Intro Customizable Card Game. Not collectible. I apologize in advance if this is haphazard and disorganized and implore anyone who's confused to ask questions because i've kinda hit a wall and could use some input. Keep in mind that since this is a work in progress likely anything can change, however there are certain things i'd like to keep for now. I'll make clear what is not currently going to go. This is something i've been slowly working on for years. It's not really meant to be anything serious in some ways(maybe one day). I just want to get something off the ground(playable). So with that in mind I don't care if it's terrible, unintuitive, or complicated so long as I like it at the end of the day. The initial idea mostly started just so I'd have a closed system to screw with. This is also going to serve as a digital copy for me to refer to. The notebook i've been using for this is extremely old and I'd like to have this all down somewhere online so I can refer to it whenever. Since i'm doing that anyways figured i'd just post it. The concept: Limited customization + easy to proxy: MTG's system is "Use as many cards as you want that are format legal!" With the following exceptions if you're serious. 1. Use the bare fucking minimum. So lets say 60 cards. 2.You will likely need 20ish lands. So 40 cards. 3. Here's the staples of the current format. You will likely need 4 of each. So anywhere from 36 cards to less than 10 left for you to actually "customize". MTG is ALL about deckbuild and sidedecking and gameplay at higher levels, and even some lower ones, is a fairly solved equation(not that bad maybe but not really the point of this topic). Combat has always felt very unrewarding to me. These are all things I wanted to change/avoid. Not to mention that playtesting hundreds of different cards is way out of my scope. Thus limited customization(more on that in a few.) Easy to proxy = Oh look a deck of cards. Each suit is now a race, so each race gets 9 cards(2-10) and 4 "abilities"(J/Q/K/A). Each "deck" will be comprised of 2 races. So 26-28 cards total(might include jokers). Also I had some spare change so each race may also have a Quarter, nickel, dime, penny unit(not really relevant right now.) I'm not sure how far customization will go, but it might be as shallow as "pick two races" or maybe deeper with something like- pick two races, and 9 cards from each race. In the first example your deck is 2-10 of hearts and 2-10 of clubs. In the second example your deck might be 4 2's and 5 3's for the hearts, and the standard 2-10 for the clubs. For now assume the first. So then a summary The basic rules as they stand- A deck is made up of two races. Each suit in a deck of cards represents one race. So lets say you pick diamonds and clubs(D and C from here on out) as your races. You grab 2-A of D and 2-A of C. Next you would set aside all 8 face cards Deck size = 18 card(2-10 of both D and C). Special/racial cards= 8 (J/Q/K/A of D and C). Maybe one or two more(might add jokers if i need more design space) So then total number of cards you should be dealing with = 26-28 The field It's hard to explain how this came about, but in an effort to make combat more interesting and also semisolve(also known as complicate) the issue of random deck drawing I decided that there would be a playing field, and your deck would basically BE the field. So then 2 players playing against each other would set up something like this- 2 | 2 | 2 2 | 2 | 2 2 | 2 | 2 --------- 2 | 2 | 2 2 | 2 | 2 2 | 2 | 2 The influences for this for anyone who's wondering would be guillotine, dota, and alteil in that order. You "deal" out the field by taking your 18 cards(2-10 of D and C), shuffling them together, and then dealing them out in the above grid. 2 face down in each square. Your opponent does the same and thus you have 2 3 "fields" touching each other. Since your cards will be summoned on this field and the number of cards under/around them will effect things this could be used to add "strategy" to drawing. Say a rush oriented race would want to draw cards from their top row to open up space for creatures, while a more defensive race would draw from the back row to put shit in front of it. There's basically a lot of potential design space here and it's something i'd like to explore. EVERYTHING ABOVE THIS POINT IS NOT CURRENTLY GOING TO BE CHANGED FOR THE SAKE OF KEEPING THIS TOPIC MANAGEABLE- Yes i am asking for help and maybe you think some idea above is critically flawed, but for right now i'm trying