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Need help with my CCG idea

Started by Gather, May 01, 2012, 09:10:24 AM

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Gather

Hello everyone. I haven?t  decided about my skill upgrade problem, so I thought I would just post other details, and start developing the game without it at least for now. The game still has no name I?m thinking about Castle Siege or Castle Wars, dunno.

Aim

To destroy your opponents Castle.

Turn Structure

Draw Phase: Draw a card.
Marshall Phase: Unshape all shaped cards in Essence row, marshal one mercenary and fallen General.
Main Phase: Put card in Essence row, build Buildings, conduct battles, move units, activate cards and effects, etc.

The Field

   G   F  E   D    C  B   A
1[  ][  ][  ][ *][  ][  ][  ]7 < Your opponent?s Castle row
2[  ][  ][  ][  ][  ][  ][  ]6
3[  ][x ][ x][x ][  ][  ][  ]5
4[  ][x ][g][x ][  ][  ][  ]4
5[  ][x ][x ][x ][  ][  ][  ]3
6[  ][  ][  ][  ][  ][  ][  ]2
7[  ][  ][  ][* ][  ][  ][  ] 1 < Your Castle row
   A   B   C  D   E   F   G

[C] [                          ] < Essence row

The Field is made from squares, called areas. Each turn your units can move 1 or more areas. Castle row is where your units come in. Units comes in are marked [ * ]. If it is occupied they come in adjacent areas. Every area has coordinates, which are needed for Objective Cards (explained later). Use letters below your Castle row and numbers in your right to determine them. Numbers on your left are used by your opponent.

General is marked by [g]. Areas around him (or any unit for that matter) are called flanks ([ x ]).
[C] is where you put your Castle card, and Essence row is where you put your cards face down in order to use other cards (just like recourses in WoW TCG). I haven?t decided where other cards come in exactly (skills and equipment) so they are not shown.

Card Types

Castle. The aim of the game of the game is to destroy opponents Castle. Castles have hit points and the first to reduce its opponents Castle hit points to zero wins the game. Castles also have unique effects to distinguish them from other Castles.

General. Each player starts the game with General , main character in the game (something like Heroes in WoW TCG) at Level 1 (max Level 5). Generals level up by getting achievements and killing opponents Mercenaries (still haven't decided how many achievements/kills are needed in order to level up).

Each General has 3 abilities. First ability is called Main (always printed first). As you start the game your General only has this one. Second ability is called Secondary (yeah...), which can be unlocked as soon as your General reaches Level 2. These two abilities have two levels each, meaning you can upgrade them. Last one is called Super (don?t really like this name, but don?t want to call it Ultimate like in League of Legends) and can only be unlocked when General reaches Level 5.

I guess it would be clearer if I gave an example. Please take note, I created these on spot and later on they might be changed or removed completely.

Garoth the Great

Sword Mastery. Swords equipped to Garoth have +1/+2 attack power.
! Bash. Shape, 2/1: Interrupt an ability of unit in the flanks of Garoth.
! Soul Shield. 3: Prevent next 6 damage Garoth would receive.

Garoth?s Main is Sword Mastery, which at first level adds +1 attack power. The infinity sign before ability?s card name means that it is continuous.   Once Garoth reaches Level 2, you can unlock Bash, or upgrade Sword Mastery, which now would give +2 attack power. His Secondary is Bash (Exclamation mark means that it is quick and can be activated during both your and your opponent?s turn) at its first level costs two Essence and requires you to Shape Garoth. On its second level, the Essence cost is reduced to 1. At level 5 Garoth gets his Super, called Soul Shield (also quick ability), which costs 3 Essence and prevents 6 damage.
Mercenaries. They represent soldiers of your Castle. During each Marshall Phase, one Mercenary is marshaled in your castle row.

Skills. Similar to Ability cards in WoW TCG, they represent skills your General can use. Only skills that share Race/Class with your General can be used with it.

Some skill cards will have achievements printed on them. The same skill card may have different achievements or none at all. If a card with an achievement is in your discarded pile when you fulfill requerements of it, you can remove it from game to show that you got the achievement. Removed cards cannot be returned back to the game, they are just indicators that you have an achievement.

Buildings. Buildings are developments of your Castle and they provide various effects. Buildings enter Essence row face-down and can be used as any other card to provide Essence. Once you choose to build it, you need to  pay Essence equal to its build cost. You cannot use the building you want to build as part of the cost! Once built, Building is flipped face up. You can still use it as any other card in Essence row, or shape it to activate its unique effect. Just as Castle, Buildings have hit points and can be attacked by your opponent. Your opponent always chooses what to attack, Castle or Buildings, unless card specifies otherwise.

Objective Cards. While the main objective of the game is to destroy your opponents Castle, Objective Cards will help you become stronger and get more resources. These cards represent task, your General may want to complete, such as destroying wandering monsters, or escorting some ally. When you activate Objective Card it tells you a coordinate, where your General needs to travel to start the task. Because two Objective Cards cannot be started at the same area in a row, each Objective will have two coordinates from which you?ll be able to choose (this also makes it harder for your opponent to hinder your tasks). After finishing the task, you?ll get the reward, such as drawing extra cards, or gaining Essence.

Item Cards. Represent weapons, armor and other items your General can purchase to help win the game. If General is in your Castle row, you can spend Essence to buy Item cards and put them into game. Item Cards are not kept in Main Deck. Instead, they have their own Deck, called Item Deck with the limit of 15 (still not sure what the limit should be) cards.

_______

Any suggestions are welcome and if you think you want to know something more about the game to answer my question, feel free to ask.

3XXXDDD

Well say, What about different ways of dealing damage? Tier 1 is basic damage, Tier 2 is powerful damage, Tier 3 is back to basic damage but you ignore your opponents defence values.

Typherion

What was your inspiration for the game?

Gather

#3
Quote from: 3XXXDDD on May 01, 2012, 09:18:13 AM
Well say, What about different ways of dealing damage? Tier 1 is basic damage, Tier 2 is powerful damage, Tier 3 is back to basic damage but you ignore your opponents defence values.

Hmmm. thank you, that's actually an interesting idea. But I'm not sure how it would work with Support Abilities.

Quote from: Typherion on May 01, 2012, 01:24:34 PM
What was your inspiration for the game?

I've got  the inspiration for a game from playing MMORPGs like WoW or LoL.

Gather

BUMP. I haven?t  decided about my skill upgrade problem, so I thought I would just post other details, and start developing the game without it at least for now.