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Strategy Card Game

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Anonymous

Hi Everyone,

I'm new here and I have an idea for a card game but am looking for some help with it. I've never designed a game before. I do enjoy it though!

I'm trusting that if I post this game in a public forum that people will respect my copyright on the game. I want to design a game that my friends and I can enjoy, but if I see somebody take it and use it to make money then I'll be upset. If it turns out to be a good idea I obviously want to make some money off it (you can all stop laughing now...Yes I am new here...)

Ok, enough of the boring stuff. Here's the general overview of the game.

It's a 'gambling' game and a Collectible Card Game (CCG). I want to create a fairly quick game that involves some sort of 'gambling' (note: when I say gambling it doesn't have to involve money. It can be marbles, or poker chips, beer bottles, cars and trucks, etc). For the purposes of this description, I'm going to use the word 'chip' to refer to the gambling medium. (i.e. He pays 4 chips to the pot)

The game still needs a setting and a plot as I haven't really taken the time to figure that out yet. I’m not a plot kinda guy. I’m a mechanics person. If somebody reads this and has a good plot idea please feel free to contribute it. Never the less, here's what I've got so far.

Following is a list of definitions to help with the game details:

Pot
A pot consists of an amount of chips. The game has 8 pots in it. The pots are represented by 8 Pot cards. (Note that the pots must have a means to hold chips, or marbles or whatever. Something like a bowl of some sort since players will be paying chips into the pot.) Players fill the pots during the game.

Ante
An amount of money agreed upon by all players. The ante could be any amount, like 5 chips, or 1 chip.

Energy
Every game needs resources (will, most strategy games anyways). Energy is the resource used throughout the game. There are cards that provide energy for you.

Cost
What a player must 'pay' (in energy or other ways) in order for a card to be played

A Game
A Game is a set of phases. A game is composed of the following phases: round 1, round 2, round 3 … round 8 and finally the collection phase.

Round
A round consists of a series of turns and phases. The game has 8 rounds in it (one for each pot). During a round, each player gets one turn. A round always starts with ALL players paying the ante to EACH pot.

Points
Points represent the score keeping mechanism (because I don’t have a flavour for my game yet, I’m referring to points as the scoring counter. If it’s set in medieval times, the points might be represented by flags or something of the like). Most permanents allow a player to increase or decrease the total number of points they control. The number of points will be represented by a number (like, ‘3’) somewhere on the card (I don’t have the card design down yet). At the end of a round, the player with the most points wins that round.

Playing a Card
Playing a card consists of paying all costs associated with the card and then doing what the card says. You may only play one card per turn (that includes anybodies turn. So, if there are 8 people in the game, you may play one card on each of their turns). Another rule is that you may play a permanent card (read below for more details on what a permanent is) on yourself or on an opponent. If you play it on yourself, you put that card into play under your control. If you the permanent on an opponent, the card comes into play under their control.

Types of Cards:

Permanent
A permanent is a card that can only be played on your turn. There are two types of permanents: game permanents and round permanents. Game permanents stay in play for the entire game. A round permanent stays in play for the entire round. You may play permanents on yourself, or your opponent.

A Hot card
You may play a Hot card whenever you want (during your turn, or during an opponents turn). It never stays in play and must be put into the discard pile once the effect has finished resolving.

A Cold card
A Cold card is a card that can only be played on your turn. It never stays in play and must be put into the discard pile once the effect has finished resolving.

Now onto the actual game play.

Game Setup:
The game is played with 3 or more people. Players build a deck of 60 cards with each card appearing no more than 4 times in a single deck. Players start by drawing 5 cards from their deck. Somehow (with a dice, or whatever) players decide who goes first. Play continues clockwise around the table. The first round begins…

Winning:
Let me quickly describe how to win the game. The goal of the game is to win the greatest number of Pots. (And hence you’ll win the greatest number of chips). You win a Pot by winning a Round. You win a round by having the greatest number of points in play. Confused yet? No? Good.

