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TIGSource ForumsJobsCollaborationsIndie Card Story (Indie games crossover card game)
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Author Topic: Indie Card Story (Indie games crossover card game)  (Read 17843 times)
Zaratustra
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« on: August 26, 2009, 04:06:24 PM »

Since so many characters have fallen by the wayside of the fighting game, let's do a card game!

This may be paper or plastic I'm not sure yet. We'll see how it goes.

I'll outline some basic rule ideas here. Feel free to suggest changes.

Character cards have:
Power Level - Goes from 1 to 5 (5 being the highest). You can only play characters with a level below or equal to the board's current Threat Level.
HP (Health: shows in a red box, and as a heart) - Goes from 1 to 10. The Kid has 1 HP. A undead elephant from Dwarf Fortress has 10 HP.
AP (Action Points: shows in a blue box, and as a wavy sign) - Goes from 1 to 10. Sexy Hiker has 1 AP. Xoda Rap has 10 AP.
Attack - Starts at 0. Add Attack to the damage of your Character's Attack abilities.
Defense - Starts at 0. Subtract Defense from damage your Character takes.

HP changes value freely during battle. AP recharges to its base value (called BaseAP) at the start of your turn.

Types - Characters can have up to three types (three being rare). For each other character with the same type in your side, that character has +1 Defense.
Existing types are: (more will be added if needed)

- Hero: Heroic protagonists.
- Evil: Evil beings.
- Rogue: Anti-heroes who only answer to themselves.
- Cute: Cute roundish creatures and animals.
- Science: Psychics, intelligent dudes, mechanical, virtual and cybernetical organisms.
- Love: Dudes with plenty of emotion and sociableness.
- Support: Support characters.
- Unknown: Cyphers and unknown quantities.

Abilities
Characters have a number of Abilities.
Abilities are divided in:
(A) Attack (red, costs AP) - Most characters have such a skill. Target a opposing character, or if that player has no characters, the player. Should say how much damage it does.
(B) Basic (blue, costs AP) - Any other skills that cost AP. Can be used during your turn, as long as a character has AP.
(O) One-Shot (yellow) - This ability is used in place of playing an Action during your turn.
(P) Passive (gray) - Always active.
(C) Conditional (green) - Used upon a certain effect ocurring.
(X) Counter (purple) - Used when another character acts.

Game Rules:

Hand size is 5 cards.

All players but the first to play may put a Thing in play before the game starts proper, not subject to Threat Level.

Turn order:
- Recharge AP
- Draw a card
- Play Thing (Characters, Locations and Equipment are Things) and/or play Action and/or use your characters' Abilities
- discard down to 5
- pass turn.

The current Threat Level of the game equals the highest level of a Character in play (Equipments considered), plus one. You can't play characters of a higher level than the current Threat Level.

Max of three characters in play per side. If you play another you may destroy one in play.

There can be only one Location in play. When any player plays a new one, destroy the old one.

Equipments must be played on a Character. They add their rules text to that Character.

If all characters are defeated, you deal damage directly to the other player. Players have 10 HP each. A player with 0 HP loses.

Card Example:

Spelunker - PL 4 - Hero
HP 4 AP 6
(A 3) Whip - 3 dmg
(B 5) Bomb - At the start of next turn, all Characters take 3 dmg.

Damsel - PL 2 - Support
HP 3 AP 2
(B 1) Target character gains 1 HP.

Card images follow. If you want to do just the image, that's ok: Pictures are 128x128.



« Last Edit: March 24, 2010, 01:37:41 PM by Zaratustra » Logged

Bood_war
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« Reply #1 on: August 26, 2009, 04:08:15 PM »

Noice.
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Zaratustra
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« Reply #2 on: August 26, 2009, 04:50:48 PM »

Some more ideas.

Quote - Lv 4 Robot
HP 6 AP 5
(A 2) Spur - 2 dmg
(A 5) Charge - +1 attack
(X 3) Booster - Defend 3 from attack.

Sexy Hiker - Lv 2 Heart
HP 4 AP 1
(A 2) Hammer - 6 dmg
(A 1) Soccer Ball - 1d4 dmg
(A 1) Reposition - +1d6-2 AP

Tim - Lv 3 Hero
HP 1 AP 5
(A 2) Jump - 2 dmg, +1 AP
(B 3) Warp - +1 AP to target
(C 5) When destroyed, return to library.

« Last Edit: August 26, 2009, 07:25:28 PM by Zaratustra » Logged

LazyWaffle
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« Reply #3 on: August 26, 2009, 05:26:09 PM »

Once you finish the card prototype, I might take a crack at making the actual card. You know what would be awesome? Something like Yu-Gi-Oh Card Generator but for this.

Also, we should probably think of a name...
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Glyph
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« Reply #4 on: August 26, 2009, 06:03:22 PM »

I think I'll try my hand at making a card generator. Just give me a few days and I should have something.

