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Anathema (free TCG style game for release as public domain)

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Midnight_Carnival
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Again, this idea is highly random and again, it is at a rather rudimentary level – I'm not sure I'll ever complete this or even how far I will take it.

The idea is for a TCG (trading card game) inspired game which is absolutely free and public domain, players can go online and print as many cards as they want without paying anything for them and nobody will ever be able to make any money from it.
Instead of going the true TCG route and making it so it is all about who has the most/best cards, this game is meant to actually involve some strategy (basically you need to keep things as simple as possible, but keeping things simple enough becomes more and more complicated as you progress).

The theme is of a religious war set in a technologically under-developed world/age. The game presents a rather cynical take on religions, basically looking at them as pyramid schemes and allowing players to use “both sides” - I don't want to ever go into much detail about the religions in the game because they are arbitrary and as with real religious wars, the differences are inconsequential anyway, people will use any excuse. But the powers good an evil, heaven and hell can be called upon.
Rather than just summoning a demon to do 50000 damage or an angel to remove all active cards your opponent is playing and do 60000 damage which can not be blocked, multiplied by the number of churches you have or something contrived like that, I'm going to make it that the supernatural elements are more like “effects cards” and seldom have direct actions associated with them.
It might after all be two denominations of the same church at war, and if that is the case, we wouldn't expect the same god/ess to send angels to both sides to smite the sinful others.

The overall mechanics I think I have mainly worked out – there are 3 types of cards on a basic level, they are spiritual cards (which deal with supernatural and spiritual matters), ecumenical cards (which deal with the believers, so basically we can think of them as 'economy cards') and fervour cards (which effect the military). Not all cards will only have effects associated with their type though.
We can assume that for the purposes of the game, the population is infinite as neither it, nor the size of the armies ever feature. The idea is to get more out of your congregation and more out of your army rather than to build a bigger one. It works that your army deals a certain amount of damage per turn and it can also absorb damage (which decreases its attacking power for the next turn). The army has only one stat and that is Might, this is a measure of your army's attacking and defensive power (as explained above). Damage which is not absorbed by the army (though the player's choice or because the player does not have enough Might to absorb the attack with his army) effects Faith – The Faith works kind of like money and determines which cards you can play and what you can build (also cards which you play).
Each player starts off with a Holy Place, a Pontiff and a Prophet. Building churches/temples increases the amount of Faith these holy (wo/)men can generate in different ways and if you lose them, their effects can still remain if you build a Sanctum to house their remains – in which case they stay on as Martyrs until the sanctum is destroyed.
Most buildings such as temples/churches, and Sanctums only have a defensive strength and don't contribute to the Might of the army. They can be attacked and the Army can absorb damage directed at them.
The idea is to build up your Prophet and Pontiff by playing more and more cards which act as 'boosters' for them – they add to the (attacking) Might of the army and have defensive scores so they can also absorb damage.
Only one Pontiff can be played at a time but there is one Prophet who has the status of being officially recognised and then other Prophets can be played as Disciples although with this status they have limited effect and I'm not sure if they can be Martyred or not.
I am thinking of giving the various holy
One player achieves victory over another by destroying all his/her holy buildings, killing off all Prophets and Pontiffs and taking control of the Holy Place.

Ok, what I need now is not a whole lot of clever cards with carefully balanced effects and costs and with pretty pictures. What I need now is some clever game mechanics which prevent it from slipping into formulaic “get this one it is better” TCG style play (which would be pointless because the whole point of this is to make as much money as possible which I don't want to do) so that when said cards are developed it will be interesting, not just... well, like the others.

I'm thinking of a growing conditions and dependencies idea, but I'm not sure exactly how it would work. I want to make it that it is not only more expensive to build your next church/temple or Sanctum once you have one, but it is also more complicated... but as I said I don't know how that would work.

questccg
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One clarification...

I didn't TL;DR the entire post... But you made a "technical" error that I wanted to correct - so not to confuse everyone.

Your "idea" (Game Idea) is NOT a "TCG". "TCG" stands for "Trading Card Game". And the games which have this are meant to ENCOURAGE players exchanging certain cards between players. Therefore "TRADING".

Now in your "idea", you talk about having all kinds of cards and being able to print how many you like, etc. There is NO TRADING in what you have presented. Moreover your CONCEPT "prevents" trading: all a person needs to do is "download" the card he likes and prints it (so to speak).

