This is more of a leisurely project I come back to every now and then that's finally developed enough for me to come on here and ask opinions of.
If the Yugioh chat on my journals of late hasn't been an indication, or the Yugioh cards I've made in the past, then let me tell you: I enjoy playing a fun card game. Tried all of them least once, Pokemon and Yugioh being the only two I held on to after all this time. Something I've noticed, though, is that I've yet to find what I'd call a middle ground game. Yugioh, Magic, Pokemon are all very complex games in how they are played to the point you can have duels last from half an hour to 2 or MORE hours. Where as the overly simple card games tend to be broken, incomplete or just cheap damage to your wallet, just a company trying to puke up a game to make a quick buck. There have been card game mechanics designs that could have been good with some more time and thought that simply rot in obscurity. Off the top of my head, I can't think of any that I say would exist in between these two. So, I decided to give it a try!
The cards themselves are two different game mechanics I came up with for character cards. Lets go with them in order from left to right:Dice Card Game
- The idea behind this game is taking the elements of the Pokemon card game where the card has a set of life points. From there, it has 4 actions it can take:
Basic Attack - a light amount of damage.
Status Effect Attack - An attack that does no immediate damage but whose effect could damage or hinder an opponent in some way.
Major Attack - A much greater amount of damage dealt.
Defence - The character card blocks the attack.
Battle would be two players roll the die. If they roll one of the three sides that would cause damage, whoever rolls the stronger attack damages the character the number on there attack minus the number on the other card's attack. If defense is rolled, the character takes no damage. If they roll the status effect, they take half the damage but give a status effect to the opponent's character with the status effect varying in length based on a number at the bottom of the status effect's image. In addition, the die number you have to roll wouldn't always be the same all around, some cards requiring a different number for each attack.
Various helping cards would be made such as cards to change the die roll or give another chance to roll or heal and so on. The only issue this game might have would be the die thing but that could lead to some cool looking dice being included in 'starter sets'. Deck Life Game
- This card system is based around the Ben 10: Alien Force card game which, if you watch *ChadRocco
's reviews at TGWTG, you know was bad. But this was more out of an unrefined game mechanic and a bad series to make a game from. The idea behind the game, your deck is your life points and damage causes you to draw from your deck, thus depleting your life but giving better odds for a better attack, works as the idea is to be strategic on your attacks so your opponent doesn't get a huge amount of cards they could use but still trying to take them out.
You have three types of attack: Power, Magic and Tech. Your card says in the top right corner which type of attack you'll be battling against when the cards are played down. The top left corner shows how many cards you'll need to remove from your energy pool (a feature the original card game did not have) to play the card. My rules for this version are that you cannot have more then 6 cards in your energy pool, with only very rare cards requiring 6 anyways while most will be 5 cards or less to use. Whoever has the more damage for the attacks chosen wins and based on the damage number, the loser draws that many cards. Then the winning card is returned to the hand and on to the next turn.
The Ben 10 version of this idea only had player cards and while this idea is ok, the idea of adding a surprise element sounds more amusing such as cards that are only designed as energy cards but that have effects when used that turn such as adding additional damage to your Power or making your enemy card choose one of your other attack types or even doing a considerable amount of damage but forcing your opponent to send the cards to the discard pile instead. This also gives reason to why you would limit how many energy cards to lay down, so a player doesn't just lay down all their status effects and uses them at leisure, rather then give some thought on what cards to use and what to get rid of.
I've taken time to think on both of these and both of them, with some more refinement and actual set rules, could be good. But I still want to hear what you guys think and give me your opinion.
Thank you. ^^