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Topics - Wisp

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CCG Design Forum / Survey: What game do you want play?
« on: July 27, 2013, 03:58:43 PM »
So, I'd like to do a quick survey about what game you'd like too see made. What would you really like to play? I'll ask some specific questions, but add anything that that you can think of if I haven't mentioned it.

1. Gameplay/interaction style
A) A war based game: you're controlling armies and manoeuvring them strategically. Battles reflect the feel of large scale combat.
B) An espionage game about individual characters interactions with your opponent and their characters. You send your people on 1 person missions.
C) An avatar that directly represents you. The only character/personality is you, and your cards represent the things you do directly; attacks you throw and manoeuvres you make.
D) A non-combat themed game.

2. Setting
What settings seem appealing to you guys?

CCG Design Forum / Most interesting CCG theme?
« on: May 26, 2013, 03:19:09 PM »
What sorts of themes make you feel compelled to play a CCG?

What kind of the is most interesting and compelling to play.

The basic part of this question is fantasy vs. sci-fi vs. real world, and all the various permutations thereof.

But I think what might be more important is how the feel of the gameplay reflects the flavour of the game.

For example, a game where each player is a general, controlling his armies. When playing you feel the fact that you are general, sending armies to battlefields.

Or maybe you're an emperor; not only do you have to command an army but you must also make sure your economy is working.

Are you the head of a spy origination. Are you a lone fighter doing in 1on1 combat against an opponent.

One let down of M:tG is that I never felt like I was a wizard battling another wizard (which is the basic theme of the game), I felt like I was just playing cards because that's what the game required of me.

I'd like feedback on what sort of themes you like to play, examples and how the theme ties into game play.

CCG Design Forum / Opinions: Simultaneous turns
« on: December 09, 2012, 09:10:16 PM »
So guys, what do you think about ccgs with simultaneous turn structures? There are various ways of implementing it (fully simultaneous, phased, asymmetrical phased etc.). Personally i think it's great for multiplayer games, since you always have things to do. What do you think about the pros and cons?

My main motivation for making a CCG is making an engaging multiplayer game. I've done a lot of research and put a lot of thought into what makes a good multiplayer ccg, and these are some guidelines i've come up with.

1. Keep it simple, stupid. There should be as few contrived rules as possible. What i mean by this is that a bunch of extra rules that aren't in the 1v1 game shouldn't pop into existence when you start adding extra players.

2. We're all in this together. The win conditions should be designed in such a way that everybody stays in the game until there is a winner. No one is eliminated, and everybody has a chance to win right up until the end.

3. Slow and steady doesn't win the race. Multiplayer games generally tend to be slower by nature than their 1v1 counterparts. The mechanics of the game should naturally account for this and encourage players to be aggressive.

4. Leave him alone! The game shouldn't encourage picking on the weaker player.

5. There's always something to do. Players shouldn't feel like they aren't a part of the game when it isn't their turn. The mechanics should encourage them to pay attention and interact at all phases of the game.

If anyone has any comments on my multiplayer guidelines, I'd like to hear them. Now onto the finest iteration of my game engine yet. This is a short version of the rules designed to cover the important unique elements of the game. The setting of the game is subject to change, but I like the idea of sci-fi, since it's a rare setting for a CCG.


Water; water everywhere, and not a drop to drink.

City of Black
•   Sprawling diesel-punk city
•   The last place on earth where there is fresh, clean water.
•   Chinese/Japanese/Arabian influences
•   Verticality
•   Bottom level: Canals, melting-pot metropolis, shadows, underworld, crime
•   Upper level: Pristine buildings, Interconnected walkways, skyscrapers and airships, rich upper class

6 Factions
1.   Aristocracy: Ruling class. Bankers, property owners etc. Trying to maintain their privileged position
2.   Lotus: Chinese/Japanese theme. Organized crime. Trying to take over Aristocracy from within
3.   Union: Workers union including, dockworkers, zeppelin pilots, police etc. Trying to check power of Aristocracy
4.   Inventors Guild: Pushing technology forward at all costs, enabled the building of the city
5.   Cirque: Circus. Front for occult organization. Ritual based magic, summon spells and creatures from other dimension etc.
6.   Visionaries: Arabian theme. Combining magic with technology to modify selves, push the boundaries of what it means to be human

Setting up
Each player needs a 75-card deck plus their 4 territory cards. The deck may not contain more than 4 copies of any card with the same name.

At the start of the game each player draws an 8-card starting hand. They may then mulligan by moving any number of cards from their hand to the bottom of their deck, and then refilling their hand to 8 cards.

Winning the Game
The object of the game is to control all of the Water in the city at the end of a turn. Players claim 1 Water when they build territory. Players can steal 1 Water from an opponent by destroying that opponent’s territory.

When the game starts there is 10 uncontrolled water waiting to be claimed.

Territories are what provide you with water and resources and are where combat takes place. You may play any card facedown horizontally from you hand as Territory and when territory comes into play under your control, you claim 1 unclaimed water. If there is no unclaimed water, then you do not gain any. It costs equal to the amount of territory you already control for you to build a new territory. At the beginning of your turn you generate resources from each territory you control. When a Territory you control takes damage equal to its HP it is destroyed and moved into your resource pool. If a Territory is destroyed in combat the attacker steals 1 Influence from the controller of the destroyed territory, which may either be added to the attackers influence, or discarded (added to the uncontrolled water) to generate resources equal to the number of the people in the game +1.