And that why my early conclusion is that YOUR "idea" is more of a CCG! Why? Because players COLLECT all kinds of cards and build their decks from those cards available to them. And of course "CCG" stands for "Collectible Card Game"... Which seems more in spirit with what you are trying to achieve even if there is purposely no money to be made with the game.

Best of luck(?!) with your idea.

Midnight_Carnival
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Mercury is not longer in retrograde....

Ok, I don't understand why you felt the need to post that at all.
Firstly I said from the very beginning that it was a "TCG style game" - by which I meant TCG inspired, not a trading card game - yes, I actually do know what TCG stands for and if you'd read beyond the title or even read the title properly, you'd see that.
I did in fact devote rather a lot of words to explaining why this wasn't and why I didn't want it to become a TCG.

I really value well thought out criticism, even when it pulls everything apart, even if people say things I strongly agree with, just because it makes me think. I might not go with what the person is saying at all, but I will think about why I'm not going with it, why I don't feel that their criticism is valid in this case.

What you had to say completely fails at this, you seem to be nitpicking on technicalities and not even doing that very well because you DIDN'T READ. Moreover, your use of inverted commas around the word idea makes you come across as bitter and petty, I'm sure that was not your intention but it seems that way.

The truth of the matter is that I have had more useful, more relevant and more interesting criticism from young children. What you posted does not reflect well on your character nor your intelligence, I certainly hope you are just having a bad day and that this is not indicative of your character or intelligence, because nothing I have read which you posted before was anywhere near as uninspiring as this.
Perhaps next time consider keeping it in your pants?

Good luck(?!) with your "life".

questccg
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Was only a technicality.

Midnight_Carnival wrote:
Ok, I don't understand why you felt the need to post that at all.

Because your title seemed very misleading.

Midnight_Carnival wrote:
Firstly I said from the very beginning that it was a "TCG style game" - by which I meant TCG inspired, not a trading card game - yes, I actually do know what TCG stands for and if you'd read beyond the title or even read the title properly, you'd see that.

I did read more. I read until the part where you said people will download and print their own cards... And then I concluded that it wasn't a TCG or anything near it... But that it was in fact a CCG.

Midnight_Carnival wrote:
I did in fact devote rather a lot of words to explaining why this wasn't and why I didn't want it to become a TCG.

I was just pointing you in the direction of a CCG because what you are proposing is more in line with "collection" rather than "trading".

Midnight_Carnival wrote:
What you had to say completely fails at this, you seem to be nitpicking on technicalities and not even doing that very well because you DIDN'T READ. Moreover, your use of inverted commas around the word idea makes you come across as bitter and petty, I'm sure that was not your intention but it seems that way.

Nothing bitter or petty, was just pointing out that in your context, where people can download and print the card FREE -- meant the game was more of a CCG than a TCG. People often use those terms interchangeably and don't understand the difference between both.

Midnight_Carnival wrote:
Good luck(?!) with your "life".

My life is fine ... I was just honestly wishing you best with your idea. No worries I'm not offended. And the truth is neither should you be offended either... Sincerely.

let-off studios
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Dworak Card Game

You guys should both check out Dworak.

http://www.dvorakgame.co.uk

A deck could be created specifically for this religious-conflict thing you're talking about in your original idea, using variations on Things and Actions. Start there and build on it. It is a useful framework.

questccg
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Something to think about

Maybe instead of making ALL the cards available for "download" FREE ... you could include some kind of Random Number Generation (http://www.random.org/strings/?mode=advanced).

Like 12 digit ALPHANUMERIC codes like ("2FE719UI11M3") and have a website where you can UNLOCK the cards... Assuming you are interested in a "collectible" aspect to your game.

Some way of allowing players to learn about NEW cards from their friends. This may be more in the spirit of a "TCG" (even though in my mind it's all about collection - and therefore a CCG).

So instead of running to their nearest FLGS with a card list, they might have one or two 12 digit codes to unlock and print cards they can use the next time they play...?

Note: You could send RANDOM card codes to each "gamer" who is "registered" to your "newsletter" which you send out an e-mail each month. Meaning each month players can earn *NEW* cards and try them out against their friends before SHARING codes to unlock the card. Or maybe some "gamer" won't want to share his "minion" (or whatever it is...)

Tbone
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Wow...

let-off studios wrote:
You guys should both check out Dworak.

http://www.dvorakgame.co.uk

A deck could be created specifically for this religious-conflict thing you're talking about in your original idea, using variations on Things and Actions. Start there and build on it. It is a useful framework.

