High Concept
Design Goals:
1) To have the game feel in some way like a game of StarCraft
3) Skill and deck construction should be 2 equal factors of success
4) Predicting your opponent's move should have a higher value than it does in other card games
5) As easy as Yugioh or Magic to learn
6) Each game should not feel like a repeat of the last game
7) Use what WORKS from other TCGs
Principles: Things to follow, and check with when adding a new mechanic or card.
1) Keep it a Card game - It is all too easy to start tacking on extra mechanics like adding a play mat that acts as a unique 'map'.
2) Keeping track of 1 number(resources) - Making a player have to keep track of more than 1 number on a piece of paper is a turn-off.
3) One turn win - don't let it happen.
4) Infinite Loops - There shouldn't be a card combo that enables an infinite self-recycled loop.
5) Forced combos - cards should not have obvious pre-constructed combos
6) Necessities - A person wanting to play shouldn't need more than a pen and paper to keep track of 1 number, their cards, and MAYBE a FEW counters/dice.
Future Design Goals: (Ambitions)
1) Greater than 2 player battles
2) Gas Resource
3) Emergent Gameplay
4) 'Unglued' type cards
5) A new 'Terrain' card type
6) SC2 units
7) Replace MTG-ish attack/defense
Features: unique or adapted
1) Mineral Cost System
2) Food System
3) Face down cards yugioh
----Incubation
4) MTG inspired battle step
5) Micro cards MTG instants
Sacrifices:
1) No Gas
2) No Armor
3) inaccurate Damage/HP
4) No Build Times
5) No Energy
6) No Terrain
7) No Larva
Specifics
Card-Type Class Chart:
UNITS
-basic
----worker
----army
-hero
BUILDINGS
-basic
----tech
--------add-on
----production
-special
----*no subtypes come to mind, suggestions welcome. examples would be overmind, temple, etc.
MICRO
-instant
-permanent
Unit Attributes:
Name
Air/Ground
Armored/Light (might be removed to keep things simple)
Normal/Explosive/Concussive (might be removed to keep things simple)
Range/Air-Only/Ground-Only (melee is default/unmarked. Air+Ground defualt/unmarked)
Organic/Metal
Food
Cloak
Speed?(maybe)
At the bottom right the unit will have it's attack/defense value(MTG)
Requirements(techs)
Worker Abilities:
Drone - 5 minerals: shuffle into deck to put a basic building into play tapped. You must meet the building's tech requirement and pay it's cost.
---------- tap: you gain 5 minerals
SCV - 5 minerals, tap: search deck for a basic building and put it into play tapped. You must meet the building's tech requirement and pay it's cost.
---------- tap: you gain 5 minerals
Probe - 5 minerals: search deck for a basic building and put it into play tapped. You must meet the building's tech requirement and pay it's cost.
---------- tap: you gain 5 minerals
Workers have a recycle ability where you can pay 5 minerals to discard it and draw a card.
Building Abilities:
Nexus -
Command Center -
------tap, 10 minerals, discard 2 cards: search deck for Comsat Station.*requirements from hereon will be implied*
------tap, 20 minerals, discard 3 cards: search deck for Nuclear Silo.
Hatchery -
Game Play
The next phase is the Structure Step. In the very beginning of this step you or your opponent may use Talents or Micro cards. In this case the priority would start with your opponent. After this, the player whose turn it is places his unit from back to front rows or vice versa (this is all done at once without interruption). After this, the player(whose turn it is) can use Construction and play cards from their hands. Construction is like a type of talent that buildings and workers have. Construction can only be done during the Structure step. Research (a tech building ability) is also done during this phase. Research will either search your deck for a specific Global(permanent and applying to all your units) Micro card, or it will be a global effect already printed on the tech building. Another important thing done during this phase is the setting of cards face down. Now these cards can easily be any kind of card in the game(Unit/Building/Micro), but mostly micro (more on this later, much later). T/M cards can also be played in response to any research or construction.
Skirmish Step, this is the last phase of your turn(no 'second main' deal). In the beginning of this phase Talents and Micro cards may be played (priority to the attacker). After this the player sending announces which front line units he is attacking with. After this T/M(Talets/Micro) can be played(defenders priority). Then, of those units attacking, the defender matches the units with his own in anyway. The only illegal match is a single defender unit matching with more than 1 attacking unit. After this T/M can be played. Note: no damage has been calculated yet. Then the attacker matches his unmatched attacking units with any unit or building regardless of which line they are on. This means if a player with 3 zerglings attacks a player with 1 zealot, the zealot will most likely block 1 ling, leaving the remaining 2 lings to either gang up on the zealot, or target the workers/buildings. Then T/M's may be played again with priority to the attacker. NOW battle damage is assigned and calculated. T/M's (Talent/Micro) may be played after this with priority to the attacker, after this the player's turn is over.(I'm still a little conflicted with how I want defensive buildings to play through this.)
It should be also noted that this game also has the Golden Rule - that regardless of what the game rules are, a card's instructions will always be the exception(if the rules say you can't, but the card says you can, the card wins).
Post has been edited 17 time(s), last time on Dec 12 2010, 5:07 am by ClansAreForGays.
http://waitbutwhy.com/2013/09/why-generation-y-yuppies-are-unhappy.html
"We're being taught to hate downwards"
"We're being taught to hate downwards"