Resources, Drawing cards and Thresholds
Your Resources are the cards currently in your resource pool. When you generate resources, you move that many cards from the top of your deck face down into your resource pool. To pay for costs, you move that many cards from you resource pool back to the bottom of you deck. Moving a card from any zone to the bottom of your deck is called “Cycling”. To draw card, you take one card from your resource pool, and add it to your hand.

To play a card you not only have to pay its resource cost, you also have to meet its threshold requirement. Cards in play and in your discard pile provide threshold. Threshold isn’t spent like resources; it is just a minimum requirement. There are certain cards that provide threshold, but do not have a threshold requirement and every deck must contain some of these in order to play the other cards it contains.

The Cards

Character Cards: Cards that get things done. They attack territories and other characters in order to gain influence and hinder your opponent. Stats: Faction, Cost, Strength, and Initiative.

Support Cards: Cards that attach to characters and territories, either to help your own or hinder your opponents. Stats: Faction and Cost

Event Cards: One-off effects on the game that can be played at any time to gain an instant advantage. Stats: Faction and Cost.

Every card has a resource cost, which is paid for with resources generated by you and your Territories.

The Turn
Turns are simultaneous. At the start of each turn, these abilities trigger for each player:
•   Resource: At the start of your turn generate 2 resources + 2 from each of your territories
•   Restore: At the start of your turn restore all depleted cards

Each player then takes alternates making the following actions:
•   Play a card
•   Build Territory
•   Use an Ability
•   Declare an attack
•   Turn a character to heal it
•   Set a trap
•   Draw a card
•   Pass

Once everybody passes in succession, the turn ends.

Once a target for an attack is chosen, the battle is resolved by taking these actions in order:
1.   Starting with the active player, each player chooses their attackers, taps them and moves them to the territory of the battle. This is the attacking party
2.   Starting with the player to the left of the defending player, each player chooses if they are going to block, and moves their characters accordingly. This is the defending party.
3.   The active player and the defender assign the damage of their respective parties in order of Initiative groups. If there are no defending characters or lethal damage has already been assigned to the blocking characters, the attacker may assign damage to the target of the attack.
4.   Damage is applied

Can't update from the url, anyone know what the problem is?

CCG Design Forum / Saturn's Tower CCG
« on: November 07, 2010, 09:12:50 PM »
x's Tower

x's Tower is a sprawling metropolis located within a tower as tall and as deep as infinity, full to the brim with dark alleyways, dark dealings and even darker characters. Densely populated and criss-crossed with filthy canals, stone staircases, epic waterfalls and floating platforms. There is a constant struggle for power between 9 factions.

There are 3 talents: Arcana, Craft and Wisdom. No matter what faction you choose mastery of these talents is essential in victory.

Setting up
To play, each player needs a 55-card deck and a stronghold. The deck may not contain more than 3 copies of any card with the same title.

Seat all players around the table. Agree on the seating order and which player goes first. Each player then searches his deck for a starting location card, places in front of him face down and shuffles their deck. Then they must offer it to be cut by another player.

Winning the Game
The object of the game is to have 15 Power at the end of a turn. You are eliminated from the game if you have no cards in your deck at the end of a turn.

The Cards
There are four card types: Location, Character, Support and Event.
Locations make up the places in the city that are under your caim. They are your primary source of resources and generate power. Stats: Faction, Talents, Trade, Influence, Structure.

Characters are the cards that get things done. They attack locations and other characters. Stats: Influence, Cost, Faction, Talents, Strength, Trade.

Support cards help your characters and hinder your opponent’s characters. Stats: Influence, Faction, Cost, Trade and Talents.

Events: One-off effects on the game that can be played at any time. Cost

Every card has a basic cost, which is paid for with resources. In addition to the basic cost, each card has loyalty and talents. Loyalty and talents are symbols next to their cost. A card costs an additional 1 for each of these symbols, but for every card you caim of the same faction (or with the same talent) you don't have to pay for one of the symbols. So, you can play any card in any deck, but it's going to cost you more if you don't have other cards of the same faction. Talents work like loyalty except they aren't tied to any particular factions. So you could build a deck with two factions or maybe even three, but actually be focusing around one of the talents by having low loyalty but high talent.

The Turn
Each turn consists of 3 phases: Beginning, Middle and End. Players alternate clockwise, taking one action each. The player who’s action it is called the active player.

Beginning Phase
a) Ready: Refresh all your exhausted cards; each player gains one resource for each trade icon they caim. Refill your hand
b) Generate all effects triggered “before your main phase”

Middle Phase
The Main phase is where most of the actions happen. Starting with the player with the most influence each player alternates being the active player, at which point they can either pass or make an action. When all players pass in succession the phase is over.

End Phase
a) Resolve end of turn abilities
b) Check for victory
c) End the turn

You can generate power by tapping your locations to make a Claim. Your Claim is the total influence at the location that you are tapping. Your Claim can be general (with no target) or specific (choose an opponent as a target). General claims, if successful, gain you Power equal to the tapped locations Claim value. Specific claims instead seek to steal power from your opponents, and take power from them equal to the claim value if successful. Opponents can challenge Claims by tapping a location of their own. Any opponent may challenge any claim. If the claim value at your locations is higher than theirs you gain power. Otherwise, the claim is defeated and no power is gained.

Attacks are resolved in the following order:

a) Opponents may join the Attacking side
b) Opponents may join the defending side
c) Take battle actions

If an attackers target changes location, the attack continues at the new location.

Those are 3 games which i am really interested in playing but have no support in or player base in my area what so-ever. Anyone on here play any of them?

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