This is super cool. I like that a lot. 6000 different cards? All from just "Things" and "Actions"? WOOAH hahaha. I really like that you can play a game where all players create separate cards and shuffle them all together. I want to try this as a party game!!

let-off studios
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Dvorak Fun

Tbone wrote:
6000 different cards? All from just "Things" and "Actions"? WOOAH hahaha.
Well, some folks shoot for quantity, not quality. :)

If you're interested in seeing a game I had a hand in creating, have a look at the Pumpkin Deck:

http://www.dvorakgame.co.uk/index.php/Pumpkin_Deck

polyobsessive
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Cards

let-off studios wrote:
You guys should both check out Dworak.

http://www.dvorakgame.co.uk

That's cool! :) Looks like a slightly more structured version of 1000 Blank White Cards...
https://boardgamegeek.com/boardgame/4550/1000-blank-white-cards

Midnight_Carnival
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hmm, thanks

Hey, qcg, no problem, I'm good and yes, I did consider random download options but that was not what I was asking about here, thanks for the feedback though.

So anyway, my game inspired by TCGs and CCGs...
"what I need now is not a whole lot of clever cards with carefully balanced effects and costs and with pretty pictures. What I need now is some clever game mechanics which prevent it from slipping into formulaic “get this one it is better” TCG style play"
Which I'm sadly not getting here (crying and laughing)
anyway, the games you showed looked very interesting and I was thinking of incorporating some of the elements featured into my game, but like the how many or which cards you can download is something I can look into later. I might develop some of the stuff about how cards you have drawn can interact, but I want to approach this slightly differently if possible.
Anyway, kind of busy now, thanks for the feedback

questccg
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Is it sort of like this...?

I'm not sure because your posts are very "verbose" and "don't get to the point in a succinct manner". (And don't be offended - it's just your style).

So is this the symptom that "Magic: the Gathering" has with "Deck-Construction"???

What I mean is it like when you play an opponent who beats the crap out of you VERY easily... And you ask him/her for a listing of their deck? And subsequently you go to a FLGS and "buy" that identical deck???!!!

Is it something like this?

Meaning you buy the "better" deck because you feel you will defeat your opponent's much quicker...

I'll wait to share my thoughts -- Until you confirm if I am on the right path or not.

Midnight_Carnival
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combinations focus and 4 player

The idea is that there are millions of cards but you can only bring a pre-determined number to the game. There are no "best cards" and so your strategy begins with the cards you choose. Effects of certain cards stack up and interact.

The main way I wanted it to be played was in 4 player matches with 2 factions - there would be an extra "strategy" phase in which players on the same faction could exchange cards.

Like I said, planning the cards in terms of effects, etc would take a lot of time.

questccg
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You are going to hate me...

Midnight_Carnival wrote:
The idea is that there are millions of cards but you can only bring a pre-determined number to the game. There are no "best cards" and so your strategy begins with the cards you choose. Effects of certain cards stack up and interact...

Okay so who is going to design 1 Million cards? You do realize that most designers struggle to make 100 cards. With TradeWorlds, we have over 500. And it takes over 1 month to prep and upload the artwork in order to be of production quality.

What is your deck size? Pre-determined is vague. I'd like to hear something like "Maybe a deck of 60 cards". How many of each card do you allow (maybe three of each card)???

If you expect people to design their own cards... You're going to need clear and definite rules about the TYPE of cards and WHAT they can do. Otherwise you land up with "My Creature = deals 1,000,000 damage" or other such non-sense.

And as far a "best cards", there are always cards that you want to have a "counter-strategy" for. Like knowing he will play "The Big Bad Wolf", I can play "The House made of Bricks"... Ergo some cards are so good - that most players will include them as part of their deck.

The other aspect you tend to ignore is "Deck-Construction" time. Sure it's cool to spend a hour or two building your deck. But with MILLIONS of possibilities - that may be IMPOSSIBLE. So much so that the whole "Deck Construction" is a shot in the dark. It's probably equivalent to just using a RANDOM deck.

Dvorak Card Game has 6,000+ cards. Already that's TOO MUCH to go through. See my point?! If you ask me, 1,000 cards per series is enough. And you can decide what series you are playing. So there might be 5 series and therefore 5,000 cards - but it's more manageable in 1,000 chunks!

What would be the REASON for having over 1 Million cards?

From a "functional" standpoint - I've already explain that collections should be no more than 1,000 cards. Even with 1,000 cards it's a lot especially if you have access to ALL the cards.

