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Card game about card games

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Kevinct
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Hey all! Long time since my last post but I still come here all the time to check put all the cool ideas I see here.

Anyways I had an idea about a tactical card game using a shared pool of cards. The basic premise is that you play a card game player who wants to be the best at every possible card game. The setting could be similar to the Pokemon universe where everything in society revolves around card game players.

It could be a lot of fun to play with the tropes inherent in various games like magic or yugioh.

Meat of the game:

Simple battle game like all the rest of 'em, no need to reinvent the wheel here!

Goal:
Reduce your enemies life to 0!

Rules:
Six cards in play, or in your hand at the end of your turn maximum.
Draw a card from the energy deck and the main deck each turn.
You can't have more than six energy cards in play (separate from other cards)
Energy cards reset each turn.

Combat:
A player chooses a creature and a target, he may choose to target a player.
When a creature has no health left it is destroyed.

Card types:
Creatures to attack
Items for buffs
Actions for extra spice!

Game areas:
Deck
Energy deck
Discard pile
Each players area (six slots)
Each players energy area (six slots)

Deployment:
All cards require energy to be played from the hand.
Select a card and flip that many energy cards in your energy zone to play it.

And that's it! Everything here is negotiable so any and all feedback is welcome.

Thanks for reading :)

questccg
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Originality???

Even by your own admission, your game concept sounds like Pokemon or Yu-Gi-Oh!

There is another designer here who is working on Yet-Another-CCG (I realize yours is not - Shared pool of cards) and I wonder if there will be sufficient distinction in the end-product to warrant interest from gamers.

In English, how is your game going to be DIFFERENT?

You claim that the *meat of your game* will be, and I quote, "Simple battle game like all the rest of 'em, no need to reinvent the wheel here!"

How do you expect players to be interested in a game where the mechanics are identical to other games already in the market. Combat is one of the most difficult parts to get right. Just copying a game doesn't mean that those mechanics will work for your game. You just can *knock-off* another CCGs mechanics to your liking.

Again I think there is still the fair question of ORIGINALITY.

I think your game idea is far too general to determine if this will be a good game. But the lack of distinction may not make it a very popular game. Like I said, competing with existing CCGs is NOT a good idea. Using some mechanics may be okay - but a copy will probably not work unless the game is exactly that: a copy.

So my question still stands: how are you going to infuse this game with some kind of UNIQUE game play?

Kevinct
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Thanks for the feedback, I

Thanks for the feedback, I agree with what you're saying about originality, but many card games have come before and have to some degree shown what works and doesn't work.

I see no issue at all in borrowing mechanics from other games, most games take something from previous games anyways. Brand new ideas are hard to come by.

I don't intend to compete with ccgs, this is a non customizable shared deck of cards, a contained system like a board game. Above is just a skeleton for a game that can be changed and added to in the future, and I think with more time it will bring forth it's own unique components.

Your reply has definitely given me some things to think about for sure. I like criticism because it forces me to work out stuff I might never have thought of before!

Corsaire
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How?

It's an interesting theme, but as presented it seems you have your stakes too far apart in the ground.

Beginning with "the best at all games" how would you represent a game in the deck? How do you track that you were best at a particular game within the play? How does life reduction emphasize the theme?

If you enjoy fiction and haven't read Piers Anthony's Split Infinity, you should check it out.

If you can get it to make sense, sounds like a theme I'd like.

Kevinct
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I think that would be

I think that would be interesting to represent individual games within the game and players could score points for being the best. The only issue with that is too much complexity.

Life reduction is the most basic facet of these types of card games so that's why I've included it as the main part of the game. A clear simple goal makes the game more accessible to new players in my opinion.

This is great feedback, different games within the game could work well as a minor aspect. Maybe certain cards apply to these mini games and give you a boost towards winning the main goal.

Corsaire
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My first thought in reading

My first thought in reading your idea was to a more ironic point of view. In fact I'd pictured it like rummy with sets being meta game oriented, like win a tourney, most expensive card in the game, playtesting team, etc. I'll be curious where you go with it as I'm not quite getting it at the moment.

Kevinct
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Sets seems like a great idea!

Sets seems like a great idea! Like most trophies or expensive cards, maybe these could attribute to the overall goal by reducing enemy "life" when you have the most. This would be simple to implement with icons on the cards.

The game isn't really clear yet but more ideas like this will help to bring it to life. I want to have depth but not at the cost of over-complicating the game.

questccg
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My concept would be a little bit different...

Okay... So the concept is COOL but of course it will infringe on the rights of it's rightful owner. But for theoretical purposes I will state the game (And you can decide if it interests you or not).

So instead of going Pokemon world, I would go Magic: the Gathering *world*. I would have a LARGE BOARD with different LANDS (Mountains, Swamps, Forests, Ocean and plains). That's one for each of the land cards used in Magic: the Gathering.

NOW the game would be a VERSUS game, like maybe up to five (5) Planeswalkers (one for each colour). I am really excited about this concept because I think it is WAY COOL... So be patient and read on.

