This time around I'm taking a crack at setting up a turn-based TCG with elements of tower defense. Here's my basic gameplay pitch that I typed up at 3am a few days ago:
And, a mockup of the cards themselves (I'm going to do a mock game board as well sometime over the next week or so; and yes, I am using the PDO tiles, or at least what I could salvage of them).Olly's 3am Brain wrote:So, here are my thoughts. Instead of it being a Player vs. Player game, it'll be Party vs. Party, via forums. Each team will have three people, each of those three playing one of the classes (Wizard, Warrior, Rogue) without doubling up on any of them. Each player will have a deck corresponding with their class (blue for Wizards, Red for Warriors, Green for Rogues). On the field, each player will be represented by a Unique Character (haven't quite decided how to handle them yet. Might do simple PC generation rules to make people feel special).
The battlefield will be a dungeon-y type setting, where each team has a Haven or Fortress of some sort, and within that area are all three of the player's Decks. When a Character walks onto a Deck, that Deck discards a number of cards equal to the Character's Strength (second box down on the left of the card). When a Deck reaches 0 cards, that deck is OUT, and the corresponding Unique Character is removed from play. When all three Decks in a Haven are reduced to 0, that team loses the game.
Players can play one card per turn from a hand of (3-5?) cards, and can choose whether or not to draw one card at the end of their turn. A Character card spawns a new Character with the given Stats in a space adjacent to the Player's Unique Character, or by the Player's Deck. The other cards are played through Characters (both Unique and non) on the battlefield, based on their Range stat (which is listed at the bottom righthand corner of the Character card picture).
Characters can move a number of tiles up to their Movement stat (listed on the bottom lefthand corner of the Character card picture) per turn, and have a number of hit points equal to their Health stat (top lefthand box, with the heart).
Obviously there a bunch of holes left to fill in, but that's why I need you guys to help me out! Point out flaws, details I may have missed, and ask questions about things if you feel they need some clarification. I want this to be as smooth as possible (and I also wanted to bring this to your attention early on, so that any major wrinkles can be adjusted before I get too deep into development).
Any card concepts or ideas that you have, go ahead and post those too! I'm going to need a bunch more.
Thanks for reading,
Olly
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UPDATE 8/23/2011
-=- Added equipment cards, and an example of how they are placed on Character cards.
-=- Added card backings.