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help with card evolving mechanic

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jedite1000
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I am creating a card game that revolves around summoning creatures and then evolving creatures by placing another card on top if that creature to become a new creature, it sounds fun on paper but it just doesnt feel meaningful

Here is the rules so far, for the most part its pretty good but i would like it to feel more impactful, like why evolve a creature at all, what benefit does it have, and how combat plays a part in the whole evolution thing

I dont want to change too much of the rules but maybe change a little just so it feels like a battle card game

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Evolution card game rules draft 3

Each creature card has a level tier that increases its stats everytime you evlove it.
Creature card layout legend

1. Tier name is the name of the creature's tier level. The tiers are bronze, silver, gold and diamond
2. Name of the creature is self explanitary.
3. Each creature comes with a Power level and to battle and win, your creatures must attack the opposing player's creatures, if the power is higher than the opponent's creature then you win that battle and the opponent takes 1 life in damage (explained later). However if your power is lower than the opponent's creature then nothing happens, to be successful in battle you must attack with combined power from other creatures on your field. As of right now, the creatures Power are all the same for each tier however, in the final product each creature will have different power levels.
4. Evolution orbs (name change in future) each creature has a set number of orbs, bronze cards have only 1 orb, silver cards have 2 orbs and gold and diamond have 3 and 4 orbs. To evolve a creature you must have the previous form on the field and the evovled card in your hand. Only the silver cards dont need evolution orbs to evolve, however gold and diamond cards needs certain amount of evolution orbs to evolve into a new creature. For example, the card Luvbug is a gold level creature and to evolve into the diamond level creature Arachnida you will need to discard cards in your hand with a total orb cost of 2 or more.
You are still able to play evolved creatures without evolving a creature on the field however it requires you to send cards on the field to the discard by the number of orbs that are on the card you wish to play. For example Arachnida has 4 orbs you must send cards from the field with orbs of 4 or more. If you play a creature this way then you cannot evolve or play any other creature cards this turn. Arachnida is still free to attack on the turn it is played just as the same as if you have evolved it

The creatures must evolve in order of the tier levels, so bronze creatures cannot evolve into gold creatures and must evolve into silver creatures first. If you have multiple creatures on the field you can evolve them all on the same turn however, if you have already evolved a creature this turn, you cannot evolve it again on the same turn

5. Creature cards also come with skill abilities with keywords
(keywords will be added in the future)

Gameplay rules are not set and can change after testing
Before you begin the game, both players search their deck for a bronze creature and place it face down on your battle field, then both players draw 5 cards. At this point both players are free to muligan once by discarding cards they dont want from their hands back into the deck and reshuffle and draw the same number of cards that player discarded.
Once both players are happy with their hand, both will then send the top 10 cards from their deck to the other side of the field face-down. This acts as the players life points and once a player loses all their life point cards, the game is over.
The game is ready to begin, flip over your face down basic monster to reveal the card then determine who will go first.
The first player begins by drawing a card, first players cannot attack at this turn.

On your turn after you have drawn a card, you can choose to evolve your current card or place a new bronze creature on the field next to your current creature, if you place a new creature down you cannot evolve a creature this turn. If the opponent has a creature on the field you can declare an attack. (first player turn cannot attack)
If your creature's power is higher than the targeted opponents' creature then that creature becomes KO-ed and must be turned sideways, the opponent then draws a card from their life deck and adds that card to their hand, If the opponent's creature is higher than your own creatures power then you must attack with multiple creatures to bring your opponent's creature down. If you cannot then at the end of your turn, that creature's power returns to normal. (Some cards have effect that says destroy or kill, instead of KO that creature is removed from the field and sent to the discard pile along with the cards stacked under it)

Each creature may only attack once per turn unless stated otherwise and cannot attack a creature that is rested mode
If you dont want creatures to engage in battle, on your turn you may switch a creature that is in active mode into the rested mode, that creature cannot be targeted by your opponent's card. However you must have atleast 1 active creature on the field at all times, you cannot rest all your cards. If you evolve a creature that is in rest mode then the new creature must remain in rest mode until your next turn which you can then switch it to active mode

I guess another problem is the combat, the creatures get ko'd way too quickly since the difference in power of the cards are so strong, example a basic creature power is 2000 and a fully evolved creature is 15000

the_mediocre_poet
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Obviously, this has a Pokemon

Obviously, this has a Pokemon feel, but I like the differences between this and Pokemon. I love that there is a genuine cost to evolving the card. The discarding seems like a nice balance.

If you're worried about combat being too quick, you could add a rule regarding evolution. Whenever a creature evolves, it cannot attack that turn, or perhaps you can only evolve your "resting" creatures.

I can see this developing into a really fun game. Keep us posted on its progress.

treeves3
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Joined: 04/18/2018
Some initial ideas

First of all, I like the mechanic of using cards from your deck as life points. Beyond just a handy way of keeping track of health, I can see that expanding (like creature X has the ability to search the life-stack and swap a card there for one on the field, etc.) I also like the idea of evolving creatures through the ranks and into more powerful monstrosities as the game progresses.