But wait, both counters and attacks would be red. Maybe attack should be white or something?
« Last Edit: August 26, 2009, 06:25:49 PM by Glyph » Logged


Zaratustra
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« Reply #5 on: August 26, 2009, 07:04:25 PM »

Colors changed.

I made a template for Magic Set Editor (http://magicseteditor.sourceforge.net/) real quick. Just unzip this file in the home directory of the app:

http://zarawesome.googlepages.com/indiecard-standard.zip



Graphics are temporary.
« Last Edit: August 26, 2009, 07:21:59 PM by Zaratustra » Logged

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« Reply #6 on: August 26, 2009, 07:31:39 PM »

Well, there would definitely need to be a consistent art style, yes. I don't even need to make a generator! That thing does it all! Coffee
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« Reply #7 on: August 26, 2009, 08:03:26 PM »

Interesting idea. Consistent graphical style could be a problem. Would you consider just using screenshots?
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Zaratustra
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« Reply #8 on: August 26, 2009, 08:29:39 PM »

I'd prefer to at least use fan art. It might not be consistent but beats megapixels.

Calamity Annie - Lv. 4 Hero Heart
HP 3 AP 7
(AP 3 Attack) Shot — 2 dmg
(AP 5 Attack) Hat Shot — 4 dmg, -1 AP to target
(AP 3 Counter) Quick Draw — Deal 2 dmg to attacker

Grinning Colossus - Lv. 5 Evil
HP 1 AP 6
(Passive) Takes no damage from attacks
(AP 2 Attack) Fire Shower - 1 dmg
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Glyph
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« Reply #9 on: August 27, 2009, 03:34:05 AM »

...

 Shrug
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tim_the_tam
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« Reply #10 on: August 28, 2009, 01:04:34 AM »

...

 Shrug

LOL

question for the original poster. what other cards are there? apart from character and support cards.
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« Reply #11 on: August 28, 2009, 01:19:43 AM »

There should be devlog cards, each round you have to use some of your character's action points to keep it on the playing field. Has a chance each round to force the opponent to skip his turn due to just sitting around looking at your devlog. Watch out though, when too many action points are invested the game gets finished and you have to scrap your devlog card! Best are devlogs about huge explorational platformers developed by one single person, since they have almost no risk at all of getting finished but yet a huge chance of attracting the opponents attention each round.
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moi
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« Reply #12 on: August 28, 2009, 10:31:45 AM »

DEATHWORM - Lv. 5 Evil
HP 10 AP 10
(AP 5 Attack) Attack from underground — 4 dmg
(AP 10 Basic) Burrow — cannot take damage during next opponent turn
(AP 10 Basic) Eat a cow — regain 1 HP

LANGDELL- Lv. 5 Evil
HP 6 AP 10
(AP 10 attack) embarassing lawsuit — target cannot attack for next 2 rounds - Langdell must pass next 2 rounds
(AP 5 Attack) intimidation letter — 2 dmg
(AP 3 Basic) Wikipedia Edit — regain 1 HP, if HP already at maximum, can increase at the price of 10 AP for each unit .
(Passive) forum obsession — when in play, one enemy creature chosen at random, is too busy writing about Langdell and must pass its turn

SUPERJOE Lv 2 Heart
HP 5 AP 1
(Basic 1 HP) Trial of the will - Superjoe does something stupid and will be banned in 3 turns
(Passive) doesn't take damage from cute creatures
(Passive) If Superjoe is banned after 'trial of the will', half the enemy creatures(+1 if odd number), chosen randomly, quit the game in solidarity.



« Last Edit: August 28, 2009, 10:39:08 AM by moi » Logged

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Zaratustra
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« Reply #13 on: August 28, 2009, 02:43:36 PM »

What I have so far

files here
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Soulliard
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« Reply #14 on: August 30, 2009, 02:17:56 PM »

This is a good idea. Looking over the rules, though, there are two things I'm not sure about.

First of all, damage seems pretty high compared to HP. It might be too easy to kill off another character. Of course, playtesting will fix problems like this.

Secondly, an AP system seems a little overcomplicated when you have to manage a bunch of cards at once. Magic's tapping system works well. If you want characters to be able to do multiple things on one turn, you could allow a card to be tapped twice (with some actions counting as two taps). The effect is about the same, but it's easier to keep track of things. Also, will characters be able to take action on the turn they are played?

Finally, am I correct that you are only able to play one card each turn? That makes cards like Karoshi a lot weaker, and limits the ability of cards to work in combination. Of course, if you got rid of this limit, there would need to be some other mechanism to prevent players from playing all their cards at once...
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« Reply #15 on: September 16, 2009, 12:46:09 AM »

...

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hahahaha, this made my day. oh my god :D
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Gainsworthy
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« Reply #16 on: September 16, 2009, 02:44:59 AM »

Well, there would definitely need to be a consistent art style, yes.

No way man! Inconsistency is where it's at, I think. Or at least, a mix of styles could be nice.

