing, I do have several mechanics that play off the cards being in the books. Like for example:
Cost - 99
[Defensive Spell]
Player Only: Choose 1 Page in your Book. For your next 6 turns, that Page cannot be targeted, and no cards on that Page can be targeted. This Spell can only protect 1 Page of a Player’s Book at a time.
NPC Only: For your next 6 turns, target monster you control cannot have its Items or Powers Stolen or Broken, and all damage it takes is halved. This Spell can only protect 1 monster you control at a time.