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Started by Dan55, July 09, 2013, 10:27:30 AM

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Dan55

I'm closing in on completing a game I've been working on for years and I'm beginning to think I have too many ways of generating resources.  There are three completely different ways of paying for cards, and variations of each style.

1. Resource cards - this common way of using dedicated resource cards is the only thing I don't have.  Instead, your Character cards double as resource cards - when tapped, they generate resources.

2. Threshold - you win the game by investigating your opponent's "Mysteries".  These Mysteries have ratings from 1 to 3.  Your opponent must play a level 1 Mystery before he is allowed to play a level 2 (etc).

3. LOTR - (I don't know what to call it)  I use an idea from the old Lord of the Rings game.  You investigate Mysteries by using cards called "Incidents".  To play an Incident card you place its cost (in counters) on the Mystery card.  Your opponent may try and stop you by playing Obstacles and Opponents by paying for them from the counters on the Mystery card.

Are there any resource systems that I've missed?


Typherion

Not sure where everyone has disappeared to recently, but I'll try and provide some useful feedback.

It's difficult to comment without more imformation about your game. For example:
Can character cards do anything except tap to provide resources?
Are the resources you gain from tapping characters only used to play Obtacles and Opponents in the same way as Incident counters on Mystery cards?
What is the significance of Mysteries having ratings from 1 to 3 - I assume higher rated Mysteries require more investigation to solve?
How are Mystery cards played - are they drawn from the deck and then played from the hand? Are they in a separate deck of their own?
How many Mysteries does a player have to investigate in order to win?
Lastly, what makes you think there are too many ways of generating resources?

From what I can tell, it doesn't seem too complicated. A player obtains resources from tapping their characters and from their opponent's Incidents. The player spends those resources to play Obstacles and Opponents.

The game sounds interesting. I'd like to know how all the cards interact with each other. I'd also recommend checking out the Call of Cthulu card game if by some chance you haven't already.

Dan55


First, thanks for responding.  I'm always grateful for another opinion.

Second, umm ... mostly  - yes.

Character cards are mostly used to investigate the incident cards to solve the mysteries.  However, they double as the resource source to get more characters into the game.  This charisma resource can only be used to play character cards.  They can also produce money to buy gear.

To play incident cards you place counters equal to their cost onto the mystery card which your opponent can then use to pay for and play obstacle or opponent cards.

Higher rated mystery cards are harder to solve, and have a greater harmful effect if you fail.  But you cannot play them until you've played a lower cost mystery card.

I tried to create a game where all cards are contained in the single deck each player brings to the game, so the mystery cards are in this one deck.  However, you don't play the mystery cards you need to solve, your opponent does.  You play the ones he has to solve.

Actually, you solve mysteries to keep from losing.  The last player standing is the winner.  Failling to solve about 2 or 3 two point mysteries will cost you the game.  The cost of your starting character determines the exact amount.

Most games only have 1 way of generating resources to play cards.  I'm using 2 completely different resources, plus 2 different ways of playing the "free" cards (starting character and mysteries).  For what was originally meant to be a simple game I thought this might be excessive.

The Call of Cthulu ccg - oh my, that's how I got into this in the first place (long story).