Alright, so the game is composed of 8 rounds. A round always begins with each player paying the ante to EACH pot. Following that, the first player may start their turn. (Remember… a Round is made up of each player having one turn). A turn consists of the following phases.

Draw Phase
You draw a card.

Energy Phase
All players collect their energy. Most permanents give off energy and it’s this energy that gets harvested and used by the players. A permanent card will have an energy number on it for you to see. Simply add up the total number of energies found on all cards YOU control.

Main Phase
During the main phase you may do a number of different things. You may play a card (just one), you may activate abilities found on cards, or you may do nothing at all. Remember, you may play a card on yourself or on your opponent.

Auction Card Phase
This phase consists of you discarding a card to auction off to the other players. Almost all cards will have a ‘discard’ section that gets triggered during this phase. So discarding a card can be a good thing. The discarded card will go on auction for all players to bid on. Which ever player wins the auction pays you the amount of chips they bid, and then puts the auctioned card into play under their control as if they had just played it. You cannot bid on your own card. If nobody bids on the card, then you put the card into your discard pile.

Discard Phase
This is the final phase of the turn. You may not have more than 5 cards in your hand at the end of the turn. If you have more, you must discard cards from your hand until you reach 5 cards. The discarded cards are placed in the discard pile.

Each player gets one turn per round. At the end of the round, which ever player has the most number of points in play (check cards to count the number of points. The points are displayed on each card) wins that round and they gain control of a pot (they may take one of the pot cards). Note this does not mean they take the actual chips from the pot and add them to their stash. They simply have control of a pot. During the collection phase players collect the chips from the pots they control. There are cards that allow you to steal pots controlled by other players, and that’s why you don’t actually collect the chips until the end.

After the first round is finished the second round begins. Players start by paying the ante again to each pot. And the phases described above repeat again.

Once 8 rounds have finished, players collect their money and the player who won the most number of pots wins the game.

Dropping out of a Game:
If a player is unable to continue (they ran out of chips maybe…) or they simply wish to sit out this game, they may forfeit any pot(s) they control. You may only drop out after a round is finished and before you pay the ante for the next round. You may not drop out in the middle of a round. For the player who dropped out, each pot that player controlled makes the game extend an extra round. So, if I drop out of the game and control 2 pots, then the game continues for 2 more rounds after the 8th round. This accounts for the 2 pots that will go unclaimed because I fell out.

I hope you find it interesting.

So what do you think? I’m looking for comments and criticism (constructive preferably!). I’m also looking for advice on what will make game play better, or what I can improve upon.

Thank you,

Rob

Gogolski
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Joined: 07/28/2008
Strategy Card Game

I scanned over it quickly, and it certainly looks interesting! One thing immediately caught my eye:

Quote:
There are cards that allow you to steal pots controlled by other players, and that’s why you don’t actually collect the chips until the end.
It would probably be better to steal the content of the pot and leave the pot with the player that controls it. Otherwise, every pot hase the same amount of chips during the game, and you don't have to put in anything as they are all the same value. (The player with the most pots wins, in case of a tie, every pot holds the same amount of chip, so why have pots and put something in it??)

Stealing a pot can only be done if you have one or more pots yourself. You distribute the contents of the pot evenly over your own pots. (If the amount doesn't distribute evenly, the remainder goes in any pot you choose.)

The next round, the emty pot gets it's ante just like any other pot, but the pot will hold less than the others. The pot(s) that has(ve) been fattened, will hold more than the others...

Just an idea...

Cheese!
-Fred-

markmist
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Joined: 12/31/1969
Strategy Card Game

Here are some quick suggestions for you. Why not have each player pay a higher ante for each pot in order. For example, each player would pay 1 chip to Pot 1, 2 chips to Pot 2, 3 chips to Pot 3, and so on. This way the later pots are worth more money. Then make the winner the one who has the most money not the most pots.