I can appreciate your enthusiasm for having a LOT of cards. But I think your perspective in terms of what a "LOT" means is unrealistic... A LOT for one series is 1,000 cards.

To be honest, I bet you that once you reach 100 cards, you'll be like: "What do I design next?" And if the cards need to interact that's even worst.

And I'm not being too critical, I'm just thinking in terms of relativity.

Having millions of cards makes card selection process RANDOM. You can't effectively build your deck because there is too much selection and time-wise you can't go through all the possibilities. Even worst if you ADD card interactivity.

Sure you can have "guides" like Red-Border cards work GOOD together, etc. But that means you have to figure out which cards should be Red-Border!

Anyways those are might initial thoughts...

Update: So you need a STRATEGY. And I say your BEST BET is to use BORDER COLORS. YOU define the colors and then decide what each color is supposed to do. Like for example RED cards are "Basic Attack" cards and BLUE cards are "Primary Defense" cards, etc.

Doing this form of categorization gives you some control and structure.

You'll need to define a STAT system with various abilities that are FIXED. From there you can set LIMITS to those stats. Like 500 Stat points per RED card. If you have 5 stats then the average is 100 points per stat. Of course this is not always the case... If a RED card has 4 stats then the average is 125... etc. And BLUE cards can have 250 stat points or 50 points on average (if there are 5 stats). But what if there is only ONE (1) BLUE stat (= 250 Defense points) for example.

You're going to have to define some structure and then allow people to work within that structure. A million - no way. But a 1,000 maybe... With the right framework. REMEMBER MOST Magic cards are useless for actual gameplay. Deck-construction is an art and you can get predefined decks online and customize what you have and what the deck has...

I think having a lot of choice is good. But it needs to be realistic and within some kind of FRAMEWORK!

FrankM
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A million cards

I don't think a million potential cards is completely unrealistic, though I do agree that one million "snowflakes" is not doable.

What's the difference?

Suppose there is a central website where players go to get their cards. They choose a first attribute and are presented a list of potential second attributes. Based on that choice a list of third attributes is presented, and so on. Six attributes with ten degrees of freedom each gives you one million potential cards.

Magic: The Gathering cards are what I'd call snowflakes. Each has a relatively unique combination of attributes and unique artwork (basic cards actually have multiple illustrations). I very much doubt WotC has put out one million cards to date.

Turning potential cards into actual cards will require procedurally generating some of the content such as the card name and artwork. This could be done rationally or pseudo-randomly based on a hash of the attributes selected.

For example,

Orc faction -> Creature -> Moderate strength (2) -> High toughness (5) -> No special ability -> Default cost (no special conditions to cast)

Those choices deterministically pick a creature name/type ("Blood Clan Phalanx"), a base picture (barbed spear), and any modifications to the picture ("Blood Clan" banner background).

I think that would be a lot of work, but not impossible.

You might want to add a barcode along the bottom so that players can challenge the authenticity of a card (basically an encoding of the attribute choices). If the website shows something different than what you see on the face of the card, then someone is cheating.

Depending on how easy you want it to be to "copy" a card, the website might report the exact list of attributes chosen.

questccg
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If you involve computers ... anything goes.

FrankM wrote:
Magic: The Gathering cards are what I'd call snowflakes. Each has a relatively unique combination of attributes and unique artwork (basic cards actually have multiple illustrations). I very much doubt WotC has put out one million cards to date...

I quote: "exactly 11379 unique cards are printed" based on a post on MTG Salvation.

So even that's an INSANELY HIGH amount.

FrankM wrote:
Suppose there is a central website where players go to get their cards.

Your system (or website) is inferring that each time you log into the system, you have to generate NEW cards. Browsing through a CATALOG of cards where there is even the remote possibility of 1 Million or more cards is well... not possible.

Think about Google. How often do you go beyond the 3rd Page of a search??? I do VERY RARELY. Once a month and yet I do searches every day.

You could have a listing of the cards you have already generated ... but my bet is that MANY people would get discouraged AFTER they go beyond the 100 card point. Remember there are over 11,000 Magic cards - nobody says how many of those are usable in games.

"+1/+1 & Flight" might be a nice Angel Card - but it useless in gameplay when there are stronger cards to pick and place in your deck.

You could use RANDOM.org to generate unique Strings with 12 digit Alphanumeric codes (example: VVWB-QNOK-QRWF) It just means that when an opponent logs into the website and enters the code, it should search and produce a copy of your card.

