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Forum Games and Roleplaying / Re: Recruiting all for a new ccg project forum game
« on: February 22, 2012, 07:04:15 am »I still think that class or race as HP would be a sensible idea. Easier to track, and so class change would be a piece of equipment.good game, but might be too much for ccg.This.What about:This has the problem of keeping track of multiple Hero HP. I've realized that simple is better. It's better, easier, and faster to utilize strategy around one Hero. This also means Resources should be something akin to either Magic with land. Either that, or a separate Token system that tracks Exp to be used to play Hero and Dungeon cards. One Resource is easier for now. We can expand that later if the need arises.
Multiple heroes with changeable class or race?Not at all. Various degrees of complexity attract various players.But... that's two different things. If it's easy to learn, then there aren't complex interactions. Or these complex interactions aren't as important. His idea also can take far too long to play a game.
As long as the game is easy to learn, it can have all kinds of complex interections.
Thanks to all who contributed to this topic, I have enough to make an alpha version of the rules. Expect them shortly.
And as per RAM's idea: One test run would be enough to kill this. His idea got lots of detail, but it seems none of them are really important, or at least play a non-trivial role in game experience. That is, trying to pack too much into one single game.
Why don't we simplify things? One deck per player, containing both hero cards and dungeon cards. The objective is to run your opponent out of cards, signifying that his hero has died and his dungeon has been conquered. You play dungeon cards to attack your opponent, and hero cards to clear dungeon cards. If you have no dungeon cards on the field, you must immediately play one, or, if you don't have one in your hand, draw until you get one and then play it.I think the OP specifically want a separate deck. If he allows a combined deck I'll die for this idea.
This leaves you with two basic win strategies: Assemble a nasty collection of dungeon cards that damages your opponent, milling cards from his deck directly, or make your hero so potent that he can immediately clear any obstacle in his path, burning through all your opponent's dungeon cards.