I've been making up games all my life, at least in my head and on paper, but this is the only time I've really gone very public with one, so not sure how this will work out. I'm usually known for starting with big ambitions then fading out!
My idea is a card/board game, played on a large grid (think blockus for grid appearance and simplicity), where players will place colored tiles. Each player will have a deck of 30 cards, and each will correspond to a classic fantasy class, such as warrior or assassin. The decks will have 20 cards that are primary skill cards, with effects such as move (placing more tiles down), melee attack (attack at close range to remove opponents tiles) or defend (place some tiles and ignore attacks to some degree.) as well as 10 secondary skill cards, which are more specific versions of primary cards, that are specific to classes (or types of classes). I was also making it that each class also had a class card, that showed the stats of that hero (such as movement, strength, magic ability), though this may complicate things somewhat.
So far the game is kinda abstract, as when you 'move' you get to place tiles down, but not in a specific line, as in your not controlling an individual character on a single tile, your controlling their actions through the grid... if this makes any sense what so ever! (as I type it out I feel like a madman)
I have an idea of the game flow as well as what classes and cards I want, but I'm missing some things, such as what the final goal should be (most tiles on board? blocking enemy movement?) as well as other specifics, like trying to fit more detailed card types in. I'm really looking for any input or if this has been done before at all. I'd appreciate any help!
deFunkt29
Wow thanks a bunch, this is exactly the sort of information I needed to get me going. I was completely set on the card counts or anything yet either, and I do like the idea of less cards, for simplicity yes, but also because in my original idea, it seemed like many of the card types were duplicating anyway. I think I will try out your first idea. Now by 5-10 cards did you mean like in a deck, and then that deck will just continually refill itself after it has ran out? That was the only real part that confused me. :S
As for your abstract part, that has been the tricky part for me so far, making it so that the theme still remains even though you are looking at a seemingly random series of tiles on a board. I just think that destroying all of your oppenents tiles would be too difficult a task, at least with my current rules, simply because you each get to play similar cards. For example, although you may of attacked last turn, reducing your opponent to 4 tiles, next turn he can move, which will refill many of the tiles lost. I am possibly thinking of a 'home' tile, that you must start at and if it is attacked you lose. So you must decide whether to defend this tile, or go on the offensive instead.
Either way, its nice that someone is on the same track as me! ;)