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LackeyCCG Forum => CCG Design Forum => Topic started by: Tokimo on December 15, 2009, 12:14:37 AM

Title: Villains
Post by: Tokimo on December 15, 2009, 12:14:37 AM
I'm aware of two games that use villain cards as a separate card type from heros: Rage and Sailor Moon. Anyone have any other card games they know of that use this style of conflict?

I'm pondering how I want to implement a villain system into Mahoujo and I feel supporting villain you play in some way makes a more interactive game, but I feel that requiring players to provide villains for their opponents reduces some of the flexibility of the victory card system.

Edit: current Villains (http://www.mahoujo.com/dev4.html) system.
Title: Re: Villains
Post by: Ripplez on December 15, 2009, 12:44:42 AM
Neopets has a villain card type....
Title: Re: Villains
Post by: Tokimo on December 15, 2009, 12:52:15 AM
Is there a neopets plugin? I didn't realize neopets had a card game, I really probably should learn to play that too.

Edit: Just ordered a starter box and a code stripped booster box of Neopets. :)
Title: Re: Villains
Post by: Howl on December 15, 2009, 03:05:53 PM
question...? umm is this going to be a game that includes famous characters such as sailor moon per say. im just wondering i saw ur previewcard but i wasnt sure exactly what you were getting towards with the game.
Title: Re: Villains
Post by: Tokimo on December 15, 2009, 04:28:53 PM
Wholly original universe. Similar genre to sailor moon, although perhaps with some flavor closer to Wedding Peach or Magical Doremi.
Title: Re: Villains
Post by: Howl on December 15, 2009, 04:40:28 PM
oh i see cool.!
Title: Re: Villains
Post by: briggs on December 15, 2009, 05:53:42 PM
Lord of the Rings tcg and Stargate tcg both had a villain system.
Title: Re: Villains
Post by: Tokimo on December 15, 2009, 06:14:10 PM
The old LOTR or the newer one?
Title: Re: Villains
Post by: Cyrus on December 15, 2009, 06:53:10 PM
Star Wars by Decipher had it set up so you could only make a deck of either light side or dark side cards. For a tournament you had to have both. Made the metagame CRAZY
Title: Re: Villains
Post by: briggs on December 15, 2009, 07:31:09 PM
Quote from: Tokimo on December 15, 2009, 06:14:10 PM
The old LOTR or the newer one?

I think they both had it, actually... but I was referring to the new one :)
Title: Re: Villains
Post by: Tokimo on January 02, 2010, 12:14:27 AM
It looks like I have a coherent villain system for my game. It's based around drawing and discard cards to support the villain (with a temporary combat hand actually drawn from your regular deck).

Villains (http://www.mahoujo.com/dev4.html)

The major idea is the villain has abilities that you can pay for by discarding cards and spells that it can cast if you draw them. You draw cards, then discard and cast spells from your combat hand, then discard any leftovers and resume normal play mode.
Title: Re: Villains
Post by: HotLimit on January 10, 2010, 10:29:37 PM
Ani-mayhem had villains. The game had physical locations, and the enemy cards could move around and attack autonomously (or so I recall). You can read some details here: http://www.ani-mayhem.com/

I personally love the idea of villains because a lot of my games focus on solo play. Ideally I think both sides should be able to attack villains from either deck. In addition, neither side should be able to control the villain cards in any way. This causes a dilemma in terms of strategy (why not just stock your deck with villains that are easy for you to kill), but can be balanced out with rewards (stronger villains give greater bonuses).
Title: Re: Villains
Post by: reelhotgames on January 10, 2010, 10:41:31 PM
Fight Klub uses Hero / Villain and two different card backs decks for players to use - I must say I actually hate the 2 card back system for signification of cards, because you essentially have to print equal cards for heros and villains - I prefer cards that give advantages to characteristics as oppossed to only certain characters or decks.

Like Highlander which duplicates the same card for every single persona they print.

I really dislike useless cards in a game. By useless I mean if I want to play X character (persona, hero, villain etc...) but only "A" cards can be used by "A" characters and "B" for "B" type ro so on...

Instead it should be (1) harder for a character to use a certain card based on type (out of character, but still can be done, or (2) extra features for characters / types - like a bonus for using the card one which isn't granted to those who aren't of the proper type / character . name etc...
Title: Re: Villains
Post by: Tokimo on January 11, 2010, 08:35:51 PM
I think controlling the villains is important for hidden information. If the villain operates on it's own then there is no capacity for a player to utilize deck building and strategy to leverage it against their opponent.

The villain system I worked out for example has information neither player knows when someone chooses to attack a villain (which cards will be in the combat hand). Sure, they might have nothing that the villain can use, but they might also be packing a spell that flips the balance of the battle from a win to a loss.
Title: Re: Villains
Post by: aardvark on January 11, 2010, 11:41:10 PM
Just got through reading dev journal 3. The whole villains thing is kinda cool, gotta admit and I like how you put it into action. The player draw the villain from the regular deck, right? Then draws the villains hand limit from the same deck? I didn't see a listing for a separate villain deck so I guess so, oui? What about cards drawn for the villain... just the x cards of the top of the deck?
Title: Re: Villains
Post by: Tokimo on January 12, 2010, 12:02:13 AM
Same deck. Just X cards from the top.

I actually really struggled with this mechanic. I didn't want to support villains from your main hand, I didn't want two decks, and I didn't want to leave them unsupported. I kept dithering between the three until I stumbled upon this.
Title: Re: Villains
Post by: aardvark on January 12, 2010, 11:54:33 PM
Well, just my opinion, but it seems like a good compromise. Doesn't seem to be clunky. So, I take it to mean that the spells and whatnot are usable by both hero n' villain. *nodnod* Lookin' good, bub.
Title: Re: Villains
Post by: Tokimo on January 13, 2010, 02:14:53 PM
There will be spells that will be villain only (discard target ally) and spells that will be hero only (exhaust all cards in play). Some spells will be common (fizzle target magic). The common spells might have only one version (which either Hero and Villains can use) or they might have two versions so you need to choose which to put in your deck.
Title: Re: Villains
Post by: aardvark on January 13, 2010, 10:40:09 PM
So then if you draw a hero card in your villain hand (or vice versa) does that mean the card gets discarded or shuffled back into the draw deck?
Title: Re: Villains
Post by: Tokimo on January 13, 2010, 10:59:19 PM
To the discard pile. The discard pile shuffles back into the deck when the deck empties (because you can run out of deck in 5-10 turns).

A villain can still 'use' the Hero only cards as generic card discards (and likewise the heros can use villain cards as face down generic energy cards).
Title: Re: Villains
Post by: Monox D. I-Fly on December 25, 2015, 09:08:51 PM
Power Rangers Action Card Game has Villain Cards, and they can't be put in the same deck as the Heroes, making the decks less variable because once your opponent sees you play a Villain they immediately knows that there is no Ranger card in your deck.