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Creating card game with multiple winning options

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jedite1000
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Maybe if I get some

Maybe if I get some inspiration from other games. Are there any games that uses cards but you move them around on the board?

polyobsessive
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Cards move on board

jedite1000 wrote:
Maybe if I get some inspiration from other games. Are there any games that uses cards but you move them around on the board?

There are plenty out there. For example:
https://boardgamegeek.com/boardgame/58281/summoner-wars
https://boardgamegeek.com/boardgame/135215/lords-war-orcs-versus-dwarves

jedite1000
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updated 1st post

updated 1st post

jedite1000
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i still need to work out the

i still need to work out the combat and movement side of things like will it cost anything to move, play or attack? still not sure

mwlgames
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You could also take a look at...

You could also take a look at Mage Wars Arena. It's another one that has you moving cards around the board.

jedite1000 wrote:
Maybe if I get some inspiration from other games. Are there any games that uses cards but you move them around on the board?

jedite1000
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thnx, i think i seen that

thnx, i think i seen that game before, looks interesting

anyway so I've been running the game through my head. do you think I need limitations or costs to play, attack and move?

Also, I might rethink the whole every monster has its own movement as it might be hard to balance so i might have it every monster can move certain spaces, maybe melee can move up to 3 and range can move up to 2 or both can move up to whatever

Edit: to make the evolved monsters more of a threat im going to change them a bit
They are still summoned by fusing together certain monsters but the evolved monsters are now called boss monsters and when can only be summoned onto a certain space called boss space or something, if any monsters are on the boss space no matter which player has it, when the boss is summoned onto that space, that monster is destroyed. Once the boss monster is summoned they have a rez sickness and cannot move or attack on the turn you summoned it. on your next turn though they can now move and attack but the bosses can only move one square at a time and addition the boss monsters will have a shield stat, so if the boss is atk 3/4 hp they will have an extra number to their combat stat so it will be 3/3/4 atk, shield and hp, you must attack through their shield before you can damage it, if you fail to on your turn then their hp and shield reset

what do people think?

questccg
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Because you have decided on a Tactical Experience...

I will just add something with regards to what you were ASKING earlier...

Basically because the board has limited amount of space, I would RECOMMEND not having more than 3 units per side. And if you have an Evolved Creature in play, well then maybe only 2 units (Evolved and another).

If we do some number crunching based on some assumptions:

  1. The number of positions is a 5x5 grid (or 25 spots).

  2. The number of Creatures per side is limited to at most 3 per side.

6 spots / 25 = 24% (almost 1/4) of the board will be filled. That's reasonable IMHO.

With Evolved Creatures 4 spots / 25 = 16%. Which is even better in terms of movement.

Just some number crunching to figure out what the numbers look like. Again it's just to expose some of what is reasonable in terms of Creatures in the Battlefield.

Cheers!


If you go OVER the 3 Creature limit... Well 4 or 5 Creatures per side (doing the same calculations) you have:

10 spots / 25 = 40% and 8 spots / 25 = 32% (almost 1/3rd). Those figures TO me seem a bit HIGH... Especially the 40%. It's almost 1/3rd per side (30% each side = 2x 30% = 60% open).

jedite1000
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Ah limits of monsters on

Ah limits of monsters on field is a good idea, I’ll put it aside and see how it goes with a test. But i was thinking about using gold coin chits For something

Like gold is required to summon monsters and at the start of the games you get 2 coins for free, then each turn you generate 1 coin. Spend coins to summon monsters. Monsters with 1 dmg type could cost 1 coin while monsters that can do let’s say fire and rock damage cost 2 coins. Boss monsters required the normal monsters but maybe cost additional 3 gold. When you kill a normal monster you get a gold from opponent and if you kill a boss you get like 2 or so coins from opponent

questccg
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I don't know about the "coin" idea

Sounds a bit like Epic: Card Game (Epic). Most creatures have 0 coin costs but more powerful creatures cost 1 gold coin to summon. And you can only summon one (1) of these creatures per turn.