As far as having some kind of ALGORITHM to generate cards - might be possible. Definitely complex. Not something of a hobby-oriented venture for certain.

And last comment - when you introduce COMPUTERS ... anything is possible. Definitely not probable...

FrankM
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Definitely not a catalog

The hypothetical website would simply be a way to enforce the card construction rules you suggested earlier. So it would not be a browsable catalog except in the sense someone could keep hitting back and trying new choices. And even the , no one could browse even a fraction of them.

Build in a slight delay to slow down bots and you have a discoverable but not browsable system.

Within the context of the rules, all cards would be balanced by construction.

joebergmann
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Very interesting

This is a thought provoking topic, I must say.

I don't think generating one million individual cards would actually be that difficult with a computer (says the cocky computer programmer), especially if you have more than say 5 or 6 unique possible card attributes with varying "power levels". Making them balanced might be more difficult, unless you ascribed a point system to the relative "power" of a card and allowed the card powers to be within a certain range. It would be a kind of higher level rock-paper-scissors situation.

As far as generating the pretty pictures and meaningful "color text", that might be a bit more "fun". Perhaps you could have a scale-able image for each attribute, the larger the image the more powerful it is... Or use different colors to indicate power/cost.

Now, while I think it is possible, I must confess that I, too, am uncertain as to how practical it is. But, my goodness it would be really cool! Talk about expanding boundaries!

Thank you for the post!

Tbone
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Borderlands and Destiny

So how different is it to create a system, similar to Borderlands and Destiny for their guns? For the art, just have their be a templates for Units (creature, sapiens, vehicles, etc.), Items (sword, gun, etc.), and Events (tactics etc.). Each would have different parts of the image sanctioned for customization randomly (not every gun in Borderlands is the same looking). Is that possible? Rare cards would have a more complicated template and possibly more "attributes". Of course, I hate the pay to win model, so you can only have a limited amount of Rare/Legendary cards.

You could craft cards with synergy online. Typing in the bar-code value on the Metal Sphinx card will allow you to make a card that would synergize with a Metal Sphinx and calling it Metal Sapien. Maybe your metal cards synergies give +1 Attack, but mine actually give +1 Defense. Idk lol. Seems like it could work.

FrankM
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The original concept was CCG without pay-to-win

My understanding is that MC would like to make a CCG with a zillion cards that is not a pay-to-win enterprise, which makes the idea of "rare" cards somewhat difficult.

But not impossible. The card constructor could hide certain options outside of specific time windows, and if you're lucky the player base will spawn all sorts of models and theories about what is available when.

Even if the system allows unlimited copying (you can get any card if you scan its barcode), the ones who come at "auspicious times" still get a first-mover advantage.

Suppose the game has seven basic factions because 5 is to Magic-y and 9 is virtually patented by questccg ;-) To this add some neutral "faction" of mercenaries or such that draws its creatures from the other seven.

Allowing ten possible choices for strength would get boring if the choices were simply 0 thru 9 and the only consequence was upping the casting cost. A more interesting system would be to assign each faction two opponents (the ones on the far side of the heptagon) then have over ten choices like

  • 0
  • 1
  • 1, +1 vs. opponent A
  • 1, +1 vs. opponent B
  • 2
  • 2, +2 vs. opponent A
  • 2, +2 vs. opponent B
  • 3
  • 3, +2 vs. opponent A
  • 3, +2 vs. opponent B
  • 4
  • 5

But a player would only see the "vs. opponent A" options during some specific hour each day. And the "vs. opponent B" options during some other window. And the "5" only on a certain day of the week. And so on.

Edit: By the way, the options available would likely vary by faction. A faction of brutes would be more weighted to high strength, etc.

I tried to mock up a system for the "central website" that would have each faction race around a unit circle at a different rate, then allow certain options depending on if you were far enough clockwise of an opposing faction (the positions and rates all hidden from the players). This seems highly sensitive to the size of the step relative to the size of the circle. Step too slow and things seem to get stuck, step too fast and options pop up randomly but not evenly due to harmonics.

Whatever system is used, the conditions should prevail for some reasonable length of time (maybe an hour) to give those trying to make predictions at least some possibility of success.

pelle
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I started a thread about

I started a thread about collectible print'n'play games on bgg a few years ago, even coded up a prototype that was quite fun I think (randomly generating squads of robots, trying to find the good ones). Some other ideas in the thread as well how to implement in practice. An idea I revisit now and then, but no second prototype yet.

