Hi I recently started to work on a TCG of my own. It is a battle TCG (Like Yugioh, Pokemon, Magic etc) with a theme of heroes, soldiers, and monsters fighting each other. The universe isn't that rich (Going for a versatile fantasy, ranging from humans to dragon to robots and more), the purpose behind this TCG is in the new mechanics I am playing around with, adaptability for tag duels (Nothing gives me more satisfaction than seeing my partner saving me in a card game) and adding a new level of strategy.
Very early work in progress, here are the rules so far (Subject to change) (Trying my best to make this wall of text pleasing to the eye).
Prototype: Element Duel
Objective:
Reading through everything, I honestly feel like the whole thing is basically "Yu-Gi-Oh with the Duel Master's mana system".
i agree
Quote from: DavidChaos on July 05, 2011, 11:22:02 PM
Reading through everything, I honestly feel like the whole thing is basically "Yu-Gi-Oh with the Duel Master's mana system".
Thanks for the criticism, I come to understand that it is related to yugioh by the power cards/spells and ruses/traps (Aspects I loved from that game). I also researched "Duel Masters", not very familiar with the rules but I'm guessing its related to the 5 shields with my 5 duelist defeat condition (The 5 shields condition looked a lot faster since I saw cards that could destroy up to 4 shields at once in the wiki XD).
My game might not be very original so far, the few things I have done so far (That I feel is a good thing for this game) is:- Make combatants last much longer on the field (HP/Defense instead of a single stat).
- I made the "drive/resource/mana" system to allow for weak/strong cards one as viable as the other, it also helps to keep a rough turn count for cards I want to have used midgame.
- Drive system also helps avoid the "Suddenly losing your guy" problem that I saw in yugioh (Hah! Trap Hole!, Oh no!, Hah! Sakuretsu Armor!, Oh no!, Hah!, Man Eater Bug!, Oh no!). The costs and conditions should make the player feel less cheated (Either fair cost, only targeting low ranks or being able to destroy very weakened big boys etc)
- Made fights two sided, if you attack on your turn your enemy will still have a blow at you (Unless you manage to have higher speed and take him out in one blow, possible through powers).
- Allowed multiple weaklings to chip away a big boy since the first attack will cancel his defense once it becomes exhausted (Making weak guys viable lategame in some conditions, there are also powers/skills that can do damage to multiple targets which would counter having lots of weaklings)
I will keep brainstorming (By myself so far since I have failed to find anyone with ideas to contribute), uploading examples and trying to come up with that "mind blowing idea" to add some of that "originality spice to the game" (Perhaps some duelists could trigger effects when sent to the soul pile?).
My next 2 cards will demonstrate a simple combo (Ranges from a horrible trade to a completely broken card), the mechanic is old and unoriginal, but it is a demonstration of the playstyle of water cards (Buying time and devastating the opponent behind the scenes)
If anyone has that "mind blowing idea" or something close to it and thinks it can be implemented here, please share ;p. Or any information that could help me and the project.
First, the win condition is a little bit unbalanced, not to mention you don't really explain certain things. For instance, what if your opponent gets rid of your duelist, and you have no others? Is that an automatic loss? What are the mulligan rules for not drawing a drive/duelist combination you can play?
Second of all, the Duel Master's mana system has you play cards upside down as mana cards once per turn, a number and color circle at the bottom of the card indicating what it represents (almost all cards are 1 mana of a single color, though). Your Drive card thing is very much like that, only not every card can be used as mana (granted, I think there are one or two later DM cards with no symbol at the bottom).
Also, as far as your combat system, there's only 2 things you're doing that are different from Magic: First, is the Speed stat, which I'll admit is a decent idea. Second, having a defense stat and HP stat, but that's something my game is doing as well (of course, my game is also using team combat, but that's a whole different story). As far as Powers and Ruses, very little about the Powers isn't exactly the same as a Spell type in YGO, and Ruses are, more or less, normal trap cards. I also feel the limits on front and rear field are unneeded, especially the rear field, if you have a mana system. Part of the reason YGO has a limited field is because it's easier to play out a bunch of cards.
A battle driven card game I played is ophidian. It featured the flow mechanic, in which you coulld only act when you have the flow. Flow was lost when you played certain cards or other actions. When all players passed, a next round started. Search "Ophidian 2170" for more info.
As for Duelists, you could use a starting pile of duelists where you could play them from and having you to force play one when you have no duelists in play.
Also, for others, when being critic, give constructive criticism, so stuff can be changed, please.
@DavidChaos
"What if your opponent gets rid of your duelist, and you have no others? Is that an automatic loss? What are the mulligan rules for not drawing a drive/duelist combination you can play?"
I missed mentioning that part (Wasn't too sure how to do it either) whenever your duelist is defeated you MUST place another duelist (Paying its cost as well) on the beginning of your next start phase (Let me complete this in Dragoon's response).
"Your Drive card thing is very much like that"
Indeed it is, but I must admit I got that idea from Magic (Didn't know about Duel Master's at the time).
"Also, as far as your combat system"
Yes I want to try and squeeze and much juice from the speed stat as possible (And eventually every other mechanic I decide to include). I'm Planning to have the thunder and wind cards (especially wind) take advantage of having higher speed and using plenty cards to turn speed in their favor. Powers equal spells and ruses equal traps (Just didn't want to give the idea that everyone was a mage so I changed the wording to "power", I changed "trap" to "ruse" so the terms of my game wouldn't be too often confused with yugioh (Roughly the same idea "an action intended to mislead, deceive, or trick", I learned the word when the strategy videogame "Ruse" came out).
"I also feel the limits on front and rear field are unneeded, especially the rear field, if you have a mana system. Part of the reason YGO has a limited field is because it's easier to play out a bunch of cards."
The limits on these were for the sake of having a clean formatted field (I am very Yugioh minded, perhaps this is what is holding me back, didn't really take the "resources" into consideration. You make an extremely good point here, I will lift the restrictions.
@Dragoon
"It featured the flow mechanic, in which you coulld only act when you have the flow."
Read the game rules just now, pretty interesting mechanic (I could probably get something out of this, though I am going to stick to the current turn pace of full onslaught then surviving the enemy's full force, repeat. (Like in Yugioh or Cardfight Vanguard). "Flow" makes the battle feel more fast paced and dynamic (To simulate a gladiator fight), this makes me wonder what sort of pace I want for this game (Thanks for making me think :D).
"As for Duelists, you could use a starting pile of duelists where you could play them from and having you to force play one when you have no duelists in play."
The idea once crossed my head, but I never really stopped to think about it until David mentioned it. The players would draw 7 cards (7 out of 40), the odd of getting a drive was high, but having too many duelists wouldn't be the ideal strategy (So the odds of drawing some would be highly unlikely, turning it into an "not-fun" scenario).
What I could do is have a separate pile of 5 "rank 2" duelists (Of your choosing) which would be shuffled by your opponent. When players draw their 5 cards, they could either choose to play a duelist from their hand that met the requirements, or if they have drawn no duelists they could draw a card from the duelist pile to play immediately. (Even if they have duelists in their hand they could play, usually this would be the most favorable option). I like this idea, the deck sizes would change from 40 to 45 (And the gameplay would be much more balanced and less based on drawing luck).
Thanks for the observations, I honestly couldn't see those mistakes. Also since I went to get my passport (Lost around 7 hours there, almost another one working on this reply) I had very little time to work on the cards, the visible samples might not be posted today.
To keep ideas and discussion flowing I'll attempt daily updates on card ideas I have had without the useless but nice to have pictures (I have a small cluster in a word document).