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new megaman card game

Started by MegaMan, December 13, 2011, 05:51:33 AM

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MegaMan

hi, im Yello, some one you may know me from the lackey server, im on quite a lot
recently ive decided to invest some of my time into making a new card game based on the original megaman series
so far ive made the game mechanics and come out with the first cards, which you can view here
http://i1108.photobucket.com/albums/h401/kodenasenaku/quickman-1.jpg
http://i1108.photobucket.com/albums/h401/kodenasenaku/shadowman.jpg
http://i1108.photobucket.com/albums/h401/kodenasenaku/megaman.jpg
http://i1108.photobucket.com/albums/h401/kodenasenaku/topman.jpg
http://i1108.photobucket.com/albums/h401/kodenasenaku/B-Battery.jpg

let me know what you guys think of the layout of the card

as far as game mechanics go you can read them below
if anyone is interested in helping with this project just send me a PM
ill keep this thread updated on the progress of the card game

Introduction====

card map ---> http://i1108.photobucket.com/albums/h401/kodenasenaku/cardmap.jpg

Each deck consists of 41 cards
At the beginning of the game each player chooses a robot master card from his or her deck and plays it face down so the other player cant see
this robot master will be the main robot master for the game, the game ends when a player's main robot master is destroyed
then each players shuffles his or her deck and draws 6 cards
Then players decide by randomization which player goes first
at the beginning of a players turn, that player draws 1 card
players take their turn in order, then when all players have taken their turn, the combat turn commences
during the combat phase each active robot master will battle the others
each robot master attacks in order equal to the speed of each robot master highest to lowest
if robot masters have equal speed, a dice roll will determine which attacks first


Combat Abilities====

combat abilities may be used before or after attacks or in between attacks
each written combat ability on a robot master has a cost, costs are represented by symbols to the left of the ability
the number of dots in each symbols is equal to the cost of that ability
battery cards are used to pay combat ability costs, more on that later
in addition to the combat abilities written on each robot master card, each robot master can use "unwritten" combat abilities

these "unwritten" abilities include

0 - guard = robot master reduces all damage dealt to it during combat phase equal to its guard attribute
>can be used also at assist status
>this ability can only be used before attack
>if used, the robot master can not attack or use assist abilities

2 - switch = an inactive robot master can become active
>used as an assist ability only
>can be used during your turn

4 - Tag = your active robot master becomes inactive
>active robot master pays cost
>only used if you have an inactive robot master
>can be used during your turn

4 - Assist Attack = an inactive robot master attacks with your active robot master
>inactive robot master cant be attacked normally
>can only be used by 1 robot master once during combat

4 - Assist Guard = an inactive robot takes attack damage in place of the active robot master
>damage is dealt normally to the assist guard, do NOT apply guard attribute
>damage that is directed to specific robot masters because of abilities can not be assist guarded


Robot Masters====

You can have up to 2 inactive robot master cards
A player can not play a robot master from their hand with the same name as a robot master already on the battlefield or in a junk yard
Each robot master has 10 vitality with the exception of main robot masters who have 20 vitality
There is no decking out, if you are unable to draw a card at the beginning of your turn, your main robot master loses 2 vitality


Battery cards====

Battery cards are cards that can be equipped to robot masters to give them power to pay combat abilities
Each battery cards has a maximum power
all battery cards equip at zero power
a battery will recharge completely at the end of the combat turn
each battery can be requipped to a different robot master during your turn
you can only equip a battery once per turn
when a battery equipped to a robot master dies, that battery goes to the junkyard
Battery abilities can be used during your turn or during combat turn


Other Cards====

Other cards consist of requirements to be met and effects trigger as they are played
Read these cards and follow the requirements and play them accordingly


Paying ability costs====

when a battery is used to pay a cost, that much power is drained from that battery
A player must be specific when using power to which battery was drained
a battery ability can only be paid using that battery's own power
an robot master combat abiity can only be paid using a battery equipped on that robot master


Assist====

Abilities highlighted in red are assist abilities
Assist Abilities can only be used while the robot master is inactive
An assisting robot master can not be attacked by normal means

Malagar

Just saw this and it sounds interesting. maybe you post the next time in the ccg design forum - i guess there are the right people to give you feedback.

keep it up - nothing better than fresh ideas!

MegaMan

Quote from: Malagar on December 27, 2011, 12:07:47 PM
Just saw this and it sounds interesting. maybe you post the next time in the ccg design forum - i guess there are the right people to give you feedback.

keep it up - nothing better than fresh ideas!

ah will do