to focus on certain issues. I can come back to that later. The only thing i've considered screwing with is having different field layouts, but for right now i'm choosing to assume that's the one i'm going with. Mana- I could do a whole post on my system for this, but right now suffice it to say basically any card can be a mana card to prevent "land screw", and likely having facedown cards underneath a mana card will have it generate more mana. So a 3 of C placed face up and sideways(to denote it's being used for mana) on 2 facedown cards would generate 2/3 C mana. Mana costs for now are just the card number and the suit. So if you have the 3 of D in your hand, but have 3 C mana, you can't play it. Probably going to be some rule for colorless or something later(likely you can take a card from discard and use it facedown to make colorless mana) on but whatever for right now. Movement/Range- Every card will have a move value and a range value. Rule #1- NO DIAGONALS An example of move or range 1 (X equals the unit in question)- 0 | 1 | 0 1 | X | 1 0 | 1 | 0 So the squares to the left, right, front, and back of the X are all range 1. And range/move = 2 0 | 0 | 0 0 | 0 | 0 0 | 2 | 0 --------- 2 | 1 | 2 1 | X | 1 2 | 1 | 2 In this we see that squares to the left, right, front, and back are still 1, and then the diagonals would be range 2. This card could also move/threaten one square in the opponents territory since it's two squares forward. I think this should be enough to make clear how i'm handling movement and attack range, but if anyone is confused ask. I do plan on having things that can block movement/attack...so assuming a wall or two and move/range 3- W | 0 | 3 2 | W | 2 1 | X | 1 Possible rule #2- attack angles Not sure if this will be needed, but it's obviously easy to have a card that could have a move of 1 but only able to attack directly in front of itself. The basic angles of attack would be forward, back, left, right. Some possibly more complicated options open up when you include range 2 units, but for now this should do. These directions would be relative to the player that owns the card. My Issue- Combat and Stats and Winning- This is already silly complicated(a single unit already has a move, a range, and possible an attack angle), but one thing i've hated about magic is the difficulty of having combat effects that last to another turn. Now if i just bit the bullet and said this game will be programed ala alteil i can just have things like HP values and the book keeping is automatic. Since i can't program for shit and haven't looked at the various game creator programs yet I can't assume that....so i need a way for combat to actually be somewhat deep without becoming magics rather sub par(for the purposes of this topic) power/toughness system. Obviously having to have a dice for each character to represent health would not be ideal. The other issue is winning. One rule i've derided i want to keep is that each race will have a semi alternate way of winning. Think planeswalker ults from MTG. I've got about 9 races started and possible "ults" for each of them, however I don't have a "normal win condition. How do I do life points? Should I even do lifepoints? Thoughts I've had on the problems- Combat/Stats- Thought #1- Is the field system enough? Should i just adopt something like the magic P/T system since i've already got enough variables to screw with? Thought #2- Maybe a state system. So you have 3 states- Healthy, wounded, dead. This allows more design space and decision making without adding too much book keeping. Winning- Dota helped inspire the layout. Top row would be river towers, middle row forest towers, and back row would be raxes/towers. With that in mind perhaps controlling certain enemy squares gives an advantage or is the win condition? Honestly I have no idea what to do here. Life points seems like a good thing to have because spells like thunderbolt are always easy and good to have, but i'm not sure how to represent that on the field. Random Way Down the Line Stuff- Races i've currently got planned + playstyle(according to the master notebook i've kept for this)- Dream- confusing/misleading Chaos- Heavy random Ghost- Evasive, mobile, weak but precise Ice- Inhibiting. Area denial sort of play. Slime- Evolving/Group Thing glooples from Amorphous+ because that's what i'd be blatantly ripping off. Stong- Slow/Defensive Lighting- Erratic Fire- Constant buildup. Nano- Control So then.......yeah. Comments, questions, input, criticisms? Go nuts.