A challenge continued...

Last time on... A lunatic developer's daydream.

We started a challenge to design a game base on a simple yet highly restrictive limitation. That requires only 5 cards to play. We rejected the idea of output randomness as it creates games that end out of both players control. Furthermore, we accepted input randomness for the creation of cards and the amount 32 cards in a deck.

Not only that, but we figured out that we couldn't have resources, spells, weapons, and other buff cards. Then we decided that we would have to integrate these effects into the actions that happen when you use a card in a specific way. When we draw them from the deck, play them to the board, return them from the board to the hand, discard them, send them to trash, attack, defend, they can die and be revived.

resurrection card from openclipart.org

And now onto our main() topic

These effects are the core of how the game will be differentiated from the many other cards games out there. Other card games have the sheer girth to take their effects and spread them all over the place. We do not. Let's go over the whole shebang.

Wait... we have to talk about what our cards are going to have them on for stats and other things. They will possibly have actions from the list of draw them from the deck, play them to the board, return them from the board to the hand, discard them, send them to trash, attack, defend, they can die and be revived. When they receive an action that will then be filled with an effect.

For the base, all creatures will have shield and health stats. After thinking about it, we've decided that the chance of a card having zero actions was too high. Making these card practically useless, all cards should be useful. We will add an item action that can only be used while in hand, but only once per battle to all cards to combat this. The attack action will also be mandatory for the same reason.

Now back to our show. Buffs, de-buffs and their mixed bag siblings are a staple of our trading card faves like Magic: The Gathering, Pokémon, Yugi-Oh, and Hearthstone. Many games separate the changing each stat into its own keyword, or there is a standard format like +1/+1. We're going to do it like all the others and allow stacking.

The next effects:

  • Swap: Force the opponent's current battler back to their hand. They must play another creature.
  • Freeze: Lock an action on target creature for X turns.
  • Steal: Use an action on target card.
  • Revive: Bring target creature back to life.
  • See: View one card in your opponent's hand.
  • Maybe more in the future...

The action with abilities would look like this:

When played to board: 1 health to a card in hand.

OR

When Dead: Use an action on opponents current battler card.

OR

When in hand: 1 health and -1 attack to self.

OR

Attacking: 3 damage

OR

Defending: -3 shield to opponent's current battler.

OR

Return to Hand: Bring one creature back to life.

Imagine all the fun and crazy ways these abilities can combine to create interesting and unusual cards. Okay, there are going to be normal cards as well. Which is good. We want our deck to have mostly average, some below average, and a few above average cards in each. Nah, we want many cards that are good in most matchups, some cards that are good in niche matchups, and a few that are great no matter what.

So what were we talking about? Yeah. We were talking about making good cards. I was daydreaming about all the situations where a deck is OP in specific matchups and terrible in others. The sheer joy of breaking someone who thinks that they have a made the best choices. I can already see my defeat.

Anyway, what other abilities should we bring? Most of what other trading card games have is already represented in this small set. Maybe we want to add an effect over time like deals damage to the creature every turn like poison or burning, we just need a length for the turns it will last.

Next time...

We are going to look at creature and multiverse diversification. Or how to give the deck more flavor and seasoning with world build. Oh, boy! We are going to add spice and potentially balance.

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