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New Guy, New Card Game

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3ddevine
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Hey everyone, I’m new to the forum but very excited I found it. I’m looking forward to actually sharing my games with the world, which until now have lived only in my closet.

So I recently found out about game crafters and got really excited to make a new card game, but I’m not sure where I want to go with my theme.

What I do know is that the art style will be the same regardless of which one I choose. I want the game to have a fun light hearted cartoon feel to it. I have been working on a style I’m happy with. I’m really going for good quality artwork to be a big part of the game’s appeal.

I also have the basic “battle mechanic” idea in my head which will essentially be a rock paper scissors type mechanic. I can post all that once I get it worked out.

Ok so here are the two ideas for the rest of it.

Idea 1: Destroy the opponents’ kingdom type game. So the way this would work is that each player would have their own deck of cards. The decks have Character cards, Structures and items. The object is to either destroy all your opponents’ structures or characters, pretty standard I know but it could be molded into something fresh and original. So the theme behind the first set of cards would be something like Zombies vs. Pirates. Players can choose to use one of the premade decks or mix and match to make there own. A special set of rules would be in place to prevent ultra powerful decks, probably a point system of sorts, so each players deck has the same weight/power before playing. I would then later make expansions to it adding new decks, Monkeys, Robots, Superheroes, ect.

Idea 2: This is the one I’m leaning towards, but at the same time I want to remind that I am going for a light-hearted cartoon feeling to this. The idea is that it is a “Catfight” game. Players would build teams of 5 female fighter characters and play through 3 rounds. Each round would be a little different and picked at random, pillow fight, mud wrestling, foxy boxing, roller derby and maybe others. The idea is that each match type would have slightly different rules and each character would be better at some match types than others. You can bring up to 3 characters into a match, and swap them out to prevent a character from being knocked out. If your character loses all her health, she will be out of the game, so in some cases its better to surrender a match in order to heal for the next one. After each match the winner gets a prize cards that would modify characters stats for the upcoming round. I want the feel of the game to be more like a WWE, Roller Derby type thing; characters would be very gimmicky and fun. Expansions are also possible for this as well.

So I guess at this point I want to know what you all think about the themes/ideas? Please ask any questions and I am open to ideas. Thanks everyone I look forward to being a part of this forum.

rcjames14
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Tailored or Common Deck?

Certain parts of your description indicate to me that you envision your game as a tailored deck design. Whether it is expandable, collectible or simply stand-alone, you see players drawing from their own separate decks. If this is the case, then I'd say the first one sounds a little like Legend of the 5 Rings and the second design sounds a little like Naruto. But, it is difficult to tell on the level of general game flow. Do you have specific mechanics in mind? And, if so, how do they differ from the game rules of the games I mentioned?

3ddevine
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Thanks for the response. Im

Thanks for the response. Im going to look into those 2 games and get back to you, im not familiar with either ones mechanics.

This is really helpful though because I know a lot of the first ideas in someones head are the same that others have already thought of.

The way the mechanic would work so far is this. Lets say there are 5 attack types/energy, for now ill say Black, Yellow, Blue, Red, Green

Black defeats: Yellow & Red
Yellow defeats: Red & Green
Red defeats: Green & Blue
Green defeats: Blue & Black
Blue defeats: Black & Yellow

Each players deck would have 5 cards of each color labeled 1,2,3,4,5. In an event of two players using the same color, the higher number would win. A tie would only occur if the same exact card was used.

Game idea 1, the kingdom one would go like this. Zombie Joe attacks Pirate Jill. Joe has 2 attack strength and can play 2 "energy" cards. He puts these face down in front of Jill who then has the option of trying to defend 1 or both of these attacks. She may be saving these cards for her attack turn, so she has to think about it. She decides she will try and defend both, and places an "energy" card face up next to each of Joe's attack cards. Joe flips over his first attack card and compares it to Jill's card. Joe show a Red 3, Jill a Green 5. Red beats Green so the red card is placed on Pirate Jill acting as a damage counter doing 3 damage. Jills card is discarded. The next card Joe flips over is a Black 4, Jill a Blue 2. Blue beats Black, so Jill puts her card back in her hand and Joe's is discarded.

