Post by captain on Jan 31, 2017 6:53:25 GMT 1
I've been working on my own hearthstone like idea for a while now, I think hearthstone has great game design (and shitty card design) but I want to make it more... boardgamelike. Using a better econ system than cards/mana and instead trying to have an action style euro econ. I try to avoid having any action be "free", instead you have to pay resources to block AND resources to attack,
There are only 2 types of cards, Dudes and spells, Spells do something when played, and dudes enter play and can attack and defend. the "mana" producer is a dude (2 gold 1/1). And the guy who when they die you lose is also a dude (0/15)
4 ZONES of Play
Drafting area: 6 face up cards from the deck placed in front for players to take as an action on their turn
Hand (Public) a place to store cards drafted
In play : the "default" location of cards that have been played.
Guard Zone : A place where units are placed into and out of to defend.
There are actions you can take during your turn, you are given 4 actions a turn and at the start of every turn gain gold=to # of pesants pesants are the only card that does something at the start of your turn.
Gain: Gain a gold
Draft: take a card from the draft pile/top of deck and replunish if 0 cards in deck after drafting game ends
Play : Play a card from your hand/Play a card facedown as a peasant
Activate: activate one ability of one card
Rearrange: move any number of dudes you control from guard>in play and/or In play>guarding any number of dudes may be moved in any way, to any location, and you can move dudes from in play to guard AND guarding to in play.
Attack (one per turn):
The attacker may attack with any unit they have, once per unit, units attack one at a time, dealing damage to the enemy they attack equal to their and take counter-attack damage equal to the enemy attack. Damage is permanant and stays on the card
If there exist any units in the guard zone, those must be attacked FIRST however the player who is attacking Decides ALL attacks, and can decide who attacks what within the guard zone. , and once ALL units in the guard zone are destroyed then attacker may attack dudes in Play.
All dudes the attacker controls may attack, including those dudes in the guard zone, all units that attack stay in the area (guard/play) that they started in.
Player who goes second starts with 2 gold
Player who goes first starts with 0
If your King (0/15) dies then you lose the game
If the deck runs out of cards, whoever has more life on their king wins.
6 different actions may be too many but having this number of actions means that everything costs some resource, you don't get to do anything for "free" which I prefer to traditional TCG/CCG mechanics of having many different "free" actions.
Cards currently number of each in ()
Spells
Bolt 1 cost (3)
Deal 3 damage to a Guarding Dude
Disrupt 0 cost (2)
Put an enemy from the Guard zone to in Play
Burn 2 cost (4)
Deal 3 damage to the enemy king
Dudes
Merc 2 Cost (4)
2/3
Stinger (2)
2 Cost
1/5
Wall 1 cost (3)
0/7
Knight 5 cost (2)
5/5
Activate : Deal 1 damage to a guarding unit
Squire (5)
1 cost
2/1
General (1)
6 cost
6/6
Activate : rearrange then Attack
Pikeman (4)
3 Cost
4/3
Sentry (3)
2 cost
1/4
On play : Enters the Guard Zone
Plans for buildings (expensive low HP Powerful activate abilites later)
goal is around 40 dudes 10 spells 10 dudes with 0 power with interesting text
There are only 2 types of cards, Dudes and spells, Spells do something when played, and dudes enter play and can attack and defend. the "mana" producer is a dude (2 gold 1/1). And the guy who when they die you lose is also a dude (0/15)
4 ZONES of Play
Drafting area: 6 face up cards from the deck placed in front for players to take as an action on their turn
Hand (Public) a place to store cards drafted
In play : the "default" location of cards that have been played.
Guard Zone : A place where units are placed into and out of to defend.
There are actions you can take during your turn, you are given 4 actions a turn and at the start of every turn gain gold=to # of pesants pesants are the only card that does something at the start of your turn.
Gain: Gain a gold
Draft: take a card from the draft pile/top of deck and replunish if 0 cards in deck after drafting game ends
Play : Play a card from your hand/Play a card facedown as a peasant
Activate: activate one ability of one card
Rearrange: move any number of dudes you control from guard>in play and/or In play>guarding any number of dudes may be moved in any way, to any location, and you can move dudes from in play to guard AND guarding to in play.
Attack (one per turn):
The attacker may attack with any unit they have, once per unit, units attack one at a time, dealing damage to the enemy they attack equal to their and take counter-attack damage equal to the enemy attack. Damage is permanant and stays on the card
If there exist any units in the guard zone, those must be attacked FIRST however the player who is attacking Decides ALL attacks, and can decide who attacks what within the guard zone. , and once ALL units in the guard zone are destroyed then attacker may attack dudes in Play.
All dudes the attacker controls may attack, including those dudes in the guard zone, all units that attack stay in the area (guard/play) that they started in.
Player who goes second starts with 2 gold
Player who goes first starts with 0
If your King (0/15) dies then you lose the game
If the deck runs out of cards, whoever has more life on their king wins.
6 different actions may be too many but having this number of actions means that everything costs some resource, you don't get to do anything for "free" which I prefer to traditional TCG/CCG mechanics of having many different "free" actions.
Cards currently number of each in ()
Spells
Bolt 1 cost (3)
Deal 3 damage to a Guarding Dude
Disrupt 0 cost (2)
Put an enemy from the Guard zone to in Play
Burn 2 cost (4)
Deal 3 damage to the enemy king
Dudes
Merc 2 Cost (4)
2/3
Stinger (2)
2 Cost
1/5
Wall 1 cost (3)
0/7
Knight 5 cost (2)
5/5
Activate : Deal 1 damage to a guarding unit
Squire (5)
1 cost
2/1
General (1)
6 cost
6/6
Activate : rearrange then Attack
Pikeman (4)
3 Cost
4/3
Sentry (3)
2 cost
1/4
On play : Enters the Guard Zone
Plans for buildings (expensive low HP Powerful activate abilites later)
goal is around 40 dudes 10 spells 10 dudes with 0 power with interesting text