I have been developing a cardgame as my first project for about a half year, but I thought I should reconsider concept of it.
Please vote or comment to advise if you’d like.
You can comment anything about the game! (opinion, idea, evaluation, and else)
-----------------Abstract (If you have no time to read all passages, read only this)
The theme of my cardgame is “nature”. Players can use creatures and some phenomena to fight.
There are 3 major mechanics, environment, breeding and evolution.
Creatures receive damage at the end of each turn if current environment is not included in their habitats.
If two individuals of same species(summoned by turn player) are in the field at the end of turn, turn player can make them breed by paying energy(E). Through some turn, the child grows to an adult.
Players have 4 mutation points at the start of game, and they can pay 1 point to improve stats of a creature, whenever in their own turn. They can also pay 1 point when breeding occurs, and then the child born will gain new abilities or habitats in addition to improved stats.
-----------------1. Basis of battle
This cardgame has 3 major mechanics named environment, breeding, and evolution.
First, I explain about basis. The purpose of battle is reducing health of opponent player to 0, same as many other cardgame. The major way to reduce player’s health is attack by creatures.
-players starts game with 5 hands, and they can drow a card from their own decks when their turn starts..
-Creatures can be summoned from hands to field by paying energy(I call it “E”). When turn N starts, energy increses by N. (they remain after the turn)
-Creatures can attck enemy creatures and opponent player. When creature attack enemy creature, “battle” occurs between them. Each one receive damage which is calculated as “attack power of enemy - defense of itself”. When creature attack player, player receive damage by attack power of the creature.
-When health of a creature become 0 or negative value, it dies and moves from field to grave.
-------------------2. Environment
This mechanics is like stage gimmicks of action game.
Each creature on field has habitats, and receive damage per each turn when current environment is not included in its havitats.
At the start of battle, environment is Neutral(no creature receives damage). Players can change environment to any(other than Neutral) by paying E.
------------------3. Breeding
If more than two individuals(turn player summoned) of same sort of creature are in the field at the end of turn, turn player can make them breed by paying E. After that, one individual have a fetus or an egg. It will be lost when the individual dies. After some turns proceed, the fetus(egg) become infant and separated from the parent. It has lower attack, defense and health than parents. After more some turns, infant become an adult and aquire attack, defense and health values same as parents.
Breeding is not applied for plants and fungis. (I will explain after “evolution” section)
---------------4. Evolution
Players have 4 mutation points at the start of battle. Players can pay one mutation point and mutate their own creature whenever in their own turn.
The creature mutated aquire extra attack, defense and health assigned by the player. 1 defense worses 2 attack or health.(Example: if player have 6 points to assign and assign them like attack-2, defense-2, health-2, the creature gain extra 2 attack, 1 defense and 2 health)
When breeding occures, player can also pay mutation point. Then evolution occurs and the child gains new abilities, enhanced abilities or new habitats in addition to extra status(same as mutation).
Player can choose one of some options including some abilities and habitats. Moreover, these changes are passed to its ancestors! (mutation cannot be passed)
-------------5. Plants and fungis
Plants have life cycle called “phase”. When they summoned, they are phase 0(seeds). Phase proceeds after some turns. (The number of turns necessary to proceed depends on the sort of plants)
phase 1: Seedling
phase 2: Juvenile(woods and some grasses gains defense)
phase 3: Adult (Fruiting)
When phase proceeds, plants gain some extra health. After phase 3, annual grasses dies by themselves and perrenial plants turns back to phase 2.
Fungis also have a special mechanic. They are treated as colony, not individual. Its health increases at end of each turn. They receive environmental damage as magnification(Their health decreases to half), and they dies when their health falls below a particular value.
--------------------------That’s all! I have some ideas below this section, but they are not important
-----------------Others
How players get cards: They can buy random card pack and weekly-pick up cards at a shop. Also, they can trade cards using fixed chat.
Match making: I’m planning to implement both cross-server match making and match making in same server.
Thank you for reading and giving me advices!
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