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Shadowrender
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PostSubject: Card game idea's   Tue Oct 16, 2007 12:21 am

as some of you might know i've been toying with the idea of making my own card game alla wow tcg, magic or magi-nation

here are some rough sketches of game idea's I just wanna know your opinions of what you like and dislike about them.

later I'll decide which one I'll eventually continue upon so for now just critique and give idea's, if you have your own card game idea please post it to maybe it'll blow ine out of the water

I will be adding to the descriptions when I have more time and inspiration, be gentle since these are only rough sketches and idea's

Every name thus far I subject to change and deletion!

Concept 1: DiscordiaIt’s a post-apocalyptic game where you choose a faction and duke it out
Factions: Bionic, mutant, Psychic
You fight using equipment and nothing but equipment
You have a head slot, 2 arm slots, 2 leg slots a front and a backslot
Of course you also have a main character, with special abilities and a starting core.
Core’s are basically your resources, they grant a passive bonus (like + 1 attack for all electrical mutations), you can also tap them to pay the cost for a new equipment, ability or new cores.
You also have signature equipment and an ability on your main char, the signature equipment is the starting equipment of your char (say you play with bob the pyrotechnic bionic, you start with a flamethrower hand and fire protective plate)
Abilities are effects, siple as that, maybe you used burning oil (which my have required a certain type of weapon) which hurts everyone in t game for 1 fire damage each per turn over 4 turns, or maybe you played whip crack an ability that gives you a free attack with any tentacle weapons.
Abilities can be played anytime, anywhere
The point of the game is to smash your way through an opnnts armor to hurt the character encased within.
Each weapon can attack once per turn unless stated otherwise but you cannot attack in the opponents turn, You can attack back however when someone attacks you during his turn if your weapon is still ready.
You need to choose you gear carefully, if you go all out attack you might do a lot of damage but you also have no defenses of your own which makes you open for attacks.
The right balance between offense and defense needs to be found.
<To be continued>

Concept 2: High fantasy
This is the standard fantasy card-game
Or atleast built of the world I was and still am building up.
This is a game where your main character means a lot!
To make it simple every character has 2 resource gain bars
1. Arcana, which can be used for magic spells
2. Skills, which can be used for hitting and using tricks and tactics
Allies can be bought with pints from both lists
For example if you want to summon A draconian cryo-trooper with cost 5 you can pay 5 arcane, or 3 arcane and 2 skill, or 5 skill or 4 skill and 1 arcane, etc…
The rest is basically llies whacking each other like in regular card games like that and each faction has its own specialty’s
<To be Continued>

Concept 3: Spawning swarm
This is a breeding game
Basically you start with a nest under your control which spawns creatures every turn (not 1 but atleast 4 creatures per turn) these creatures are all of the same type.
These creatures are your soldiers and your resources
Want to bring in another hatchery? Sure but you need to kill 5 of your creatures to bring it in
You want to cast lightning bolt? Ok but you need to remove 3 creatures to do that
Every spawning pit also has different bonuses, like a beehive for example might give your units more speed or a goblin den might give your goblins more attack or whatever.
The point is to destroy the opponents hive mind, the hive mind is a hero much like in WOW tcg, with a few subtle difference's, it has a few static bonusses and it can be healed by sacrificing troops, for example
you want to heal the rat hive mind? sure just sacrifice 5 rats and the hivemind is healed for 5 points, this might differ with creature type and hiveminds.
The swarms themselves grow stronger with the ammount of tokens on them, some swarms can only grow a certain amount per turn but grow much more powerful per growth phase
I still haven't worked out if certain creatures come out of certain hive's or that tokens continuosly come out and you can choose which creature gets what.
<To be Continued>


Last edited by on Mon Oct 22, 2007 5:12 pm; edited 1 time in total
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Blight215

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PostSubject: Re: Card game idea\'s   Tue Oct 16, 2007 10:07 am

I'm going to make some scetches for idea 1 Smile

only scetches cuz I got enough work for school.. stupid school..

I like yer Idea there, And I'll make it worth playing Very Happy

-B215-
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PostSubject: Re: Card game idea\'s   Tue Oct 16, 2007 4:48 pm

which concept do you like most?
and what concept do you like the least?
and do you yourself have any idea's?

post plox! Very Happy
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Shadowchaos

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PostSubject: Re: Card game idea\'s   Tue Oct 16, 2007 5:23 pm

I like all 3 concepts a lot, well, atleast they all look quite fun too try/play but still in my opinion 3 and 2 looks cool.

Well, I like a part of 2, I was more thinking that the main character some kind of has a Arcana bar and a Skill bar, which at the start of every turn fills up by 1 for the bar you choose too fill up, or both fills up by 1 or maybe your main char is like a warrior and he says "At the start of your turn, (re)generate 2 skill and 1 arcana, something like that, okey in that way you'll get a lot of "resources, but I was more thinking of the costs will be higher then ofcourse, and there'll be abilities or actions, or whatever that makes you (re)generate more skill or arcana on that moment.

