Author Topic: Castle TCG? Doesn't really have a name just yet...  (Read 2636 times)

Warrior_Monk

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Castle TCG? Doesn't really have a name just yet...
« on: August 31, 2012, 05:02:16 PM »
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Influences include Redemption and Civilization the Board Game.

Objective:
Conquer opponent’s castle
Achieve stage 5(?) tech
Obtain 25(?) gold pieces

Beginning a game:
--Prepare castle
--Shuffle deck
--Draw 7 cards
--Begin with 5 Population

Phases of a turn:
Draw Phase
--Draw 2 cards.

Upkeep Phase (Probably a better name…)
--You may play any upkeep cards
--Tap techs, any other upkeep abilities activate

Preparation Phase (I’m not sure what else to call it…)
--You may play any preparation cards
--You may do one of the following:
----Build one army
----Research one tech
----Generate one population
----Generate one gold
----Shuffle any number of cards in your hand and draw the same number

Battle Phase
--You may play any battle cards
--You may use your forces to do one of the following:
----Attack opponent’s castle
----Attack opponent’s defenses
----Sabotage opponent’s tech
----Kill population
----Destroy exterior building
----Destroy interior building (Long Range Artillery Only)

Discard Phase
--You may play any discard cards
--Discard down to seven

Types of cards:
-Tech Cards: There are several levels of techs, 1-5. You need 2 techs on each level before beginning to research the next level tech, except for Level 4 tech, which only needs one before moving on to level 5.  You research techs during the Preparation Phase, and each tech takes the same amount of turns as the level of tech (Level 1 Tech takes 1 turn, Level 2—2 turns, etc.). These turns count during the Upkeep Phase. The abilities on the techs don’t take affect until they have been fully researched. The abilities will be akin to Artifacts, Fortresses, and Sites.

-Phase cards: Pretty much just cards you can play during specific phases. These will be more like territory class abilities, and will only last the phase they’re played in, unless otherwise specified.

-Building Cards: These give a variety of benefits, but like techs take several turns before you can begin reaping the benefits. However, buildings are unique because population can reduce build times. There are exterior and interior buildings. The exterior buildings are unprotected from foot armies, whereas the inner can only be destroyed by sabotage or long-range artillery. These will be the primary source for obtaining gold. Limited per castle.

-Defense cards: Bolsters castle defense (limited per castle). Can kill armies, protect inner buildings, and just straight up boost castle health.

-Um, am I missing anything? Long range artillery could be trained using a siege workshop type building, spies could be trained with certain tech and sabotage things, etc. Some of those could be phase cards though.

Castles:
-Castles are not cards but a playmat. They all have special properties: abilities, health (probably around the 15 range), minimum damage that needs to be done before begins losing health (Such as more than 3, but once you have 4+ military, it does full damage. This is a rushing counter), allotted defense, allotted buildings, etc.
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I think that basically covers everything except deck building, but since I actually haven’t actually created any cards, it’d be hard to know what kind of limitations I need to put on it. It’ll probably be 50-60 cards. Anyway, I don't know much about TCGs or anything, so any suggestions would be appreciated.

Offline Minister Polarius

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Re: Castle TCG? Doesn't really have a name just yet...
« Reply #1 on: August 31, 2012, 05:53:59 PM »
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Since you have a built-in free mulligan every turn, large deck sizes with few duplicates would be great. I've been trying to think of the best way to build a game like this for almost a decade now, so I'd be more than happy to help. I'm much better at assisting other people's projects than conjuring my own out of the aether.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

drb1200

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Re: Castle TCG? Doesn't really have a name just yet...
« Reply #2 on: August 31, 2012, 06:18:39 PM »
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If you need some templates sometime let me know!

Warrior_Monk

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Re: Castle TCG? Doesn't really have a name just yet...
« Reply #3 on: August 31, 2012, 06:32:41 PM »
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Since you have a built-in free mulligan every turn, large deck sizes with few duplicates would be great. I've been trying to think of the best way to build a game like this for almost a decade now, so I'd be more than happy to help. I'm much better at assisting other people's projects than conjuring my own out of the aether.
Using the mulligan would cause you to miss out on other opportunities though.

If you need some templates sometime let me know!
If I get serious, I'll definitely be wanting them. Right now it was just an idea I had last night while I couldn't sleep. I thought I'd see if anybody thought it had potential.

 


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