As a Planeswalker, you may summon creatures (Wooden Avatars - of your colour) that can MOVE on the board. Unlike traditional Magic: the Gathering where you *play* land cards, your creatures GIVE you mana by occupying the square they are standing on! So if you want Fire mana, you need to send one of your creatures to the Fiery volcano (Mountains). If you want Earth mana, you need to send one of your creatures into the mystical grove (Forests)... etc.

Using simple combat mechanics, when two (2) creatures encounter each other, they can combat/defend. This is yet to be defined (TDB).

In addition to having creatures, each player has one (1) Planeswalker token (Wooden Meeple - of your colour). The goal is obviously just like Magic: your purpose is to destroy the opposing Planeswalkers. How you do this is with Spells, Instants, Artefacts and the mana produce by your meeple and avatars around the board...

A Planeswalker could also use mana to attack an opposing player's creatures (if within proximity). There needs to be some rules that need to define how to "summon" other creatures... TBD.

You could make the board VERY thematic such that in the top left is the mountains of fire (volcano with excess magma flowing from it towards the area below), on the bottom left could be the swamp lands, on the bottom right could be the blue ocean, on the top right could be the forests and in the middle the plains!!!

This map (I can visualize it) and it would look FANTASTIC.

Obviously the drawback is that the game infringes on the rights of "Wizards Of The Coast" (WOTC). BUT I think it's a cool game (or could be). You could maybe even deal with an agent and present the game to WOTC.

The game draws inspiration on Magic, but is fundamentally different. In the card game, you use lands to summon creatures, in the board game you use creatures to extract mana to cast spells and use artefacts! So it's kind of the REVERSE. Which is okay... since you want the game to *feel* like Magic but be DIFFERENT than Magic...! Again the concept of familiarity but DISTINCTION.

So this is my idea - If you want to discuss it further feel free to Private Message (PM) me.

questccg
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Other comments

The board could be more *subtle* and there could be squares such as rivers of water (Blue mana), plains in various areas (White mana), there could be smaller forests at the base of the mountains or towards the edges of the swamp (Green mana), swamps could be near the edges of the ocean and plains (Black mana) and there could be magma coming from the ground at various places (Red mana).

Note: I'm normally not into *board games*, I usually stick to card games... But this concept is intriguing to me!

Note 2: There could be towns, villages, castles, towers and dungeons... TBD.

Note 3: The ocean could have *islands* some of which might have a small volcano (magma eruption). They might also have forests and plains... So if someone traverses the ocean to an island, the could probably *control* four (4) out of five (5) manas... Which is pretty good. But you can replicate this elsewhere on the board such as in the forest, there are plains and rivers. So maybe that could be three (3) out of five (5) manas, etc. Some locations on the board can be more strategic to control than others because of the proximity of other sources of mana...

What this does is that it allows you to rapidly shift your mana from one to another (because there are multiple mana sources nearby...)

Kroz1776
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Woah! I Was Thinking Mini-Games

When I first read this, I thought you were talking about how there were different mini-games that you'd play against other players and winning would give you points towards victory. Basically it almost sounded like a game where you play a CCG and when you win you move around the board to collect more cards and fight other players.

Btw, this reminded me of a video on youtube about the new expansion for WoW. It's called, The World of World of Warcraft. You should go check it out! ;) It's right up there with CoD Modern Warfare 4! ;) I believe both videos are on the same channel! ;)

questccg
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That was my first impression

Kroz1776 wrote:
When I first read this, I thought you were talking about how there were different mini-games that you'd play against other players and winning would give you points towards victory...

I was discussing a similar concept on TGC chat: recess mini-games. So when I heard this. it reminded me of the other game which was for kids, a game about recess mini-games such as dodgeball, tetherball, etc.

I would focus on *one* type of card game. Look if your game is being *THE BEST* at all kinds of CCGs (Card Games), nobody will be able to publish the game. Why? Because Pokemon will not share it's licensing costs with Wizards Of The Coast, etc. You're going to have to choose ONE (1) card game and go with that...

Pokemon *already* has a "world" component - their T.V. kids show where the journey to all kinds of tournaments, etc. So does Yu-Gi-Oh! Their cartoon is all about the journey...

On the other hand, Magic: the Gathering has no such "component". First Magic is not geared towards children, it is geared to teens and *adults*. Creating a board game would be an interesting project. I did some research about it and people on WOTC board are asking why D&D has several board games while Magic has NONE... Those guys obviously think that a Magic board game would be a cool idea.

Capturing and using some part of Magic appeal would probably be real cool. Even if the game is different, I'm certain Magic fans would play it (if it was well made).

These are just some ideas... but I think you're going to have to make choices because too many *mini-games* about several CCGs will not work... You'll be stuck with a game nobody will be able to publish.

Kevinct
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Wow, that does sound like a

Wow, that does sound like a really cool idea, building a board game out of a card game! It would be a lot of work but I definitely think it would pay off in the long run. Magic already has a well established and deep lore to draw upon as well, which could make for some interesting dynamics!

I agree that the licensing of many different games would make it quite difficult to publish a game of many games! I never really thought about it until you mentioned it.

This discussion has so far been very productive for me and helped to stimulate all the ideas in my head. What we've come to now is vastly different from the initial idea, so I just want to clarify where I was headed.