Epic is made by White Wizard Games. The CEO is Rob Dougherty, the famous Magic player (I believe he's won a couple tournaments or something...)

I suggest you read the Epic rulebook: https://www.epiccardgame.com/rules/

From what I remember at the start of each Player's turn, you lose all Gold and gain +1 Gold. Unless you have other cards that grant you more gold, all you get is 1 Gold to at most play one powerful creature. It's not like upkeep... Just to summon (I believe)...

Anyways you can take a read at the Epic Rulebook and see if there are similarities... But then again ANY "Card Game" is bound to have similarities with other card games... There is only so much you can do ... that has already been done! But you can "borrow"...!

jedite1000
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Yeah that’s true. The 1/1 atk

Yeah that’s true. The 1/1 atk hp stat is already in magic. And there are a few grid movement games already, so I expect my game not to be 100% original. Even if I think of something new, a game most likely would already have it. I thought of the gold thing because I don’t want players to just summon any monster they want without cost. I want them to think of what to play instead of, yup I’ll just play this cause it’s a monster
. And also giving opponent gold every time they kill a monster feels bit more rewarding and have purpose for killing monsters

questccg
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I have another IDEA you may like...

If you keep the GOLD ... Well it could be "THE VICTORY GOAL"! First player to accumulate 20 Gold WINS! So you need to BALANCE between summoning and defeating opposing creatures ... but at the same time you want to earn enough to win the game...

What do you think about that??? You original post was about "multiple ways of winning" and I'm not even sure where you are at with all the WINNING.

But balancing between SPENDING and ACCUMULATING gold is a GREAT way to win the game! It's actually NOVEL (from the card games that I know of...)

Think about that one and get back to me! Cheers...

Note: You need to have some kind of mechanic that PREVENTS the opponent from NOT playing any creatures into the battle area. Why? Because if the opponent decides to STOP playing creatures, he obviously STOPS you from earning more Gold.

jedite1000
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hmmm that's a good point, I

hmmm that's a good point, I dont want the opponent to do that, maybe with the multiple winning options can work with that

Getting a certain amount of gold could also be a good winning option, but i have to make sure to balance that

though each player generates 1 gold per turn, so maybe to generate gold you have to have a monster on the field or something

though if the opponent doesn't summon monsters they are at a disadvantage but then again they can not play monsters just to be a jerk about it

I am still in favour of having multiple winning options

So far its

Map win = kill 5 crystals at the end of opponent's side of the map
Boss kill win = kill 5 boss monsters
Deplete population win = kill all normal monsters in opponent's deck

questccg
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Some additional thoughts

jedite1000 wrote:
...though each player generates 1 gold per turn, so maybe to generate gold you have to have a monster on the field or something...

Maybe each monster generates "X" gold towards a Victory where the amount of gold generated by each monster is different. An alternate win condition could be to have 12 Gold in the battle field.

  • A very greedy "Bridge Troll" might generate "5" gold. This could be a boss monster.

  • A "Goblin Bandit" could steal "3" gold from the opponent giving you +3 Gold and your opponent -3 Gold.

  • A "Red Dragon" could negate the bonus of any monster in play having 5 or less gold produced giving your opponent a temporary -5 or less Gold. This monster could be a boss too.

  • A "Mimic" which clones your opponent's richest monster, say the +5 Gold "Bridge Troll", giving you +5 Gold also.

  • A "Lich King" sucks the life out of the opponent making the opponent lose -4 Gold. This too could be a boss monster.

  • Weak monsters (not bosses) could produce 1-3 gold (depending on the monster). But generally speaking to WIN the game, you are going to need to use the Boss monsters to help you out... and perform COMBOS with your other monster too.

So this ENCOURAGES a player to PLAY monsters and DEFEAT/ATTACK them to alter/reduce the amount of Gold points your opponent has! A monster like the "mimic" introduces an interesting play fact: You would want to keep this monster in play but your opponent will want to defeat/attack it!