Was there any reason you picked 8 pots? It seems kind of odd, could the game work with lesser pots, say 5? Without knowing any of the specific card powers it is hard for me to judge length.

If you are going to have players getting eliminated, you want to have a short game length so that no one has to wait too long to play again.

markmist
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Joined: 12/31/1969
Strategy Card Game

Here is a theme idea...

How about some sort of intergalatic casino hangout. This is where all of the highrollers in the galaxy go to hang out and do a little gambling. This would fit well into your collectible idea, but still includes the gambling angle which I like.

You said that the medium could be something besides chips, but I think chips would be perfect for this game and I wouldn't change that aspect. With using chips, you have the chance to draw in the poker crowd who probably wouldn't think of playing your game otherwise.

When you are ready, I also suggest that you get your game in the GDW and get your entire ruleset posted so we can give you more helpful suggestions.

Good luck,
Mark

Hedge-o-Matic
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Joined: 07/30/2008
Strategy Card Game

I highly approve of the gambling aspect. This was what fueled our groups love of Magic the Gathering. All you old-schoolers who were playing the first edition will remember that the game origianlly had an ante of the top card in your deck. Lose the game and you lost the card. When nobody would play like this any more due to the "value" of their cards (I laugh to think of the money people spent on this game) my group all stopped playing and never looked back.

I agree that 8 pots seems a bit much, since the interactions involved in winning any given pot will take longer than you envision, I almost guarantee.

Also, the auction phase seems out of place. why, exactly, are players auctioning off one of their cards, again?

Anonymous
Strategy Card Game

Thank you for your responses.

Gogolski and markmist,

I like your ideas and you both said relatively the same thing regarding the amount of money in each pot. You both suggested that each pot hold a different amount of money. My initial idea behind the pots was to have each one contain the same amount of money, and then players try to win the most number of pots. If the pots have different amounts of money in them, then I predict players would only strive to win the last pot and the few beginning pots would mean nothing. That means players who won the first few pots would not win the game potentially because they don't have enough money. On the other hand, having the last pot bigger also rewards players who plan for the long term, and those players that ignore the few first pots. I'm starting to like those ideas you guys posted. I'm going to think about them for a while and see what I can come up with. Thank you.

markmist,

Quote:

Was there any reason you picked 8 pots? It seems kind of odd, could the game work with lesser pots, say 5? Without knowing any of the specific card powers it is hard for me to judge length.

I have never play tested the game, so my ideas are just theories right now. I want to have it long enough for players to be able to stratagize and plan as well as short enough that players that fold aren't sitting out too long. Eight I thought would be a nice number. It might be too much. The game could work with less, and it could work with more. Thank you for mentioning it though, it'll be something I play around with now.

Quote:

How about some sort of intergalatic casino hangout. This is where all of the highrollers in the galaxy go to hang out and do a little gambling. This would fit well into your collectible idea, but still includes the gambling angle which I like.

That's awesome! I love that idea. I'm going to play around with that too. You guys are great!

Hedge-o-Matic,

Quote:
I highly approve of the gambling aspect.

Awesome. Gambling is what it's all about (and the strategy part of course...)

Quote:
Also, the auction phase seems out of place. why, exactly, are players auctioning off one of their cards, again?

This is a good question. I wanted some sort of player interaction but I don't want combat (like in M:TG). I was thinking about game mechanics that let players interact and affect each other without a combat phase. The Auction phase is what I thought of. It gives players the chance to interact, and it ties nicely in with the gambling aspect. I don't know how it'll turn out though, since I've never play tested. It might actually be a bad idea. The ultimate question in this phase is: what card to auction off? Who'll put a card in their deck that will help opponents by auctioning it off? I don't know. If you have any suggestions about how I can make the game more interactive I would love to hear it.

I'm going to focus on making a rule book now and do some playtesting.
I'll post on here again when I've thought of some more stuff. If there are any more comments, I'd love to hear them.

Thanks guys!

Rob

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