For those of you who don't know, a MOBA is a Multiplayer Online Battle Arena, and is a fairly common type of computer game. The most popular two that I can think of off the top of my head are DOTA 2 and League of Legends. I haven't played a ton of MOBAs, as I am not great at that sort of thing (lots of fast clicking and keyboard shortcuts, no thanks) but I do love the premise - that there are many different heroes, each completely unique, with a set of unique skills, fighting for position on a board in order to finally push through and win the game.
So here is my adaptation of that sort of idea in card game form.
I don't have a title yet (or any cards!) but this is a quick rule set I jotted down and would love some feedback as to whether its clear or not, and if the game sounds fun, and anything else! I'll post some cards once I get some made, and maybe start looking for a playtester or two!The MOBA Card GameThe Locations
The game board is made up of 5 location cards. Locations can be enhanced with terrain and attachments later, but do nothing by default. They only serve as a place for your characters to do battle.
To set up the game board, place 5 of the provided “default” location cards in a row in the center of the table, between you and your opponent.The Objective
To win, you must reduce your opponent’s resistance to 0. Resistance represents your party’s willingness to battle for their cause, and once it reaches 0 they can go on no longer.Starting the Game
Players start the game with all of their character cards face-up in front of them. A deck can only contain up to 30 recruitment points worth of characters. However, the resources you use to play cards is generated from your remaining recruitment points, so most decks (including the starter decks) are designed with 25 recruitment points or less worth of a characters.
Your characters start in front of you, not placed on any of the locations, in the “home” zone.
Rounds are played in a unique way determined by your character cards.Playing Cards
Cards usually have a cost that is paid from your stamina pool. Most cards can only be played during the command phase. Skill cards, however, can only be played during the action phase, and only during the matching character’s turn.The Cards Characters
: These cards have many values that determine their effectiveness on the field, and usually have a special ability that can be used by spending actions on their turns. The values are name, race, class, cost, awareness, attack, physical defense, and magic defense. Items
: These cards can be played on to your characters to enhance them in a variety of ways. Items only have a name and a cost.
Attachments: These cards can be played on to your characters to enhance them in a variety of ways. Attachments only have a name and a cost. Terrain
: These cards can be played on to locations to enhance them in a variety of ways. Terrain only have a name and a cost. Tactics
: These card’s effects are carried out immediately, and then the card is discarded. Tactics only have a name and a cost. Skills
: These cards represent a variety of abilities possessed by characters. Each skill card belongs to a character and can only be played as an action during that character’s turn. Some carry out strikes while others have a wide variance of effects. Skills have a name, a matching character, and a cost.Playing the GamePhase One - Awareness Phase
First, determine which player gets the Advantage token this turn. The player whose character has the highest awareness among all characters that are on locations gets the token. Characters that are home are not counted. If there is a tie between players, use a die roll to determine who gets the token instead. The Advantage token is used for tie breakers and other things throughout the turn; and, represents a better understanding of tactics and strategy as applied to the current situation by the player’s characters. The player with the Advantage token is referred to as the first player, and generally takes actions first during each phase.Phase Two - Stamina Phase
Starting with the first player, each player receives action tokens equal to their party’s “stamina” (30 minus the party’s total recruitment points). Action tokens are spent to play cards, use character’s abilities, and move characters around the locations of the game.Phase Three - Command Phase
Starting with the first player, each player has a chance to play cards from their hands. During this phase players may play any cards that are not skills.Phase Four - Action Phase
Players now get to use their characters to try to defeat their opponent. Many characters have special abilities that can be played by spending actions. The action phase ends when both players are out of action tokens, or every character has passed in succession.
Characters can use actions in order of their awareness. While it is a characters turn, only skill cards that match that character can be played. A player can use a single action during a character’s turn to:
To move a character
- Use that character’s ability
- Play a matching skill card from their hand
- Move that character
- Strike with that character
- Control the location with that character
- Heal that character
, simply take it from the location it is on, and place it on an adjacent location. If a character is home, it can be moved to any location. Similarly, a character can be moved from any location to home. To strike with a character
, first you must choose a target for the strike. The target must be at the same location as the striking character.
Then, find out what kind of attack the character makes. Characters can either make physical or magical attacks.
If the attack is a physical attack, compare the attacker’s attack value against the target’s physical defense value. If the attack is magical, compare the attacker’’s attack value against the target’s magical defense value.
If the attacker’s value is lower than the target’s, the attack fails and no damage is dealt. If the attacker’s value is higher, the target takes damage equal to the difference between values. Place damage tokens on the target equal to the damage taken. A character dies whenever it has damage tokens on it equal to its health.
When a character dies, turn it upside down and place it in your home zone. Put respawn tokens on it equal to the game’s intensity (see Phase Five - Respawn Phase below). To control a location with a character
, the character must be at the location unopposed (your opponent cannot have any characters there). When you control a location with a character, you opponent takes damage equal to the character’s attack value, reducing their resistance and bringing you closer to victory. To heal a character
, the character must be home. Simply remove all damage tokens from the character.Phase Five - Respawn Phase
Each player removes one respawn token from each character in their homes.Phase Six - Intensify Phase
Then, if the intensify card is on the “FLIP” side, flip it over.
If the intensify card is on the “RAISE” side, increase the game’s intensity by one (using the provided Intensity Dial), then flip the card over.
A new round now begins at the first phase, and play continues until one player is defeated.
As far as I can think of, that's it! Now for mock cards and play testing
I may shamelessly use art and skills from League of Legends characters until the time for marketing comes around *cough*if it ever does*cough*
so be prepared for that