This could be really neat too! This solves the problem with players not wanting to PLAY monsters into the battle area. It also gives a more concrete method by which to WIN the game (Path to Victory).

One thing I like, is that it is HIGHLY strategic. And it's super easy to understand ... but yet VERY HARD to master.

Think about it... Let me know your thoughts.

Note: This idea is similar to something that I plan to do with my own WIP "Monster Keep". My game too is in flux like yours. I am working on REFINING how the game plays and I too intend to have an ALTERNATE path to victory which is BASED on "Treasure".

I'm working on it too... Still need to figure out more about how the game will be different from the other games out there. And you know there are a LOT of failed "Trading Card Games"! LOL

jedite1000
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yeah i like how each boss

yeah i like how each boss monster generate different amount of gold

the normal monsters can just generate 1 but the bosses i can make really interesting

thnx for the tip :)

the amount of gold bosses can generate i can work out a gold cap to win

If boss monster will generate more gold ill need to work out the summon cost of monster. Every time you summon you lose gold cause they cost gold but each turn you generate gold from said monster. i wonder if that can still work or spending and generate just cancels each other out

questccg
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Just remember...

It's a SECONDARY or Alternate way of WINNING. Which means that it needs to be relatively difficult (not impossible) ... and not that all the stars need to line up either. But something like converting 3 small creatures into one boss creature may be an option. So 3 Gold to 4+ Gold...

Like I said earlier, the GOAL is to "encourage" people to PLAY creatures into the battle area. IF they don't, they will lose because the opponent will win by GOLD. It also encourages BATTLES because you don't want the opponent to win by gold either...

It shouldn't be the primary goal.

Now about some of your other "ways to win"...

The "defeating ? bosses" can't really be a goal. Why? Because what happens if your opponent decides to NOT morph his small creatures into a boss... You're *stalled*.

My suggestion to remedy this: "defeating ? creatures" (Small or Boss).

This is good because ANY creature counts towards a VICTORY! And if a player decides he will play NO creatures, well then it's obvious that the opponent can WIN by GOLD (because of accumulation and morphing to bosses).

The "next" way to win was something about "crystals" (5 I believe, one in each column of the grid). You can use your creatures to BLOCK and protect the crystals. BUT ... here too is a problem. What if your opponent decides to WALL one of the crystal in one of the two corners? Again it will cause the game to *stall* again. Point in fact, the protection of 1 single crystal will make it hard to WIN using this method.

The problem (as I see it) ... is that you can WALL + Add to your GOLD count. So to me, accumulating "crystals" is an ineffective victory goal. I would just remove it and have two (2) goals:

1. Defeat "X" creatures before your opponent does.

2. Collect "Y" gold to win the game (alternate victory).

You really don't need more. These two are pretty balanced since #2 promotes #1. Meaning that IF you don't play creatures, you are going to lose to #2 (Gold count). If you only defeat small creatures, you may also lose to #2 (Gold count)... This means you need to balance WHO you attack.

Anyhow these are just some of my thoughts based on the various information you have shared with us.

Again, let me know what you think(!?)

questccg
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Any advancement on this front(!?)

Was wondering if you had the chance to move forwards on this design. Also didn't get your feedback concerning some of the "issues" I had pointed out earlier in the previous comment.

Like I said, I just submit ideas and bring to light "issues" that may arise and I know it's entirely your own design... You are free to explore any of the ideas I put forth.

However if there is something which you get the "impression" that I am "telling" you what to do. Please don't worry... I'm just sharing my thoughts with you. And it is 100% your design. So feel free to keep whatever you like and discard whatever you feel is not appropriate.

I know sometimes it "seems" like comments are "telling" other people what they should or should not do. And I want to stress that while people SHARE their thoughts and opinions, everyone understand it's the Designer's decision to include or exclude whatever ideas he/she sees best fit.

So again, please let us know how this design is progressing and if you have had the chance to mull over some of the potential "issues" that I may have brought to light.

Cheers!

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