Also the something else I'd like too say, it's just a rough idea that can still be changed. It's that one of the games, I don't know... could get a board too play on like a board game, but then I mean like a mat you can easely roll up and put away and take with you or something, then it would go like this in game 1 and 2 is that you have a mat with a few squares depends on how the chars will walk and if your main char is solo or it is a spawning game, ofcourse the spawning game will need a larger field. Then right of the squares you got your "deck" and "discard pile" and left of the squares you got the card of your "Main character" and all his "Equipment" or "Power-ups". Then on the board you got a pion of your "Main character" where you can walk with, and small tokens for creatures if it would be a spawning game. Also if it would be the game with Arcana and Skill things, you could add "Speed" as a resource for running on the board in that turn. Ofcourse the mat won't be too big/large so you can easely take it with you somewhere.

That's it for so far, I'll post other ideas if I get some, though it doesn't have too be like what I say, it are just some ideas that can be changed, or just not used at all. Also say what you liked about my ideas and what you think that should be used in a game or so.


Last edited by Shadowchaos on Thu Oct 28, 2010 1:44 am; edited 1 time in total
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PostSubject: Re: Card game idea\'s   Tue Oct 16, 2007 10:33 pm

to make it a minigame with map and stuff is actually a Good Idea.
You can easily make small figurines out of a strong paper or plastic, it can stand on a plastic foot.
The map can be made out of other things of course...

We'll see Smile
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PostSubject: Re: Card game idea\'s   Wed Oct 17, 2007 1:55 pm

Battlemats are cool and all
But these are concepts for a cardgame

a board makes it to inaccessible for playing everywhere
It lowers the interest in the cards and its more of a boardgame then
It can be done but I'm aiming for a simple cardgame atm Very Happy
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PostSubject: Re: Card game idea\'s   Wed Oct 17, 2007 9:47 pm

k,
then a cardgame it'll be.

Though the boardgame idea was pretty cool too :p

... maybe later...

Smile
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PostSubject: Re: Card game idea\'s   Wed Oct 17, 2007 9:52 pm

Yeah, maybe later Very Happy and thanks ^^

Then just a card game is okay aswell.
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PostSubject: Re: Card game idea\'s   Mon Oct 22, 2007 5:13 pm

We need replies, get pifikil, sven and angel of death in here!
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PostSubject: Re: Card game idea\'s   Mon Oct 22, 2007 8:39 pm

Nr3 looks really cool but isn't quite able I belive, unless you won't do cards that can be used in another players turn. (Ex : My Turn begins, I have 10 tokens, because I haven't played a card last turn, I play some shit and off the other guy goes, I still have 5 Tokens and he has 4, at the start of his turn before he does anything you just go chain lightning or shockwave or something and destroy all his resources, wich ends his turn. and If you are lucky (or just play with allot of these cards) you can make him do nothing for several turns, ending in a very boring fight I.o.w very boring game.)

Nr2 To manny of this type already, doesn't sound interresting

Nr1 Sounds pretty cool but I think it will bore pretty quick cuz you will end up playing nothing at turn 7 because you played 2 weps, 2 legs, helm and chest Or even bore at turn 1-2 because the equipment is to high to throw into the field. (Ex : Both players are fully equiped(at turn 8 ) and just throw abilities at each other each turn and hit with there weapons, resulting in a constant loop for a few turns before someone dies because the other guy has a stronger weapon or started attacking 1 turn earlier.)
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PostSubject: Re: Card game idea\'s   Wed Oct 24, 2007 8:07 pm

maybe we can make a game like munchkin XD
but we base it on one of the idea's of Shadowrender.
We just make a cool and funny game,
With bonuses ad stuff Smile
But we also add cards like: "you meet Frank, add one level."
Just for people like us and munchkin-players

a board game is not possible i guess but just cardgame, easy to play.
easy to cheat ( You can cheat, it's not forbidden, as long as your fellow players don't notice it > minus 1 level and minus 2 bonuses, if you got no bonuses: minus your race, if no race minus another level.)

You can play bionic, psychic or mutant.
Yes there are bonuses specific for races apart.
like the mutants can have a bonus on smelling or so while the others would've negative effects on it.

You can also do suicide to kill another player, only then you need 2 Effective Bomb cards ( or something else), 2 Servants (like little helping mobs), and some other stuff.
Then you can commit suicide if the attack doesn't succeed, well then uhm .. YOU FAILED! and you can start all over again.

Like in FPS games you die and start over again, unless you pull a card " YOU 'RE DEAD, dead dead dead dead!"
you can guess it right? then you're dead, you cannot return, you can't do anything, you're out.
(poor you.)