Also, dig this idea, Zara! Are you thinking a computer game, or "just" a phsyical card game?
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Zaratustra
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« Reply #17 on: September 16, 2009, 10:40:03 AM »

Just physical. Maybe interface it with Lackey.
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« Reply #18 on: September 24, 2009, 08:15:40 PM »

Spelunker
Lv. 4 Hero
HP: 4 AP: 6
[3] Whip — 3 dmg
[5] Bomb — At the start of the next turn, 2 dmg to all Characters.

Damsel
Lv. 2 Support
HP: 3 AP: 2
[1] Kiss — +1 dmg to target

Quote
Lv. 5 Machine
HP: 6 AP: 5
[2] Spur — 2 dmg
[5] Charge — +1 attack
[3] Booster — -3 dmg

Sexy Hiker
Lv. 2 Love
HP: 4 AP: 1
[2] Hammer Time — 6 dmg
[1] Ball — 1d4 dmg
[1] Bounce — +1d6-2 AP

Tim
Lv. 3 Love
HP: 1 AP: 5
[2] Jump — 2 dmg
[3] Warp — +1 AP to target
[5] When destroyed, return to player's hand.

Zeta
Lv. 3 Cute
HP: 4 AP: 5
[3] Jump — 3 dmg, +2 AP on kill

Zee Tee
Lv. 1 Cute
HP: 2 AP: 4
[2] Jump — 2 dmg
[3] Evert — for all your other Chars, search deck for an Evil Character of same/lower level and put in play

Grinning Colossus
Lv. 5 Evil
HP: 1 AP: 6
[] Takes no dmg from attacks.
[2] Fire Shower — 1 dmg

Calamity Annie
Lv. 4 Love Hero
HP: 3 AP: 7
[3] Shot — 2 dmg
[5] Hat — 4 dmg, -1 AP to target
[3] Quick Draw — 2 dmg to attacker

Valentine
Lv. 2 Support Heart
HP: 2 AP: 2
[1] Medicine — +2 HP to Character with 2 HP or less.
[1] Vanish — Return this to your hand.

Jill
Lv. 2 Love
HP: 7 AP: 3
[] Whipping Girl — Gains +1 AP per dmg taken. AP does not reset.
[8] Friends In High Places — Search deck for a Lv 5 Character and play it.

The Kid
Lv. 1 Hero
HP: 1 AP: 5
[] Can be played from graveyard like it was in your hand.
[2] Gun — 1 dmg

Golden Knight
Lv. 4 Hero
HP: 5 AP: 4
[] Bonesaw — +3 attack after 3 kills.
[2] Punch — 2 dmg
[3] Boomerang — 4 dmg

G.E.N.E.R.I.C Gun
Lv. +4 Equipment
ap1: 1
[1] 2 dmg, ignores defense

Sea Cake
Lv. +1 Equipment
[2] Recover 1 HP.

Karoshi
Action
AP: 1
[] Destroy this Character. If you do, draw three cards.

The Queen
Lv. 5 Evil Love
HP: 6 AP: 6
[] Constraints — All actions use +1 AP.
[2] Fire Heads — 2 dmg
[3] Spikes — 2 dmg to all others

Xaos Runner
Lv. 3 Evil Cute
HP: 4 AP: ?
[] Rubberband AI — BaseAP equals highest BaseAP of all Characters in play.
[2] Jump — 2 dmg
[5] Outrun — Draw a card.

Lemeza
Lv. 4 Hero
HP: 6 AP: 4
[3] Whip — 3 dmg
[1] Shuriken — 1 dmg
[4] Lamp of Time — +1 AP to All your Characters

Juni
Lv. 1 Love
HP: 2 AP: 5
[] Umbrella — Does not take dmg from attackers in front of this.
[3] Detector — Look at top card of target player's deck.

Gish
Lv. 3 Cute
HP: 4 AP: 3
[2] Bop — 1 dmg
[2] Heavyform — +1 defense, -1 BaseAP
[2] Spikeform — +1 attack, -1 defense
[2] Flowform — +1 BaseAP, -1 attack

Sir McStumbles
Lv. 1 Hero
HP: 3 AP: 5
[] When damaged, BaseAP = 0.
[oneshot] Recover — BaseAP = 5.
[3] Gold Jump — 3 dmg, +2 AP on kill

Chzo Rising
Action
AP: 5
[] Evil Characters gain +3 attack, +3 HP and +3 BaseAP.

Cabadath
Lv. 5 Evil
HP: 6 AP: 3
[2] Pike — 2 dmg
[4] Heartbreaker — -2 defense totarget, 4 dmg
[6] it hurts — Kills
[3] Approach — +1 BaseAP

Citizen Abel
Lv. 4 Mind
HP: 5 AP: 5
[3] Freon Spray — -1 BaseAP, -1 defense
[2] Ball-Peen Hammer — 3 dmg
[3] Camera — Look at target opponent's hand.

Death Worm
Lv. 3 Unknown
HP: 8 AP: 4
[] AP does not reset.
[oneshot] Burrow — +2 AP
[2] Tremors — 4 dmg

Nicole & