Hi all, I've been developing my first card game for a couple of months now and would be great to have some feedback. Started testing with friends and on Tabletopia as well.
Concept
The idea of this card game came from skills and builds mechanic from online RPGs. I've always had fun choosing which skills to take to combat and see how well the synergies, so basically you build you deck in which each card is a skill and fight for your life!
My plan is to release sets of cards to introduce more skills, new types of skills and new mechanics.
Lore and what is the Ambal Tournament
The game is set in the land of Ambal in a world created by Mother Nature with the help of Primeval Spirits. I've got inspiration from western pre medieval, shintoism and buddhist cultures to shape a world governed by nature, spirits and energy. The Ambal Torunament was created by the humans so people could compete and show their strength, skill and wisdom to promote a share of knowledge and form an elite to protect the land (imagine something like the Olympics, more of a friendly competition).
Main features:
- Pre game deck building
- Simultaneous turns
- No monsters, just skills
- 1vs1 or 2vs2
For a full explanation check the rules: https://drive.google.com/open?id=1hOeZyRiVqbQDNKuDJgsPbpeFlpG1IIDB
The player will build a deck of 20 skills (cards), one of the is an Elite Skill, using up to two Schools of Knowledge (Fire Magic, Water Magic, Assassination Path and Sword Path).
Skills can be Skills, Actions or Spells. In addition they can also be Curses, Boons or Elite. (For example, an Elite Action or a Curse Spell).
With this skills you can damage, block, evade or interrupt your opponent. As well as placing buffs on yourself (Boons) or debuffs on your opponent (Curses).
The use of skills is simultaneous, with each player placing one skill faced down and revealing them at the same time to see how the combat develops and repeating this until they run out of energy that turn.
You can cause Conditions (Poison, Burn and Bleed) to deal damage over time.
I've made some decks to be used on Tabletopia, here's a list of the cards on each deck: https://docs.google.com/spreadsheets/d/1WQNbjEhYz3hSWeksPvcsbIxM3hKsqS79...
Now it can be played at Tabletopia: https://tabletopia.com/playground/ambal-tournament-n0rzx6/play-now
Made a flavor text for two of the Schools of Knowledge available.
Fire Magic
Combat Style: High damage skills and burning masters, these sorcerers try to build their energy fast while taking big chunks of health from their opponents.
Ash Wisdom
“An unquieting sense, exalting desire for expansion and change will bestow transformation, creation and destruction. Unchecked, this energy might become rampant and deadly like a wildfire, although with proper training the heat will inspire the soul providing power and comfort whilst the inner flame becomes eternal, as an unshakable faith, and foes tremble before its precise devastation. Become a creator of ashes, responsible for purification and transforming what's corrupt, so the new can prosper.”
Water Magic
Combat Style: Specialized in slowing their opponents and laying curses. These spell casters prove resilient with their arsenal of healing and protection skills, gradually harming foes.
Aqua Poise
“Submerged in the vast and empty waterbody it is easy to feel lonely and deserted, until the realization that all around is energy, transforming energy that moves the world. Like a new life, a single drop in the ocean might cause a wave of purification or a devastating tidal force. The melting snow and running rivers cleanse the fortunates in their path, like a great mind and pure soul should do to others through its life. From vapor to liquid to ice, aligning with this energy means finding a way no matter the circumstances, enduring slowly and gracefully.”