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Draft rules Hero v Villain card game

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jedite1000
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Just something i threw together in a few minutes, game is still WIP but wanted to get the rules at least going so i can fix along the way

-----DRAFT RULES----

Unnamed HERO V VILLAINS TCG

1: Introduction

2: Contents:
-Character cards are your lifepoints, each character has an energy rating which determines your characters health.
Ability cards are the cards that do the actual combat, each card has a power rating and an energy rating. The power rating determines how strong the cards damage is and the energy rating determines how much energy it requires to be used, so if you want to use an ability you must sacrifice some of your characters energy which ultimately makes it weaker
Action cards are free attacks that can be used on your turn, they do little damage but does not cost any energy to use, and you can use as many as you want on your turn
Both the ability and action cards have a 360 arrow icon with a number in the middle, on your turn you can send any number of cards in your hand with that icon to the discard pile to power up your ultimate ability.
Your ultimate ability cost determines how much cards you discarded from your hand to the discard pile, when you have enough, you can use your ultimate ability.

3: Setup
Choose 4 character cards from your character pile and place 3 of them on your bench and your remaining 1 on the field, this is your acting character
Draw 5 cards

Rules:
Each character card represents the players life in the form of energy, once the energy reaches 0 on a character card, that card is knocked out and you must choose another character card from your bench and place it on the field. The first player to K.O all 4 of the opponent's character cards wins the game.

Round Structure:
Each player takes in turns using ability and action cards to deal damage to their opponent's character card

Turn Structure:
On your turn place 1 basic ability card from your hand, you can sacrifice your character's energy to use the ability card. Once you have 3 basic ability cards on the field you can then place an ultimate ability on your turn.

let-off studios
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Some Feedback

Here are some observations and feedback to what you've posted here.

1. I like the concept of the Ultimate ability, where players must choose to discard cards from their hand in order to "charge" the ability. It provides an interesting decision for the player to manage the cards in their hand. Do you think you'll need separate piles for regular discarded cards and those used to charge up the Ultimate ability?

2. Will you allow players the ability to trade places or switch position of their active versus bench heroes? I'm imagining this almost as a tag-team wrestling match, where teammates can switch out with their partners when needed. This might provide some more interesting decisions for players, as well as powers that prevent switching, heal players on the bench, or even Ultimate powers that require a player to be on the bench in order to be activated.

3. Will the playing of cards always be back-and-forth, taking turns, or could it be based on initiative? For example if it's a two-player game, have one player's deck of action cards labeled with odd numbers and the other with even numbers. Whoever has played the higher-number card performs their action first, and the other player responds. You can also balance high-powered action cards with lower numbers, so that weaker actions would happen first and stronger attacks would usually be second in a given round.

Hope these thoughts are useful for your design. :)

jedite1000
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1. Ill have a separate pile

1. Ill have a separate pile to charge the ultimate ability

2. I might allow bench switching, there will probably be some cards that prevent switching, however just wondering how the abilities that are already in play that will effect switching, do they go back to your hand, or do they get destroyed or do the move to bench with the retreated hero, or do they remain on the field which means players wont want to use different heroes and will only use one elemental type such as fire

3. Dunno about that, simple turn factor will probably have to do for now

Im just thinking if heroes will have different energy levels, what will make heroes with low energy be more useful, like why would you want to use weaker heroes when you have stronger heroes in the game

that is what im trying to come up with a good strategy to use weaker heroes

Anyway thanks for the feedback

jedite1000
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Question regarding comment 3,

Question regarding comment 3, What do you think about a stat system? i do like to make the game less complex as possible but having a stat system might make for more strategic plays

like lets say there is a speed stat
the hero with the highest speed will go first, it is the same with action cards, a punch will attack first before a kick

With the heroes speed stat it will determine who can attack first with abilities

and maybe have defensive heroes with high energy but will attack slower or 2nd, and a defense stat lets say -100 defense, which means when opponent attacks it will do 100 less damage from all attacks

and with speedy heroes i can make a stat that makes them take more damage when attacked

also maybe certain abilities will only work on speedy heroes, like lets say spinning crane kick or something, it will only work if your hero has a stat of 500 speed or something like that

If both players heroes have the same speed maybe flip a coin to see who attacks first, kind of like a clash system

let-off studios
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Simpler

You're talking about a few things all at once.

Sure, a stat system can be interesting. What does it add to the game?

If you measure Speed as you describe, then there's no decision being made. A system that has variable speeds for attacks sounds more interesting to me (which is why I suggested the even-odd attack speed system above).

What you may want to consider for any stat you wish to include as a factor in combat would be a bonus system. In other words, some characters have a bonus to initiative, a bonus to damage, a bonus to defense, etc.