A shared deck card game where players compete with 2-4 players towards different goals. Combat is within the game but not necessarily the focus. I don't want to over complicate the game with too many ideas but I would like to have enough strategic depth to be entertaining. So far it seems like it is much more light hearted in theme.

I'm still down to hear any input on this as everything is up in the air except that it is a game using cards that may or may not have a board, it is not collectible and does not have a deck-building aspect.

questccg
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Some of my ideas

Kevinct wrote:
What we've come to now is vastly different from the initial idea, so I just want to clarify where I was headed.

A shared deck card game where players compete with 2-4 players towards different goals. Combat is within the game but not necessarily the focus. I don't want to over complicate the game with too many ideas but I would like to have enough strategic depth to be entertaining. So far it seems like it is much more light hearted in theme.

Two (2) to four (4) players seems reasonable. Magic has five (5) colours so the last player (#4) still gets the choice of picking one of two possible colours (which is fair).

Kevinct wrote:
I'm still down to hear any input on this as everything is up in the air except that it is a game using cards that may or may not have a board, it is not collectible and does not have a deck-building aspect.

Shared cards is the best way to go for a board game. Nor is it a collectible game and I agree this type of game would not be deck-building.

Some aspects to examine further:

  • The type of cards in the *Magic Universe*.
  • Since you will be *sharing* cards, you need to think about how they will work in relation to the game.
  • If you're going to design a *board game*, you need a board otherwise you will be *re-designing* a card game which exists already...
  • How the game works: players given a certain amount of Action Points for movement? Will there be any type of dice??
  • Technical details: like how to summon creatures? What is the limit of creatures a Planeswalker can control... For this one I have some ideas, that are kind of like in the Magic lore: White has the ability of using many smaller creatures. So the White player can have a "Creature limit +2"...
  • Each colour should have some kind of *unique* bonus...
  • You could have *Enchantment* cards that could alter "Creature limit" with bonus like +1 or +2...
  • I can think of other things that could be altered like your hand of cards. It could be like 5 card limit. But for example the Blue player could have a "Hand limit +2"...
  • These are examples, but would need more defining...

It's hard for me to focus on one aspect, because there would be so much to investigate (and plenty to think about).

What I LIKE: Shared cards means only ONE player will get the "Creature limit +2" card... I would steer clear of duplicate cards in a shared deck.

questccg
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Using dice

Well one thing for certain, people like board games with dice! (Not all) But most.

Thinking about *Creature combat* or *Planeswalker combat* and I came up with this concept:

  • Each creature has Life points.
  • Each creature has Defence.
  • Each creature also has an Attack dice.
  • Dice vary from d4, d6, d8, d10 and d12.
  • Each creature when attacking an opponent, rolls their dice. If the amount if HIGHER that the creature Defence, the points over the Defence are subtractred from that creature Life points.
  • To keep things simple, damage counter are used to keep track of health.

Now for the *Planeswalkers* (since they are the player's themselves), I have:

  • Each planeswalker has Life points.
  • Each planeswalker has a Defence.
  • Each planeswalker has a Basic Attack dice.
  • The dice is a d20.
  • Planeswalkers are the most powerful pieces on the board (so they use a d20).
  • Planeswalkers can employ other methods such as using Enchantments, Artifacts or Instants.
  • Again damage counters may be used to keep track of health (or a game mat...)

So these are my ideas for the use of dice in a MtG Board Game.

Corsaire
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Kevinct wrote:I agree that

Kevinct wrote:
I agree that the licensing of many different games would make it quite difficult to publish a game of many games! I never really thought about it until you mentioned it.

Satire frees you from the restraints of licensing and aspects of trademark.

If your game is about:
Money the Gatherer
Punk d'Man
You Go Eeeeee
WoWzer
Or such, you could take a pretty free rein with them. If you've got a good satirical eye.

Kevinct
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That's a great point, but I

That's a great point, but I think it could cross the line into lawsuits if I'm not careful. Anyhow I'm still curious about how to structure multiple games within a game without getting too complicated.

I want to have an easily accessible game with enough strategic play to be interesting to more medium core players. Simple to learn yet difficult to master. Anyways, I you have any ideas about it i would gladly take feedback.

Toa Lewa
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So is your card game a game

So is your card game a game within a game? Is it something like Hypergame?

Hypergame

I realize the link I gave you is discussing a logical paradox, but it does contain a description of Hypergame.

Kevinct
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I was thinking about the

I was thinking about the ideas here and tried to nail down what I really wanted from the game. Basically it should have a minimum of components, very little set-up time (5 mins), and be accessible with strategic gameplay and very low luck factor.

It definitely could turn out to be a hypergame, but if there are other games within the game I want them all to feel contained and work within the main game.

Cards seem to be the best method of organizing the game I have in mind, a board would not be necessary for play. I will be making a quick and dirty layout to post on here, hopefully it will help visualize the concept. :)

Kevinct
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I've uploaded a basic design

I've uploaded a basic design I was working on a few days ago. Any feedback or ideas would be really helpful, I have no idea how to design properly so this is the best I've got.

http://www.bgdf.com/node/13685

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