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Wizardry TCG & Crystal Heroes: What's UP?

I have been thinking about my five (5) Wizard Card Game - and I have come to the conclusion it's too much like Magic & HearthStone. It's not that the similarities are BLATANT - but I get the feeling that the way the game is set up with each pile for a specific Wizard (in Wizardry - WIZ)... It is not sufficiently different.

And then on the back-burner, I have Crystal Heroes (CHero). CHero was supposed to be a card game about all kinds of dead heroes from different factions and players could control the faction they preferred. Obviously an Orc might seem like a villain - because of all the "bad behavior" - but in truth, to his own race, he may be looked upon as the "baddest bad @ss" and therefore a Hero in his own right.

So my idea is simple: I would merge WIZ in CHero.

And at the start of each game, players CHOOSE four (4) Heroes they can control. Each Hero has his own deck of 15 cards. And you use Deck-building like in WIZ - but now you buy cards for various Heroes.

There are three (3) types of Heroes:

A> Melee: Fighters, Knights, Zombies, Ogres (different types), etc.
B> Ranged: Wizards, Druids, Shamans, Monks, Alchemists, etc.
C> Flying: Phoenix, Dragons, Vampires, Thunderbirds, Banshees, etc.

1. Melee Heroes roll 3x 1d4 (four-sided dice).
2. Ranged Heroes roll 2x 1d6 (six-sided dice).
3. Flying Heroes roll 1x 1d12 (twelve-sided dice).

Again borrowing the mechanics from WIZ (polyhedral dice) into CHero.

This means that not only do you Deck-build while you PLAY the game... You also Deck-build before the game choosing the four (4) Heroes you will use to do combat with.

Does this sound more interesting (Controlling a party of four Heroes)???

I think it breaks away from Magic & HearthStone... into something more unique (from what I gather).

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blog | by Dr. Radut