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Battle Royale card game?

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Soultech
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Hello everyone my name is Soul & thanks for passing.
Due to the growing popularity of the battle royale genre ... with some friends we wonder how viable is the idea of ​​an individual deck of cards (around 100 cards), for several players (fluxx for example) but adapted with mechanics of the style mentioned above (battle royale).

We already have a kind of game that we created based on 1000 Blank White Cards (a party game played with cards in which the deck is created as part of the game) and ended up in something fun.

So... To summarize, my question is (in addition to the previous one) which mechanics believe would be entertaining. ("take that" style for example) or ideas such as including role cards that involve interaction between players or similar things.

Sorry for the long text, thank you again for passing by, hope opinions.

Stormyknight1976
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Genre / theme

Why not both take that and role cards with push your luck mixed.

Design your game on what you think you want to play.

Every designer is different. Every game is different on how the mechanics of the can work during gameplay.

There are 39 different game mechanics to choose from. Find the one or two that makes your game different and unique.

GAME TYPES / MECHANICS

1: Trading Card Games
2: Worker Placement Games
3: Press Your Luck Games
4: Bluffing Games
5: Tile Laying Games
6: Deck Building Games
7: Deck Construction Games
8: Action Selection Games
9: Drafting Games
10: Engine Building Games
11: Pickup and Delivery Games
12: Modular Board Games
13: Variable Player Power Games
14: Set Collection Games
15: Area Control Games
16: Miniature Combat Games
17: All vs. 1 Games
18: Take That Games
19: Negotiation Games
20: Hidden Traitor Games
21: Stock Holding Games
22: Storytelling Games
23: Auction/ Bidding Games
24: Real Time Action Games
25: Dexterity Games
26: Co-Op Games
27: Deduction Games
28: Education Games
29: Euro Games
30: Memory Games
31: Party Games
32: Racing Games
33: Resource Management Games
34: Role Playing Games
35: Physical Games
36: Sports Games
37: Duel Games
38: Fighting Games
39: Dice Modular Games

With in my game designs I have designed 27 games with a combination of the game types / management stated above.

100 cards in a duel game is very doable.

In most popular duel games , companies will have 36 to 38 cards in 1 set box for fast games. Other companies will have 60 max with the exception in of the the boxes has 100 cards.

So. You and your team can have any amount of cards to duel with per player in a starter core box or expansion deck.

In my game Dymino Monsters I have Chapter Decks that have 80 to 102 cards to use. But There are options to play the game for quicker speed games. The minimum card set is 30. Divided by 2 is 15 cards per player if you wanted to play that way. My lowest Chapter Deck is 9. You can play the game with just 9 cards. It’s up to the player. Tons of different variables of playing my game and it’s up to the player. There are mid max cards to full deck sets to larger set decks for longer plays.

Hope this helps you out on your design.

Some companies will have just 5 cards in their decks at $3 to $4 dollars.

Bows respectively

Stormyknight1976

questccg
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Alternatively if you want to know MORE...

Use this URL/Link to BGG page of mechanics:

https://boardgamegeek.com/browse/boardgamemechanic

This will allow you to consult each mechanic and understand what it is for.

Cheers!

Soultech
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Thanks to both of you for

Thanks to both of you for taking time in answer, i like this forum, im on bgg too... so i will continue my research there, thanks again.

questccg
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No worries Soul

Feel free to ask more question on BGDF too!

I just wanted to refer you to BGG for the various types of Mechanics. Since they already have a listing of those with descriptions and "sample" games in each category... I can be a bit more "intuitive" than trying to state all the mechanics without any thing to help you understand each one...

100 card game is very realistic. 1,000 cards, well I'm not so sure.

Might this be a "pool" of cards for Deck Construction or Deck/Pool Building?

I don't really know of any games that have 1,000 cards. Although "TradeWorlds" does require about 400 cards to play with various optional choices being part of the game... The game has over 500+ cards but not all are used simultaneously.

So I'm not sure about this 1,000 cards game idea. Maybe you can explain further!

Soultech
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Yes i understand and what i

Yes i understand and what i say with 1.000 cards it is a form to say, that game not have 1.000 cards on their deck, is a concept (not mine) based on a deck of blank cards, and the players design the cards on the play time, is just a draw 1 play 1 and dont have a card limit (reason why the game is called 1.000 cards)...
Not is my idea make a deck of 1.000 cards, hope i have explained myself (im spanish native)

let-off studios
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Dvorak

I completely understand what you're talking about in terms of using Deck of 1,000 Cards as a model. It's a great place to start making a card game.

I suggest another framework, called Dvorak, to people a lot. You may want to have a look at this, particularly if you already use Fluxx as an inspiration. There are various pre-made decks and alternative rules you can research and see if any of them are worth experimenting with. Here's a link:

http://dvorakgame.co.uk/index.php/Main_Page

Soultech
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Thanks let-off, yes i already

Thanks let-off, yes i already looked fluxx & readed about dvorak long ago, i like these games because their core are simple to understand to everyone and one person can start a new card game adding some interesting mechanics to these simple cores to bring something fun to play... the focus is select wisely what and how many mechanics add & choose an engaging theme.

ArkhamArkhiver
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Similar project I'm working on

I'm working on something similar: a card-game that mimics an arena hero shooter like Overwatch but with some key differences. It has some battle royal elements (players start with minimal equipment and have to scavenge and loot equipment) but it is not a free-for-all.

The mechanics I'm including are:
---Pre-Game Deck Building
---Hidden Movement + Hidden Information
---Area Control
---Dice Pools + Dice Rolling
---Card Play: Take That! + Manipulating Stat Values
---Bluffing + Deduction

I'm making a post about it and I'll be blogging my ideas and such, if you're interested.

Soultech
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Yes Arkham im interested in

Yes Arkham im interested in any ideas about mechanics (hidden movement, area control & take that) these are probably something i can use (in a diferent manner than you do of course) but what i like to read is how the people implement that mechanics in their games, so yes you're welcome.

let-off studios
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Possible Theme to Derive Mechanics

Have you put any thought into the potential theme you're going to use for this game?

I ask that because if you have a clearer idea of theme, you may have a better idea of which mechanics will or will not work well in communicating that theme with your players.

Soultech
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Honestly, I still can not

Honestly, I still can not find the main theme, because in part it is a long-term project to present at an event and attract some public ... so I'm thinking carefully. Added to that I do not have many people to brainstorm with. But it's not a problem, I consider myself a good writer so I plan to start on that side and see if a short story leads me to an interesting theme.

let-off studios
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Audience

Your comments made me think of additional factors you will want to consider. Another route of questioning to pursue: who do you want to see playing this game? Is your audience young or old? Casual or hard-core? Ameritrash or Eurogame? Quick games or long-form games?

These types of questions can also help you narrow your focus, ruling-out mechanics that aren't appropriate or don't seem to mix well with your guidelines.

Good luck to you.

Soultech
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let-off studios wrote:Your

let-off studios wrote:
Your comments made me think of additional factors you will want to consider. Another route of questioning to pursue: who do you want to see playing this game? Is your audience young or old? Casual or hard-core? Ameritrash or Eurogame? Quick games or long-form games?

These types of questions can also help you narrow your focus, ruling-out mechanics that aren't appropriate or don't seem to mix well with your guidelines.

Good luck to you.

Yes, i have in mind a young / adult young audience, casual but with a touch of thinkering, with an amount of replayability, something not to quick but not to long for a group of 2/8 players.

Thanks for all the supoort, i think open a blog maybe to show my progress when i have something solid in terms of theme and gameplay.

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