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Do's and Dont's of combat mechanics in card games?

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jedite1000
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Joined: 02/18/2017

Hey guys, i am wondering what type of combat mechanics are good for a TCG, CCG, etc. and what are the ones to avoid when creating a combat card game?

I want to be more careful this time when creating my combat game so i like to know the pros and cons and do's and dont's of making a combat card game

questccg
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Joined: 04/16/2011
Some advice

Basically since it seems like you are asking about CCG/TCG combat mechanics. I figured I'd just point out to you -- that making a CCG or TCG is a very expensive proposition. It also takes too much effort (in terms of money) to gain any traction.

I think you've been discussing CCGs and TCGs and the fact of the matter is that those games have a place in the TableTop Market and stay that way because of: A> Popularity, B> Cartoons on TV, C> Massive investments into the game itself.

To read more about the perils of CCGs and TCGs visit this link on James Mathe website:

http://www.jamesmathe.com/to-ccg-or-not-to-ccg-that-is-the-question/

It's some good advice about what inexperienced designers think is the NORM and it is actually quite different (in reality).

Not trying to dissuade you... More trying to make you aware of the reality behind making that type of game.

Best of luck(?!) with your game!

jedite1000
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I understand the genre of TCG

I understand the genre of TCG and having blind booster packs is not what i am going for this time

I was aiming towards CCG where the cards ill be making will only be in a themed starter deck type

such as 2 player starter pack or a fire based pack, heroes based pack, ect

Ill be letting people choose which type of deck they would like to play and all cards from that set will be in the pack, that is what i am going for.

So no more booster packs for me, it will be straight up themed packs, not sure if its the same thing or not, but nothing will be random

questccg
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Smart!

jedite1000 wrote:
So no more booster packs for me, it will be straight up themed packs, not sure if its the same thing or not, but nothing will be random

Right the "boosters" are a business model - which is basically disliked by everyone involved in those games.

Themed packs work, provided as you say "nothing will be random". Those kind of "expansions" are desirable because it means you are buying a fixed amount of cards for predefined card content.

That's smart! The starter packs are also good, they can be considered a "core" and include NON-CARD content like meeples, dice, markers, mats, etc.

So you can "build" your "core" to contain everything you need to play + a themed pack (which can be included or not in the "core"). Most people when they buy a "core", they expect it to be "ready-for-play". So "core" + 1 themed pack ... is a good way to go!

Then in the future you can ADD "Themed packs" which allow players to customize their deck (deck construction) off-line (and outside play time).

So good for you. I think your game has definite possibilities!

Cheers.

jedite1000
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Joined: 02/18/2017
Thanx, its going to be my

Thanx, its going to be my last attempt at game designing so i want to make sure its good this time

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