Hey Arlong Park, Long time, no see. This week I'm in the middle of = trying to create a Collectible Card game. I'm going to type out what I've got so far and I want your critique on it.
The basic premise of the game is that you are a magical beast tamer and you are trying to gain control of a really good piece of real estate to build an epic zoo.
Here's an in depth look:
! Creatures:
! >! Creature cards represent the battling forces that you control and are placed on the field once they are summoned.
! Creature Card Statistics:
• Name: The name of the creature.
• Edge Cost: How many Edge Points you need to summon the Creature.
• Heart Points: How many Heart Points (HP) a creature has.
• Effect: The effect(s) of the creature
• POW: Represent the creature’s Battle Power
• Attributes: Determines what Technique Cards the creature can use.
• Value: How many points this card adds to your Resource Pool
• Gender: The gender of the creature which may come into effect for a Tamer or Technique effect. (I'm probably getting rid of this stat. It's already an aspect that I'm neglecting in card creation.)
• Movement Speed: How many spaces the creature can move for each Action Point spent.
• Creature Type: What species of creature it is. I.E. Reptile/Fish/Mammal/Bird
! Creature Effects:
There are 3 kinds of Creature effects:
• Cast Effects: These effects are activated by the Tamer, usually only during their own turn.
• Reactive Effects: These effects activate automatically under specific conditions.
• Innate Effects: These effects are always active.
! Attributes:
Attributes are the specific tools that a creature has that allow it to perform tasks and abilities. There is an ever growing list of creature attributes:
• Claw
• Beak
• Fang
• Tail
• Wing
• Horn
• Tentacle
• Eye of Kushana
• Shield
• Shell
• Brain
• Thumb
• Mane
• Gill
• Eye
• More and More!
! Creature Types:
A creature’s type refers to what kind of animal it is. There are many kinds of classifications.
• Bird
• Canine
• Feline
• Dinosaur
• Fish
• Reptile
• Amphibian
• And Many More!
! Other Information:
• Each time a creature loses a battle they lose 1 HP.
• When a creature has 0 HP left they are destroyed.
• Tentative: The POW of a creature is reduced by 100 for each HP they are missing.Technique and Tamer Cards:
! Technique Cards:
Technique Cards represent the different skills that a monster can perform. Technique cards can be activated by paying an amount of Resource points while you control a Creature Card with a certain Attribute. After using a technique card it is sent to the Discard Pile.
! Technique Card Statistics:
• Cost: How many Resource Points must be paid to activate the Technique Card. (Probably 1; I may make them free)
• Effect: Description of what the card does.
• Attributes: What monster attributes you need to control to activate it.
! Technique Types:
There are 2 types of Technique Cards:
• Attack Cards: These cards are used to alter the outcome of a battle. Commonly used to modify a monster's POW in a battle, they can also perform other effects.
• Ability Cards: Technique Cards that can be used out of battle. They function similar to Tamer Cards.
! Tamer Cards:
Tamer Cards (temporary name) are spells that can be activated by paying an amount of resource without the need of a monster’s Attributes and are meant to give you an edge in all aspects of the game. They represent the power that a beast tamer brings to a fight.
! Tamer Card Types:
So far there are two kinds of Tamer Cards:
• Basic: These cards grant immediate effects.
• Field: These cards alter the effects of the tiles that the player controls.
• Clutch: These cards are placed face down out of the deck and can be activated any time.
! Tamer Card Statistics:
• Resource/Edge Cost: How many Resource Points must be paid to activate it.
• Effect: Description of what the card does.
! Other Information:
• Each player can only have 1 Field card active at a time.
• Each player can only have 5 Clutch cards available and 1 copy of each.
• After a Clutch card is activated it remains face up and cannot be used again.
• Clutch cards are activated by spending Edge Points.The Plains of Conflict:
! I'm in conflict of which style of field to use. A small field or a large one. I want the game to be simple but the more I work on it the grander it gets. I may end up with the 8 x 5 field. Picture below
! >!
! The Plains are the field on which battles between beast tamers and their creatures take place.
General Information:
• It is a 4 x 5 field. (Maybe 8 x 5 )
• Each player begins the game controlling the 5 spaces closest to them.
• Each tile that the player controls grants them 1 Resource.
• As a creature walks over the field, the tiles that they inhabit become your land.
• Controlling all 20 (or 40) tiles until the end of a turn grants victory. Resource, Edge & Action Points and related Stuff:
! Resource Points:
Resource Points are spent to activate certain cards. Cards that stay on the field have a Resource Number on them that shows how many Resource Points they add to your Resource Pool at the beginning of your turn. All unused Resource Points disappear at the end of the turn.
! Edge Points
Edge Points are a fluctuating resource that is stored and used to summon creatures and activate certain cards.
! Edge Points (Version I)
At the beginning of each turn, the turn player gains 1 Edge Point. When a player reaches 3 Edge Points, their next turn their Edge Points return to 0 and they do not gain one for that turn.
• If an effect would make a player exceed the maximum amount of Edge Points those points are added and their Edge Points still become 0 for their next turn.
! Edge Points (Version II)
At the beginning of each turn, the turn player gains 2 Edge Points. When a player reaches 6 Edge Points, the next turn their Edge Points return to 0.
• If an effect would make a player exceed the maximum amount of Edge Points then their Edge Points become 0 and the excess amount of edge points are added afterward.
! Action Points
Action Points (AP) are a resource that the turn player spins in order to perform actions. Each player is granted 3 AP at the beginning of their turn. Any unused AP disappears at the end of the turn.
! Spending AP
There are 3 Actions that can be performed each turn by spending AP:
• Summoning
• Movement
• Battle
! Summoning
When you have enough EP saved up, you can spend 1 AP in order to summon a creature. Summoning is taking a creature can in your hand and placing it on the field for combat and conquering.
• You can only summon creatures in tiles that that you control or onto a neutral tile adjacent to one occupied by one of your creatures.
• Summoning creatures on an uninhabited land acquires that tile for your self and immediately adds 1 point to your Resource Pool.
! Movement
Each monster has a number of spaces they can move written on the card. By spending 1 AP this creature can move a number of tiles from its original position.
• Each time a monster moves into a new space it acquires that land for its owner.
! Battle
When two monsters engage on the Plains of Conflict a fierce battle takes place to determine the winner. To begin a battle the turn player must move their creature to a tile adjacent to the creature they want to attack or into the tile itself.
The Basics of Battle
- Declare the attack target
- Activate any pre battle Technique or Tamer Cards
- Each player takes turns activating Technique and/or Tamer Cards until both players are done.
- Compare each monster’s POW. The creature with the lower amount is defeated.
- Place the defeated creature into the winner’s Reward Cage.
! If a player has 5 or more creatures in their Reward Cage they immediately win the game. Any feedback on this, ideas you think are stupid or suggestions of features are super welcome. It's kind of the point of this thread.