Generating artwork and text just sounds like fun. It is done for digital games all the time. My robots were just very quick hacks, but look different from each other and looks are tied to some characteristics as well as unique player and squad colors, so good enough for first proof of concept imo.

https://boardgamegeek.com/thread/1280620/printnplay-collectible-game-pro...

pelle
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There was a guy that made the

There was a guy that made the headlines some time ago for making procedurally generated MTG cards.

https://motherboard.vice.com/en_us/article/bmjke3/the-ai-that-learned-ma...

Definitely within reach of a single dev. Add a good artist and a second dev to do the procgen artwork. Reason procgen is popular for indie digital games is that a tiny team can make huge amounts of content cheaply. Might work for card/boardgames too.

Midnight_Carnival
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wow, thanks, that's a lot.

Um I don't hate you.

I don't really have time to address everything, but as for who makes the million cards - me and later other players.
I get like obsessive and work frantically on projects until I lose interest, a few years later I look back and wonder when I had the time to make those. Once I get the system finalised it is not unrealistic to imagine that I could make a few thousand cards!

the thing is, I am taking it that I won't be able to stop players from making their own cards because it is going to be public domain anyway, but I can provide guidelines for how to make cards which work well with the existing ones and to do that I will need to to finalise the clever system I have to make.

As for the pre-determined deck size, that is the number of cards taken into the game, not the total number of cards available, This is agreed by players before every game, depending on how many people are playing and on how long they want the game to last.

For example, a 4 player (2 vs 2) 70 cards per player game could take some time where as a 2 player 30 cards per player game might be a lot quicker.

there is a lot more I could say but I already write very long posts so I'll get back to you in a bit.

Midnight_Carnival
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Sorry, one more thing:

As I envisage this game, the cards will not be "soldiers" doing battle, the cards will be closer to weapons and spells the soldiers can use.

There will be certain characters in game such as your Pontiff and your Prophet as well as the Martyrs, but most of your fighting will be done by an army which can be regarded as being up to an infinite size.

So yes, a million cards all having different effects on infinite armies... hmm, I'm going to get a lot of love letter about this one!

FrankM
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In that case...

In that case you'll definitely want to come up with card-building rules that enforce some kind of balance (stats and powers offset by costs and restrictions). The HERO System RPG allows players to build characters out of a certain number of points, subject to some typical restrictions that then get tweaked for house rules.

As examples (and going from memory), a "hero" such as a secret agent could be built on up to 75 net points, up to 50 points of Disadvantages (so really 125 total points), and up to 25 Active Points per ability (the raw point cost considering enhancements but not considering restrictions). It's pretty easy to cut a power's cost in half or even a quarter, so this hero would probably have decent stats and two or three primary abilities (one of which is his/her gun).

The same rules allow a "superhero" built on up to 200 net points, up to 150 points of Disadvantages, and up to 75 Active Points per ability. This might be a gun-level ability without the restrictions (no limited ammo, no need to maintain possession of a physical device, etc.) or an even bigger power with its own creative limitations.

In any case, the idea would be to put a cap on the casting cost and a separate cap on the "effective power" of an ability assuming players will sidestep any restrictions through careful play. The rules don't need to be simple (e.g., up to 4 Epic cards, up to 10 Major cards, and any number of Standard cards per deck), but they should be easy to communicate so that players can build compatible decks.

Midnight_Carnival
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In that case...

"In that case you'll definitely want to come up with card-building rules that enforce some kind of balance (stats and powers offset by costs and restrictions)."

Hahaha, as I tired to explain earlier, this was most of my motivation for opening this thread.

I will look into your hero system.
Once again, it is not a game where you summon monsters and attack with them.
thank you.

questccg
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I summon the Super Mighty Bad-Ass Red Dragon of Draconis!

Midnight_Carnival wrote:
...Once again, it is not a game where you summon monsters and attack with them. Thank you.

Good because that's what you do in my game! We don't need too many Monster "summoning" games ... and mine has passed the initial playtest phase. Which means that I see potential in the game and in some fashion, the game is FUN to play. I know "fun" is subjective - but my thinking is something like this: if I LIKE the game, there may be other people who like it too!

Ergo I'm planning to move forwards with this design - once I resolve HOW to package dice with the game. I need to speak with @Hamish with regards to Pocket Sports... He says he uses regular mail to send out his game sets, so I want to see IF I can do something similar...

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