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Card game where your actions can lose you the game

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jedite1000
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I have a rough idea of a 1v1 card game

the theme of the card is something simple like stick figures, so it's like a stick figure battle to the death, well anyway both players start the game with 50 or so cubes, these cubes represent your life force, once you run out of cubes you lose, now I know what you are thinking, 50 cubes seems a bit much but what if, the actions you do costs you life force

There are other cards and mechanics needed to play but ill get to that later.

So you have your deck your hand and a field with 4 card zones each. these zones is where you play your stick characters. at the start of the game both players can play a stickman card for free from their hand. the character cards are pretty straight forward, they each have a summon cost, depending on the strength of the stickman card will determine the summon cost but on average it is like 3 cost.

On the 4 edges of the card you have attack, defend,equip and counter. attack is on the top edge, counter and def are on the side and the equip is on the bottom. Atk and counter require a cost to use. So let's say player 1 has 1 stickman in attack and the other has 2, 1 in attack and 1 in defence. player 1 attacks the card that is in defend mode (when you attack your card goes to defend mode) Anyway, player 2 then spends life force to counter the attack with his other card. the card that is countering has a counter value of 3+2 so the countered card loses 3 of its defense and the attacking card loses 2 of its defense.

so now the attacking card is in defend mode if it survived. (i havnt thought of what to do with the card that has countered. do i stand it back to attack mode ready for another counter? or do I switch it to defend mode after countering)

Other extra cards i mentioned before are equipped cards, these cards you can play under your character cards, each do different things such as increase attack value or defense value or attack all cards etc, some are permanent some others are one-time use. the equip cards also cost life force to use and some permanent equip also have a once per turn cost, so if you want to keep the perm equipped u must discard 1 life force cube to keep it in play

That is all i have so far

let-off studios
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Shared Pool

This makes me think of maybe a space station, at the mercy of a limited pool of oxygen, or fuel, or something like that. I wonder what your game would be like if the duelists had to share a pool of 100 energy, and had to do more than just battle one another.

In other games you've posted here, you've provided various mechanics for moving across a card arena and claiming territory. Might you want to implement this sort of mechanic as well? Providing different reasons to battle one another can provide for more strategies and tactics to claiming victory, in many cases.

Players can deplete this shared pool of energy by summoning units to the arena, but also by moving the units, attacking (either with units or from cards in hand), and perhaps holding territory. There might also be ways to replenish the pool of resources: a tactic employed by the player who is trailing in victory points, so that they might be able to snatch victory from the jaws of defeat. Maybe there are features at certain locations in the arena, like a gun emplacement, or an energy deposit or something like that, which allow units standing on them to receive some kind of bonus or temporary ability.

Best of success on your design, jedite. :)

jedite1000
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ah good idea, though ill

ah good idea, though ill probaably keep it simple for now, like i would like to add a movement mechanic in one of my games but i dont think it is for this one im brainstorming

Juzek
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less counters?

If you have actions or effects that replace health, or get one per turn or something, you could have fewer to start with, and still have a good length of game. Just make sure on the whole player's health is going down.

Of course you could use a percentile dice (2d10) and save on the components side of things.

I also love the idea that there is something else going on that would force some co-op elements. The players would be competing to defeat a shared enemy, and whoever damaged it more wins, but both players can loose if they run out of resources before the shared enemy is defeated.

jedite1000
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bit of in-depth view on the

bit of in-depth view on the first page on the direction of what i might want to do with it

questccg
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I'm thinking 50 HP is not enough...!

If everything costs some HP, equipping cards and battle cards will just take up all your HP and you will die quicker. Unless you defeat your opponent.

But my gut is telling me that once you've built up your army to battle, you'll run out of HP anyways and lose just as you were about to get into a more interesting phase of the game.

Maybe you should start with 100 HP and not have any tokens or pieces. Just a NUMBER you write on a piece of paper or a blank card (using a Dry Erase Marker). 100 ... And then subtract from that amount.

Mind you a Dry Erase Marker will cost you about $1.00+ and one additional Poker card is $0.09 (so +$0.18) ... So the price of your game might be the SAME... But it'll be more flexible to accommodate a a higher score and could make for "custom" experiences like maybe a 200 point game... (for longer play sessions).

The idea is that you are OFFERING up an "experience" which need not be fixed, it can be unique. Players can tailor a game based on the time they have available. So longer times = more points. Shorter times = less points... etc.

Note #1: On the component size, using a marker and a card make for less components. And sort of streamlines the amount of parts used by your game and makes it more compact too. You can also use Jumbo cards ... Because it means that players have more SPACE to compute and track the score too. That's another alternative...

jedite1000
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I did hit a wall though, even

I did hit a wall though, even though you can lose the game by your own actions, there is no clear win condition. letting your opponent lose by himself shouldn't be the only way, well you can win by attacking directly but that is iff your opponent has no cards on the field. maybe if you destroy the opponent's card also makes him lose energy, so far if you attack directly opponent loses 3 energy, and maybe if you destroy opponents card they lose 2 energy? or maybe just 1 energy?

there are lots of ways to lose energy so dunno

let-off studios
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Game Timer

jedite1000 wrote:
I did hit a wall though, even though you can lose the game by your own actions, there is no clear win condition.
Think of this pool of energy (either each player has one, or it is shared between the two) as the game timer. When it's gone, the game is over.

For you to determine a win condition, the players should need to do something else other than just wait for the timer to be emptied. In other words, you need additional mechanics. There needs to be a reason for players to pay attention to the timer, otherwise this is like playing with a jack-in-the-box toy.

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