Game idea 2, Catfight one. The combat using the "energy" cards from above are same. The differance here is that both players draw cards from one deck, making ties impossible since no two cards are the same. In this version players would attack at the same time, no defending. Round 1, pillow fight. Joe puts out his fighter, Black Cat who has a skill of 2 in pillow fighting. Jill puts out her fighter, Thunder who has a 3 in pillow fighting. The player with the highest skill in the current event puts their "energy" attack cards down first. Thunder has 3 so Jill places 3 "energy" cards face down on the table. Black Cat only has 2, so Joe knows that one of Thunder's attacks is going to hit Black Cat. He picks 2 of Thunder's face down cards to challange. Same as above, you would place winning cards as damage counters and continue play until a character is knocked out or gives up.

So thats the basics of the mechanic for now, again this is all new to me so if its a straight "rip off" it was not intentional. Thanks again.

Clay
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no idea why but...

O.K. I KNOW this is a dumb idea but i have to get it out there.

An eighties style Dance battle where you use different "styles"(colors) of dancing to try and defeat your opponent( Ballet, Modern, Break, Salsa, Swing, etc...) and each character would have there own preferred style of "attack". So the Ballerina might get a minus to her/his Salsa "attacks" to offset her/his bonus in Ballet.

I know this is silly but an eighties Flash Dancer V.S. a Crumpin' Gangsta just puts a smile on my face. maybe i've been watching to much TV.

not sure if that helps

3ddevine
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HA! That does sound funny.

HA! That does sound funny. Its definatly in the right kind of fun light hearted mood that I want my game to be in. I don't know if I want the whole thing to be based around dancing for this one, but it would be a fun idea to work into it, a "dance off" could be a match type....hmmmm

Thanks for the suggestion, its got my brain moving!

rcjames14
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Existing 'Sub-Games'

3ddevine wrote:
So thats the basics of the mechanic for now, again this is all new to me so if its a straight "rip off" it was not intentional. Thanks again.

This does not strike me as a rip off of any game design. In fact, the first idea presents an interesting question of what cards you use for attack (high numbers) and which ones you use for defense (color). But, unfortunately, it also strikes me as a 'subgame' of a larger design.

Have you ever played A Game of Thrones, the board game? It has a combat resolution mechanism that combines the mechanic of diplomacy with a card play feature which requires you to make a hidden choice regarding what card you use to 'augment' your forces on the board. The range of options are limited between 0 and 3 additional points, but each card also has a special power. Some eliminate defeated pieces, others prevent elimination, others cancel out the two augmented values.... etc... This leads to a hidden choice, Rock-Paper-Scissors, aspect to decision-making in AGoT.

But, it is merely a 'sub-game' of the overall game of strategy and diplomacy. And, once you use a card you lose the ability to use it again until you have used all your cards. So, you need to be careful which cards you assign to which battles otherwise you might leave yourself exposed in a future turn.

3ddevine
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I have not played A Game of

I have not played A Game of Thrones before, but I can see what your saying. At this point my game is pretty bare bones, but I hope that the mechanic can become a 'sub-game' of a larger game as well.

Without playing A Game of Thrones its hard for me to tell how close the mechanic really is. Do you think that the mechanic is way to close for comfort to AGoT? I feel that the mechanic I have going is differant enough right now, and once i add on other rules and modifiers to it via other cards I might get something pretty unique out of it.

Also at this point i think I am going to go the route of the "Catfight" game. I was thinking about the 2 all weekend and the ideas keep pouring out for that one. Im going to post some more thought out rules for it soon and hopefully some prelim artwork.

Thank you for your advice and opinions, all are welcome and greatly appreciated!

rcjames14
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Expanding the Game

Your game mechanic bears a resemblance in my mind to AGoT, but that resemblance was meant more to be illustrative than cautionary. Unless you end up making a game that looks like diplomacy, you're pretty safe to never be confused with AGoT. But, I do think that you will want to look at your derivations of the Rock-Paper-Scissor mechanics as part of a larger (yet to be determined) game design. Otherwise, it will end up feeling a lot like Rock-Paper-Scissors.

Good luck with Catfight. I look forward to seeing how things develop.

3ddevine
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I agree that i need to build

I agree that i need to build onto it a little more. I tend to create chance heavy games and im really looking to stike a nice chance/strategy balance.

Thanks again for your help!

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