LackeyCCG

LackeyCCG Forum => CCG Design Forum => Topic started by: Trollhawke on August 19, 2011, 03:00:51 PM

Title: No time for love
Post by: Trollhawke on August 19, 2011, 03:00:51 PM
No time for love: A card game of romance

Each player has:
6 Unique Love Interests
3 Unique Romances
2 Unique Settings
40 Ploys
40 Counter-Ploys

Flow of startup:
Flow of the game:
Objective of the game:
When one player fulfills all three romances, that player wins the game.
If one player runs out of cards before the other, then the love points of the fulfilled romances are counted, with the player who ran out of cards suffering a -3 penalty. The player with the most love points wins.

The card types:[/u]

Love Interests
Have the following properties:
Name/Title:Used to distinguish different versions of the same card from each other.
Gender: No real game effects, but certain cards specify certain genders.
Attributes:
   -Social Power:How politically powerful the character is.
   -Personal Power:The fighting ability of the character.
   -Destiny #: How much fate looks out for the character.
   -Personality #:A number to discern between different personality types. Low='evil', high='good'.
Effects: A unique ability available only to that character.
Quote: No real benefit, but good for flavour.

Romances
Have the following properties:
Name
Fulfilment conditions: What must be done to fulfil the romance.
Break conditions: How to permanently fail a romance.
Love Points:How many points the romance is worth.

Ploys/Counter Ploys
Have the following properties:
Name
Type: Used to organize ploys. Some card effects may specify ploy types.
Requirements:What a member of a pairing must have in order to play the ploy.
Cost:What must be done in order to play a card, varies from card to card. For example, one card may require hand discard, while another may require you to turn one of your love interests face down for one turn-there is no mana system.
Effect:What the card does. Also specifies what is done with the card after use.
Quote:Again, for flavour.

What do people think?

I probably won't be able to develop it right now, but If I find the time I will make templates for people to use.
Title: Re: No time for love
Post by: Trevor on August 19, 2011, 04:01:12 PM
You need a girlfriend, stat.
Title: Re: No time for love
Post by: r0cknes on August 24, 2011, 07:56:39 AM
I don't mean to burst your bubble, but this is not something I would be interested in. Changing the theme might help a little...
Title: Re: No time for love
Post by: Cyrus on August 24, 2011, 03:56:53 PM
I think Trevor did enough bubble bursting on his own...

I appreciate the unique setting for a ccg, but maybe you should consider making it a "play-out-of-the-box" type game. Seems fun to play with a girlfriend or some sort of lady person
Title: Re: No time for love
Post by: Trevor on August 24, 2011, 04:04:01 PM
I was just making a joke. I wasn't really opining anything.
Title: Re: No time for love
Post by: Cyrus on August 24, 2011, 07:10:22 PM
Quote from: Trevor on August 24, 2011, 04:04:01 PM
I was just making a joke. I wasn't really opining anything.

Oh I know, didn't mean to come off as if I didn't think it was funny, I actually lol'd at it
Title: Re: No time for love
Post by: Trollhawke on August 30, 2011, 12:07:04 PM
Quote from: r0cknes on August 24, 2011, 07:56:39 AM
I don't mean to burst your bubble, but this is not something I would be interested in. Changing the theme might help a little...
So if the theme was changed to resolve around, for example, generals building the strength of their army, would that seem more appealing?

Quote from: Cyrus on August 24, 2011, 03:56:53 PM
I appreciate the unique setting for a ccg, but maybe you should consider making it a "play-out-of-the-box" type game. Seems fun to play with a girlfriend or some sort of lady person
Admittedly, that was the primary audience I was thinking of when coming up with the idea-in hindsight, it'd probably work better as an LCG rather than a CCG.
Title: Re: No time for love
Post by: BrotherM on August 30, 2011, 04:03:17 PM
I think there is definitely room in the xCG marketplace for a theme different from dudes-fighting-each-other.  In fact, I think MaRo made reference a few times to a CCG based on relationships he had designed a long time ago but was never published.

If you're committed to this theme and have mechanics that elegantly match it, I say go for it.  But you will definitely be selling to a different market.

I wouldn't recommend using MtG-style mechanics for that game though.  You'll need something really fresh.
Title: Re: No time for love
Post by: Dragoon on August 31, 2011, 05:04:59 AM
I find this interesting. You will need different mechanics and a aim at a different market, but I like when people are thinking different. Keep it up!