Now to finish this mail Very Happy
Go play munchkin if you don't know it or play this game if it's made!
if not interessted, BE INTERESTED G'Damnit!! Laughing

Please add comments with how you see this game..
and maybe you can think off stupid/ funny/ cool cards to play with.

Hope you like the idea.. Twisted Evil
(anyways.. this is what I'm going to make Very Happy )


[Edit : angel of death has some serious points there but I guess, if you make the games a littlebit complexer that wont happen (to get bored fast Smile ). ]
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PostSubject: Re: Card game idea\'s   Wed Oct 24, 2007 8:27 pm

coolness

In the meantime I worked on the 3de cardgame a bit

HIVEMIND
The hivemind is made of the swarm, it is the main driving force behind it.
The hivemind is basically an entity created of smaller parts of the swarm so it can be augmented by sacrificing it tokens.
There is a max growth rate though
Spoiler:
 

The hiveminds tokens can be sacrificed for resources too.
All the hivemnds have a passive ability and an active ability.

Spoiler:
 

When there is a cost listed it is an active ability.
Otherwise it's a passive ability which is continually functional
All hiveminds start with one spawning pit, what pit is specified on the charachter
[TO BE CONTINUED]

SPAWNING PIT
The spawning pit is a resource creator, a resource in itself and an aura.
Spoiler:
 

AS mentioned before the spawning pit can store tokens on itself, though there is a maximum amount.
When the pit spawns you can choose where to put the tokens on your creatures on your hivemind or on your spawning pit
for example:
the spawning pit spawns 6 resources, you choose to put 3 on a swarm, 2 on your hivemind and 1 on your spawnpit

To access these tokens you need to tap the pit.
This releases all the tokens, but disables the aura of the pit.
At the end of the turn tokens not used will dissapear.
THe auracan be anything (read: I have no idea what they are gonna be!)

MORE TO COME
CREATURES
SPELLS
BACKGROUND!!!
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PostSubject: Re: Card game idea\'s   Fri Oct 26, 2007 7:12 pm

Interresting..
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PostSubject: Re: Card game idea\'s   Mon Oct 29, 2007 5:57 pm

CREATURES

Creatures can be summoned by paying the token cost listed in their upper left corner
These tokens can come from anywhere, you can even remove tokens from other creature's to summon a new one, although this isn't really concidered a smart move.

When creatures are summoned they will start with a few tokens on them, you can add tokens to them to make them grow though.
when a creature reaches 0 tokens it is destroyed.
Creatures have multiple stages, and when a certain amount of tokens is reached certain abilities are unlocked.
This shows the creature growing and becoming stronger.

Spoiler:
 

Attacking with creatures is straightforward
Your attack is the same as your token count
Your defense is the same as your tokencount
unless stated otherwise you remove the same amount of tokens from an enemy as you yourself have, your enemy retaliates with doing exactly the same, he deals the same damage as he had tokens before you attacked him

Spoiler:
 

I probably missed something here so il leave some room to work out the problems
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PostSubject: Re: Card game idea\'s   Mon Oct 29, 2007 6:03 pm

SPELLS

Spells can be payed for the same as creature's
and can be played in your spell phase

There are different types of spells that can be used

You have spells that enhance your creature's
For example: Roaring strenght, your creature removes 5 more tokens when attacking

You have spells that remain in play and keep doing their effects
For example: Radiation: eveything loses 1 token every turn

and you have destruction spells
For example: Giant foot!: You must remove 5 tokens and your opponent 10 tokens

Spells can only be plaued in your turn unless otherwise specified on the card.

This takes care of spells atm

*Probably missed a lot so i leave room to improve*
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PostSubject: Re: Card game idea\'s   Mon Oct 29, 2007 6:24 pm

BACKGROUND

This, in my opinion makes or breaks a game
The feel you get from it really enhances the gameplay

I envision there being multiple factions (around 5-6)
each with their own speciality, but this can be figured out later

the question now is what are we actually playing?

I have some idea's that might work, feel free to sugest your own

IDEA 1:
Virus war
the concept is simple, you are a virus and you are fighing other virusses.
Swarms would be bacteriae you let fight for you
Spells would be thing happenning inside the body or more infections etc
Spawning pits could be cysts or infected flesh parts or whatever
Factions: The immunity system of the body, Cancercell, Tumors, whatever

IDEA 2:
Little ones
This is also very straightforward, insects and other small earthly creatures
Creatures would be leeches,roaches, squirrels
Spells, I dunno umm natural things or stuff like chain lightning
Pits, squirrel nest or leech swamp
Factions: Rodents, Reptiles, Insects,...

IDEA 3:
New world
This requires building up a new world but that isn't so hard
The creatures and things living there should stay tiny though
The rest can be anthing
Ranging from Tiny nuclear elementals to Scuttling machinelike creatures

IDEA 4:
Fantasy military
This is a wargame gentlemen,
Swarms are troops like swordsmen or ogres
etc

any thoughts?
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