The main issues that you state are “why evolve a creature at all, what benefit does it have, and how combat plays a part in the whole evolution thing.”

And, if I’m interpreting your rules correctly, I can see why these might be of concern. It seems I can either, a) evolve an existing creature in play, or b) just play a higher-level creature from my hand, assuming I have the necessary card resources. (Your rule: “You are still able to play evolved creatures without evolving a creature on the field”) The first thing that comes to mind is that no, I shouldn’t be able to just play a higher-level creature from my hand. In other words, ALL creatures must start out in the field and evolve there. One problem I can foresee right now, (again, if I’m reading the rules correctly) it seems I could start by finding a bronze creature from my deck, but then end up drawing a hand filled with gold and diamond creatures, having no silver creatures for my starting bronze creature to evolve into. That would be bad.

What you might consider doing is having four different tier decks – a deck of bronze, a deck of silver, one of gold, and one of diamond. On your turn, you can choose to draw from any of the four decks – but early on it wouldn’t make sense to draw from gold and diamond because you can only evolve your initial bronze cards in the field of play and would not be able to just play higher level cards.

I can also envision each creature having a “lineage” of sorts – so that Luvbugs might evolve into Arachnidas because they are of the same lineage, but a Luvbug would not be able to evolve into, say, a Centaur (or whatever creature your game uses staying in theme). Lineage might also be one way to define a RPS mechanic for determining who wins if both creatures are at the same level (i.e. Two bronze-level creatures battle, creatures from lineage A defeats B, B defeats C, C defeats A, etc.)

I can also imagine a general combat point system whereby bronze is worth 2, silver 3, gold 5, and diamond 7 (or something similar). This way, 2 bronze defeat 1 silver, 2 silver defeat 1 gold, two gold defeat one diamond, but it takes 3 bronze to defeat 1 gold, 4 bronze to defeat one diamond, etc.

As for the orbs, I see those as a way for you creatures to gain XP towards evolution, as well as allowing you to boost your creatures during combat, and maybe attack your opponent’s life points. So, two creatures battle, the loser gets one orb, the victor gets two (the rate may go up depending upon creature tier), that kind of thing. You can spend orbs to either evolve a creature, or boost a creature’s combat points (spending 1 orb increases combat points by 2 or 3 maybe?). Perhaps you have to wait until you have gold or diamond level creatures on the board to spend orbs that diminish your opponent’s life.

These are just initial thoughts and may be way off base for what you are trying to design. Hope something I’ve said helps. Best of luck! -Tom

let-off studios
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Saving Creatures

EDIT: deleted. Question answered.

jedite1000
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let-off studios wrote:EDIT:

let-off studios wrote:
EDIT: deleted. Question answered.

what?

let-off studios
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Reading

I hadn't read your original description and rules closely enough. After writing out a question, I re-read your original post, noticed that my answer was there, and then deleted my question.

jedite1000
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hmmm maybe adding an xp

hmmm maybe adding an xp mechanic might be better than the idea orbs, i guess it will slow down the pace of the game so i might reduce the life.

So maybe when a creature attacks it gains xp or something? should each card have a certain level of xp required to evolve into the next stage?

I would like to look more into the xp thing

One concerning thing is what to spend xp on when my creatures evolve to the final form, so i was thinking the final form should have a super mega special ability so devastating that the opponent woundnt know what hit him. it will cost a lot of xp to use it though so would you use the xp on the ability or use it for another creature to evolve

So each level creature will have a xp number on the card, such as bronze creature will have 1 xp so everytime it attacks it adds 1 xp to the pool, i might just have the xp add up in a pool rather than the creature itself gains the xp, so if you want to evolve to bronze you would want to spend xp in your pool lets say 2 xp and then evolve it to the next creature

jedite1000
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Updated

Updated rules
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https://i.imgur.com/isM6LjV.png

treeves3
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Joined: 04/18/2018
Looks like your rules are

Looks like your rules are starting to evolve. I like the XP pool; that may work out well.

How many cards are you anticipating each player will have? If I place 10 cards from my deck into my "life" stack, won't I run the risk of placing creature cards in there that prevent me from evolving bronze creature X1 into silver creature X2 if X2 is unavailable to me in the life stack? This would also have a chain effect, making X3 and X4 useless cards since I couldn't evolve from bronze to silver in order to get to gold and diamond.

Also, under Set up, you have a typo: the header Objection s/b Object.

RyanRay
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Joined: 03/27/2014
If you're looking to make

If you're looking to make your game stand out from similar Pokemon/YGO type games, maybe try having different evolve conditions per creature?

e.g., some of them you have to discard cards to evolve, as stated above, but others require you to restore X amount of life to yourself (or however points/life are tracked).

Other conditions could be:
-play X number of creatures
-draw X cards
-"exile" X cards from your discard pile
-combinations of these, etc.

jedite1000
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Different evolution seems

Different evolution seems cool, though ill need to create more characters i only have 4 so far.

players deck would probably be no more or less than 50 cards, cards from your life do go into your hand too so you are not really wasting any cards

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