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--CARD GAME:MYTHIC WARS--

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silveryon12
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Joined: 05/09/2015

CARD GAME:MYTHIC WARS
-------------------------MAIN GOAL------------------------
There are 2 ways to defeat your opponent.

1-Kill your opponent's WARRIOR
2-If he give up
-------------------------CARDS------------------------------
1-ATTACK TYPE
It can destroy DEFEND card and it can kill the WARRIOR
(ATTACK CARDS CANNOT KILL OTHER ATTACK CARDS.)
2-DEFEND CARDS
They are defending the WARRIOR.
3-ABILITY CARDS
They givie special powers to the user when activate.
4-WARRIOR
If it gets destroyed the user losses the game.
5-POWERED CARDS
Cards that have been powered with ABILITY CARDS.
*if you need more details about powered cards it will be in another post.
---------------------------FIGHING------------------------
--If an ATTACK CARD attacks a DEFEND CARD
ATTACK CARD'S POWER:10000
DEFEND CARD'S RESIST:20000
Then 20000-10000=10000 resistance remaining on the DEFEND CARD
----------------------------------------------------------
*If you want more info ask in the comments below and i will make a new post with the anwsers.

Zag24
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Joined: 03/02/2014
What's your question?

So what's your question?

If you're asking whether this sounds interesting, I think you still have some work to do. So far, it just sounds like you play cards bashing each other until one or the other has lost all his defense points. There are two elements needed for an interesting game:

1. Decision Tension: I should frequently be making difficult decisions about what my best move is. If there aren't decisions, then I'm not playing, I'm just watching.

2. A transition point in the play: There should be different tactics, necessary, and a point at which one shifts from one tactic to another, and choosing which tactics and when to switch is the primary strategic point. (Though there might be alternate, risky strategies that use only a single tactic -- think "Zerg rush.") Consider Dominion -- when you play that game, you start in a mode of trying to build an engine of some sort, either gold producing, or action chaining or whatever. However, there comes a point in any game where you're no longer building the engine, but cranking it to earn victory points.

In the short description that you've given, I don't see either of these, but maybe that's just the brevity.

fayinsky
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Joined: 08/02/2014
silveryon12

silveryon12 wrote:

-------------------------MAIN GOAL------------------------
There are 2 ways to defeat your opponent.

1-Kill your opponent's WARRIOR
2-If he give up


If you're allowing players to just give up in the middle of a game, it means that some of the players might get overwhelmed and frustrated and pretty much run out of any incentive to continue with the game at certain point. And that's not good for player experience unless it is a short game. It also signals some game balance issues imo.

Soulfinger
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Joined: 01/06/2015
My main issue is the name.

My main issue is the name. [Insert Here] Wars has been done to death to the point that were Fiddler on the Roof a board game, it would probably be called Tevye Wars. You can do better, particularly considering that there is already a game called Mythic Battles.

Mosker
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Joined: 03/30/2014
The Tevye game

Soulfinger wrote:
My main issue is the name. [Insert Here] Wars has been done to death to the point that were Fiddler on the Roof a board game, it would probably be called Tevye Wars. You can do better, particularly considering that there is already a game called Mythic Battles.

Like DC Comics Deckbuilding: players control yentas, and the supervillain stack is filled with Tevye's daughters. Attack strength=suitor attributes (job, house, success at the local Yeshiva). Get enough SA's, you marry off a daughter to someone suitable. Different levels of failure. (Marry out of the tribe? No children? No sons? Old maid?)

Finally, something to play with Mom and my beautiful shiksa bride.

radioactivemouse
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Joined: 07/08/2013
I'm not so sure why you need

I'm not so sure why you need to use such high numbers. Instead of using 10,000, why not use 1?

Also, all you have is just a list of components. There's no real rules, so we're just left guessing. Please clarify your game.

Soulfinger
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Joined: 01/06/2015
Mosker wrote:Like DC Comics

Mosker wrote:
Like DC Comics Deckbuilding: players control yentas, and the supervillain stack is filled with Tevye's daughters. Attack strength=suitor attributes (job, house, success at the local Yeshiva). Get enough SA's, you marry off a daughter to someone suitable. Different levels of failure. (Marry out of the tribe? No children? No sons? Old maid?)

Finally, something to play with Mom and my beautiful shiksa bride.

Oy vey, now I want to play it. As the Ketuvim says, "Play skillfully, and shout for joy."

radioactivemouse wrote:
I'm not so sure why you need to use such high numbers. Instead of using 10,000, why not use 1?

Probably a Yu-Gi-Oh type thing. You need large numbers so that the cartoon adaptation characters can shout them loudly as a way of teaching small children basic arithmetic. "My shadow dragon has an attack strength of 2,000, but oh no, your card reduces his attack by 500, but fortunately I have another card that adds 3,000, so that he is strong enough to beat your monster with its value of 2,357. Now, let us disco dance!"

radioactivemouse
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Joined: 07/08/2013
Soulfinger wrote: Probably a

Soulfinger wrote:

Probably a Yu-Gi-Oh type thing. You need large numbers so that the cartoon adaptation characters can shout them loudly as a way of teaching small children basic arithmetic. "My shadow dragon has an attack strength of 2,000, but oh no, your card reduces his attack by 500, but fortunately I have another card that adds 3,000, so that he is strong enough to beat your monster with its value of 2,357. Now, let us disco dance!"

I KNOW it's a Yu-Gi-Oh thing. It's unnecessary and far too intimidating for new players. My game design instructor always told me "Keep it Simple, Stupid" (K.I.S.S.). It's not just words, it makes sense. I always joke when people ask me if I play Yu-Gi-Oh by saying, "I can't count that high". In reality, I don't want to deal with numbers that have zeroes that don't need to be there. If you want to have big numbers, say "10 thousand" (written out).

But to each their own. My game features large motherships and my numbers don't go past 12. Putting more zeroes for my damage won't make a difference; it will only waste space on my cards.

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