Hey everyone,
So, I have an idea for a game. It's sort of a combination of games, I suppose. Anyway, the idea is this:
Multiple (2 or more) mages would be using a variety of spells in combat with one another. The spells would come in the form of a spell book represented by a deck of cards. (This is very similar to Magic the Gathering, I know.) However, the difference would be that the mages would be fighting on a chessboard like surface. The mages, creature, and other spells or abilities would be represented by tokens on that board. The goal is to kill the other mage.
My thought was that mages and creatures could be "click" tokens, much like hero-clix, or mage-knight, or the like. They'd have four attributes, speed, attack, health, and defense (and possibly range). As they were hit the wheel underneath the token would click, changing these stated attributes. However, the "click" aspect is not necessary. It could be a TCG that relies on tokens and a board, and the card could give you all the information that you would need.
Anyway, this is the jist of the game. It's kind of a combination of Magic the Gathering, Hero-clix, and in some ways Yug-i-oh. Of course there is much more detail that would be involved, such as mana type, spell types, game mechanics, etc.
What do you all think?
I like the hex idea, I think it adds more versatility.
Anyway, perhaps I should go more in depth with my line of thinking. I think Mage Wars is probably pretty similar, but it's not the exact same.
Firstly, I do want the game to be a TCG of sorts. With a drawn library and a limited hand.
Secondly, I had some thoughts for the Mages themselves and the mechanic that would dictate them. My thought was this, that there will be classes of mages, and one's class will dictate's one's card pool.
There will be three tiers of spells (or cards) that a mage can cast.
The first tier is basic mage spells. These are cards that are fundamental to any mage. Think magic missile from D&D. These cards don't necessarily have to be a part of a mage's library, but there is nothing barring them from being in there.
The second tier is more specialized. There are five specializations in this tier, "Summoner", "Wizard", "Geomancer", "Enchanter", and "Scavenger." The names are extremely tentative. The player must pick at least one of the specializations.
Summoners summon creatures.
Wizards cast direct damage spells.
Geomancers cast spells that control or shape the board.
Enchanters cast spells that enhance themselves or other creatures.
Scavengers cast spells that de-hance others.
The third tier is the most specialized, but also will have the mot powerful spell options.
For instance...
Summoners can specialize in necromancy, cabalism, humanoid, beastial, or spirit summoning.
Wizards can specialize in fire, air, lightning, water, or nature.
Geomancers in Lava, Earth, Water (still thinking of two others)
Enchanters in object enchantment, illusion, self enchantment (still thinking of two others)
Scavangers in... (we're still working on this.)
So, a mage can pick to specialize in two tiers. Either they can go all the way for a third tier and unlock the potential powerful spells in that tier. Or they can specialize in two tier two levels.
In terms of mana, I was thinking that a mage's specialization would specify the way mana works for them. For instance, a Summoner may start of with a good amount of mana, but have a slow regeneration rate. Where as a wizard may not start off with much mana, but have a quick regeneration rate.
Oh, and each spell would cost mana.
Anyway, that's the very rough outline.
Does that differentiate?