I need some help with a 2 player combat card game I made called Combat Cards. It's got some mechanics you haven't seen before. Steal them! ...if you dare. Better yet, try it out and let me know what you think.
http://drop.io/salamosam.
Cheers!
A slick little combat game 15-30 minutes. Try it out?
. . . click on that, then tell me if it's a cardgame or a virus.
Thanks!
:D
It's the rules to a game- essentially a quasi-trick-taking game. (i googled the drop.io site before clicking)
Some of the concepts are good, though my concerns are that the rules are a little... swirly for the overall "weight" of the game. More importantly, it seems like the outcome becomes deterministic after the first couple of combos are played- meaning either player could, after seeing what his opponent had selected, do a little math and determine the optimal path to take until game-end... and there aren't enough different possibilities (not enough different cards, or ways to play them) to prevent that, even if a player doesn't know the 5th card in someone's hand. Greater variance in card abilities, or adding a SMALL luck factor somewhere would help mitigate this.
Hey Salamosam,
Thanks for sharing your game with us!! I haven't played it yet, since I only just read over the rules, but it DOES look interesting!! I like your usage of time, and how the cards played show the response over the same amount of time. As I was reading the rules, I could get a good sense of how this system would represent an actual fight taking place. For example, discarding cards when hit makes sense, because as you get beaten on you get weaker and weaker.
I have to agree with the comments, though, the the game could potentially be a bit too automatic, without any thinking about what you should do next... You could just calculate the best moves and keep going from there. It would be nice if there were a little more variety in the cards and a little luck, as previously pointed out.
Good work though, I think it looks like it could be fun. I especially like that when time is neutral, the first player to play a card has the initiative.
Hey Salamosam,
Thanks again for sharing! As for your ideas, I think they both could work, potentially. I think that adding weapons might be logically odd, since if they had a bunch of weapons, their combo would be to attack with a sword, then a dagger, then punch? Logically I don't know how someone could effectively pull that off... The second idea sounds very interesting though, as long as the limitations were well-defined and easy to follow when creating their own cards. If it had things like back-flips, round-house kicks and such, it could be really cool to try and visualize the fight while playing. It adds a bit of luck as to what will be drawn next, and more variety makes everything less predictable. Also, players will have to make sure to balance attack and defense, since if they only do attack they will be hit by the enemy everytime.
Please let us see any game updates!
Hi,
Haven't tried playing it yet. But it looks like the rules could be rewritten more simply.
In particular, you have a slightly confusing time discount for combos. This could be written instead as:
Each punch costs 1+Range time.
Each kick costs 2+Range time.
Each block costs 4 time.
Just taking your turn costs an additional 1 time, regardless of how many cards you play.
Also, it looks like using tracks might be easier than using time and range tokens.
Thanks for the feedback folks!
Jean, I'm glad you like the initiative-taking initiative rule. I encountered some resistance to that on my end, but I like the way that puts the pressure on. As for your and others' comments about the deterministic nature of the game, well, yes, I agree. Ideally the play would be fast and loose, and players would not take the time to see things through to the end. For my part, doing that kind of calculation mentally is unpleasant and I would rather play a card and take my chances. It may be possible to add an incentive to make things play faster to discourage calculation; I'll give it some thought. Honestly, however, in the games I have played, I was surprised by who won the game, i.e. the depth of my calculation wasn't enough to predict the outcome.
My main worry, and this is tied in with the above point, is that there is a single strategy that bests all others. Can someone calculate out the possible outcomes and come up with a sure-fire winner? If so, then, it's a dud.
I'm hoping that once you folks actually try it out (and I hope you will), you'll find that the interaction between time and range allows for enough strategic complexity.
More later, especially on the possibility of adding a random element. I'm on the move right now.
Cheers!