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/diy/ - Do It Yourself


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File: 552 KB, 2400x3152, Bureau_13_CCG_sample1.png [View same] [iqdb] [saucenao] [google]
80059 No.80059 [Reply] [Original]

I'm working on a collectible card game, it's a mix of MTG, Munchkin and a few other but also uses dice rolls as a random factor. I'm not trying to make it too complicated but stuff like this get out of hand.
Rough outline of the rules:
Game PLay
Roll d6 for first play, high number wins. Game play proceeds clockwise.*
Each player shuffles thier cards
Opponant cuts deck (if they want)
Each player draws 5 cards
Turns
Step 1: Draw 2 cards*
Step 2: Play Agent/Threat card (only 1 per turn)
Step 3: Distribute Boosters, Weapons or Specail cards (1 type per A/T per turn)
Step 4: Add A/T Rank to Base Life Total
Step 5: Optional: Attack opponant otherwise trun ends and play goes to next player
Step 5.1: Use 1d6 per Rank of A/T ( for both Attacker and Defender)
Step 5.2: Add extra dice for Specials
Step 5.3: Roll dice and add Extras
Step 5.4: High total wins round.
Step 5.5: Remove Ammo/Specails used (empty cards go to discard pile)
Step 5.6: Loser removes 1 from Base Life Total.
Step 5.7: Eliminated (one who looses thier rank in BLT in one Attack) A/Ts are pit in discard pile. Converted A/Ts are Moved to winner.
Step 5.8: Attacker may go again with another A/T, recalculating all numbers at Step 5.
Step 6: Winner draws 1 Spoil Card
Step 7: Active player discards cards to discard pile until they only have 6* cards in hand.
Step 8: Play continues to the Left*
Step 9: Next player starts at step 1
Victory
Play continues until all Agents or Threats are eliminated from the game.
This is either by the Base Life Counter reaching zero, the player has no more A/T in thier draw pile ,
a Special card is played, A/Ts are converted or Threats run away.

Sample card layout with different colors for different categories.
Any input?

>> No.80068

>>>/tg/ might be a better bet.

>> No.80333

IF you follow through with this idea for a card game, I'd suggest making a set of cards and sticking to those cards and not creating "boosters" or other cards to be added later.

That is what makes MTG and other card games suck, IMO.. because you have to keep buying expansions to stay competitive.

However from a capitalist standpoint, it's great.

>> No.80542

>>80068
Probably

But if you try /tg/ they'll be either really helpful or complete asshats. If they're the latter, don't get discouraged.

>> No.80551

Two article for ya, OP. Both from Magic Head of R&D Mark Rosewater:

Ten things every game needs:

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/166

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/168

The Article is in two parts, but it's a great fundamental piece for game design/development.

>> No.80684
File: 110 KB, 306x294, b13color.png [View same] [iqdb] [saucenao] [google]
80684

BTW it'sbased on the RPG Bureau 13 from Tri Tac

>>80333
I may add some cards as I go along but only in balanced sets.

>>80542
Thanks
tg does have a large share of asshats

>>80551
Thanks

>> No.82196

no other ideas or suggestions?
this is a badly done and crappy site I made for it a long time ago
http://b13ccg.5u.com/main.html

>> No.82321

OP if you need a pretty inexpensive way to print your game, Ive been using TheGameCrafter.com

Pretty low costs, and nice quality. They do print on the darker side, but the cards are a nice stock.

>> No.83211

>>82321
Cool site, I'll probably use it when I get all the graphics and mechanics finished.