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So, I've been tinkering with an idea for a card game. Probably a digital one, since printing cards is expensive. So, I thought I would write out the rules and a few rough cards with placeholder art to see how the concept holds up.

I am trying to make it function without a strict hit points system, to help give the concept of control more of a central focus in the gameplay. The game will probably be more enjoyable played in a group of 3 or more, as it allows for more power struggle shenanigans, but I am trying to see if I can make it work in one on one duels as well. 

Any comments and feedback on the concept would be appreciated. This isn't a paid post since it's mostly recycled and placeholder art. 

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Comments

markjr

i like this idea im kinda big on card games and tcg related games.

Flippers

I am a card game nerd, and while the idea is great i have to be honest, just reading through the rules and context, im already confused, and have a thousend questions, i do think the idea of zones being good as its similar to the yugioh TCG in that aspect and it wirks well, im not sure how much market research you have done but take a long look at card games like yugioh, hearthstone and even the runescape online card game they can all give some pretty good ideas

Oren Barzilai

I'm a fledgling game designer, and I'd love to give some feedback if you want to develop this idea further.

V01D

If you want an example of a game without Zones, look at Fluxx. All it has is TYPES of cards...

Changer

The zones are for ease of communication; since cards may be permanently on the table, its important to be able to distinguish which cards are in play and which are in the open hand.

Changer

I am familiar with several card games; a lot of them are based around HP though, which doesn't seem to really translate into will. So, I'm deliberately going a bit of an unusual route with the victory condition to give more emphasis and importance to the power struggle rather than simply having a different word for HP and damage.

Anonymous Profile

This looks interesting. It seems like control tokens work as a sort of inverse to Power in the Game of Thrones card game (where you goal is to add them to your cards to win, instead of to opponent cards.) I'd definitely like to see more of this, and I'd be happy to help with further rule review or card development. Here are my rules notes so far: Using the term "cunning" as both the thing you spend and a characteristic of cards which determines your starting amount of the spendable resource is probably a mistake. I like the term, but I'd probably have like "Wits" generate "Cunning", or "Cunning" generate "Tricks" or something. Just differentiate them. For the open hand, I'd suggest "have been in play since the start of your last turn" instead of "for a full round", unless it is important that you can't use ones from last turn during phase 1 or phase 2. The first dash under 5 says "for one cunning each" and at the start it says "cards which have been in your open hand for a full round can be played without spending Cunning" so you should clarify which takes precedence. The way that turns end is fine if you want a reflex component, but currently, someone declaring their turn over by saying it really fast would take precedence over someone trying to play an "anytime" card. If you don't want that element, some solutions could be having an end step where everyone gets their chance to play cards, or going the opposite direction and letting a player declare their turn over even after a player casts their anytime card, rolling back its activation. For Control actions, you might want to specify that they can only be taken with your own control tokens. The last Control action isn't clear to me, how much cunning and how much control do you need to put a Control token onto the newly played card? What happens if the card you request them to play isn't in their hand? The "Control Tokens" section and the "Being Controlled" section disagree about how much Control it takes to dominate someone. Also, Being Controlled doesn't specify if you can target your controller's permanents with negative effects.

Anonymous Profile

Oh, and obviously far too few cards to review their balance, but in a vacuum, Burning Lust seems pretty bad. With the example characters, you'd need to cast it 15 times to take over one opponent, and until it beats their libido, it can't even be used to mess with them. Maybe add more arousal, remove less, or both. Of course, if it is a combo piece with permanents I haven't seen yet, it might be just right!

V01D (edited)

Comment edits

2021-09-10 23:49:26 Make sure there would be a reason (a worthwhile cause) to move a card BACK from ‘revealed’ (I think ‘revealed’ and ‘concealed’ are better terms for the hands than ‘open’ & ‘closed’)
2019-12-15 23:36:47 Make sure there would be a reason (a worthwhile cause) to move a card BACK from ‘revealed’ (I think ‘revealed’ and ‘concealed’ are better terms for the hands than ‘open’ & ‘closed’)

Make sure there would be a reason (a worthwhile cause) to move a card BACK from ‘revealed’ (I think ‘revealed’ and ‘concealed’ are better terms for the hands than ‘open’ & ‘closed’)