So, how does one design attributes for a card game?
I have had thoughts about this. But came to a conclusion which would work best for designing a card game.
First.
You need to make sure your vanilla game is finished.
Second.
You then start altering the rules of your vanilla game when an attribute is named. But instead of thinking of a name. You instead think of how the rules can be changed.
Third.
Make sure that when a rule is changed for that particular card. It can be described in one sentence. Maybe 2 if really needed. But if you have a list of rules for one attribute. Maybe you can split them up.
Fourth.
Balancing? Make sure you have a good feel of how to balance the attribute. I personally always have a reasoning for a simple mathimatical adjustment. For example, a defender will have a cheaper cost based on the fact it has less attacking damage. And a defence, will simply not be able to return (retreat) back to the hand once placed on the table.
Of course, looking at other games for inspiration and idea's is always a good idea. But don't go stealystealy ok?
As unwritten rule for my own game. Attributes should not depend on other attributes. 2 exceptions in my case are: air/anti-air, burrowed/sweeper. These will be added in pairs.
So, is this a way to go?
It also seems to me like the approach you're describing is effective for duel games or games with a lot of back-and-forth, "take that" action. In your last example, you describe varieties of military units. So is it fair to assume that with this design plan you're striving to design games that feature/promote direct conflict?
Absolutely.
Direct combat is my starting point.
The simplest of attributes will modify the cards effectivness in certain situations.
Examples are:
- Some cards fire later, thus could be killed prior. But do more damage if they survive till that point.
- Some cards fire sooner, thus could kill something before it would be able to shoot back.
- Some cards can avoid 1 opponent completely. Practically speaking, weak against weak cards, strong against strong cards.
- One game mechanic allows cards to take cover behind other cards. But there are cards overruling this rule.
The more Attributes I think of, the more complex they can become.
But my primairy concern with this approach is to have the capability to combine attributes.
Fast Projectile in combination with Artillery would allow a card to snipe an enemy in the support lines. Before this enemy can do massive damage.
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In regards of theme first approach. I am bad at this. Because i was planning to have modern combat being combined with sci-fi, med-evil AND magic stuff.
Not sure yet if I use a humor approach or not.