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RPG-like TCG

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iHailz
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Joined: 11/25/2013

Helloooooo. I'm new to this forum, and I'm glad I found it. About a day ago, I was looking through a few of the games I made when I was younger, and I had the inspiration to start over, but, with a more professional approach.
Anyway, I thought of this all last night, and I was wondering if this idea seems like a fun game you'd like to play or try out.

There are 6 types:
Magician
Ranger
Warrior
Fighter
Beast
Mech

These types can effect a certain party member's moves or special effects. There are also classifications such as Karma (blue card for good, red for bad...doesn't really mean anything, but the first set will have a Good vs. Evil theme), Race, and further classifications such as a Healer.
Like any standard TCG, party members have vitals until they are dead. They also have the ability to use special effects according to their type, and an immunity to attacks.
Immunity works like this:

The opponent attacks
Roll an 8-sided die
Number on die greater than or equal to immunity number = take off that amount that will damage a party member's health

The reason I have this system is because the stronger the party members get, usually the vitals improve greatly, so it will be harder to defend attacks from lower levels (thus, making it fair)

Party members is a term used to call the cards that are used on your side of the playing field. You can have a maximum of four. You can arrange them into different formations for a better strategy. For example, you can have 2 in front, 2 in back. The two party members in back cannot attack, but they can use their special effects. The two party members in the back also cannot be attacked. However, you must always have one party member in front.
Every party member has an experience number. Usually, powerful party members have higher experience numbers. To recruit members into your party, you must use benefit points. Think of it this way: why would a strong party member join your party without them? 1 benefit point is earned on your every turn, or you can earn two every opponent member killed. They're also kept when used (I may change this, please help me out with this decision).

To win the game, your opponent must not have any party members on their field, or their entire deck is drawn.

The basic game layout goes like so:
Draw a card
Special Effect
Item
Attack / Swap out party member
Start at #2, go through cycle until your party member's turns are over

As for items go, I was thinking things such as:

Global effects ex. Every beast party member on the field loses 2 defense (to be used for one full turn, both yours and your opponent's)
Counters ex. Evade your opponent's move
Events ex. Draw 2 cards

Thank you for reading, and please tell me if you like the idea!

Toa Lewa
Toa Lewa's picture
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Joined: 10/31/2013
Sounds like a neat game. I

Sounds like a neat game. I like how you are integrating dice with cards.

Quote:
The two party members in back cannot attack, but they can use their special effects. The two party members in the back also cannot be attacked.

Does this always have to be true? What if you have an archery special ability that allows you to attack the support members. It's just a thought.

iHailz
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Joined: 11/25/2013
Toa Lewa wrote:Sounds like a

Toa Lewa wrote:
Sounds like a neat game. I like how you are integrating dice with cards.

Quote:
The two party members in back cannot attack, but they can use their special effects. The two party members in the back also cannot be attacked.

Does this always have to be true? What if you have an archery special ability that allows you to attack the support members. It's just a thought.

Thank you for commenting! I was thinking this also, especially with magical abilities that can attack / heal the entire party

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