For example, you can have a normal character, with no bonus to speed. But maybe a "fast" character has a +2 or +4, or even a +6 to their Attack order number (in my even-odd example, I would make sure all bonuses were even numbers so there's still no chance of a tie). If the higher-number attack goes first, then this "fast" hero has an advantage but they may not go first all the time, because of the particular attack being used. Additionally, you won't have to break ties with a flip of the coin, which is completely random - and rather dissatisfying to many when it's a win-or-lose situation.

Also, I suggest you avoid using penalties (like your -100 you suggested above) because that means that a character is doubly-penalized whenever up against another character's bonus, and also it frequently leaves the player with a negative feeling about a particular aspect of the game (in this case, the character card in question). It's also easier in most cases to balance during playtesting when all numbers "are moving in the same direction," so to speak.

Instead of adding penalties to some characters, consider adding more bonuses to other characters, and the character won't need a penalty.

jedite1000
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Don't quite understand what

Don't quite understand what the odd even stat system means

let-off studios
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Attacks, Not Stats

In my example from above, the Attack cards have even or odd numbers on them, not the Stats.

Speed was the example I mentioned above, and would be indicated for 'fast' characters with a +2, +4, etc. The Speed Stat bonus would be added to the number shown on the Attack card used when that fast character was active and in the field. It was an example of how a Speed Stat could be used to influence battles but provide more of a decision point than just a flat number that's compared to the opponent's active character.

jedite1000
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ah ok, i see, i might stick

ah ok, i see, i might stick with just basic action cards with a flat out 100 or so dmg, that way any character can use them

I might just have it turn by turn basis anyway, i have been going over with it in my head, it just complicates things, for me anyway, i didn't want the game too simple but also not too difficult to understand

Ive been thinking of an alternative and i might just have 1 stat per hero

so the stats will be called specialty or something like that, so far i have

I added a little mechanic with the basic abilities, basically once you use your ability it becomes tapped and you cant use it until the end of your next turn

speed- low energy - do not need to exhaust abilities

tactition medium energy, uses less energy when using abilities

defense high energy, opponent that uses abilities on it will deal -200 dmg or something

bruiser medium energy, deals more dmg with ability cards, maybe +300 or something like that

And also each hero will come with a special ability such as examples

special ability
Molten armor - opponent loses energy when attacking with action cards
super reflexes - half the damage you take from action cards
chill- opponent unable to switch heroes unless k.o

Mind you these are not in the game i just threw in some examples on what kind of special abilities the heroes will use

This way its not to complicated, to me anyway but also allows some strategic plays, will you go for an all speed character deck or a defensive one

I could also have abilities that only speedy characters can use or defensive characters ect

Well its still a working progress

let-off studios
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Right On

It's all part of the process. :)

Just make sure you jump into testing sooner rather than later. It's best to learn what's working and what needs improvement as soon as possible, so you can finesse your ideas into an even better game. So go for it...!

jedite1000
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Yup once i make some friends

Yup once i make some friends ill be sure to test it out 100%

FrankM
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Order of Operations

The core of LOS's even/odd idea was that if the turn order somehow depends on player actions, that there be no possibility of a tie. With that restriction to speed up gameplay, there are still a number of options.

For example, suppose characters decide their actions (i.e., reveal their action cards) in order from highest character energy to lowest. If a character can do something from the bench, he/she does it when their energy "turn" comes up. This ordering gives lower-powered characters a chance to react to higher-powered ones. It could be based on current remaining energy or on original energy printed on the card, whichever playtests better.

Then, the actions resolve from lowest-energy to highest-energy. If you get knocked out before your action resolves, too bad it doesn't happen. This requires a small change in that the current zero-energy actions need either small costs or the added complexity of a tie-breaker system.

Speedster/clairvoyant characters can have special abilities that break these rules, but the basic mechanics need to be simple and allow for strategy. Once that is in place, you can have a telepathic character with the ability to delay playing an action card until all others have made their decisions (with a possible exception for some robot whose mind can't be read). A speedster might be able to resolve an action earlier than normal (maybe as if it was half or one-quarter the cost).

Any ties resulting from rule-breaking abilities ought to be resolved with the standard rules. The less-powerful telepath gets to decide after the more powerful one, and in the event of a speedster's action tying with anyone else's, the action with the lower original cost goes first. It might be possible to design around any possible ties with speedsters, but if decisions are based on current remaining energy then ties might still happen. And you never know what might happen with future expansions.

jedite1000
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Good idea, still seems a bit

Good idea, still seems a bit complicated to me lol, my brainpower is very limited

But i appreciate you take the time and type it all up, means alot to me

jedite1000
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This is draft version 2 of my

This is draft version 2 of my card game

http://imgur.com/a/Y0TQy

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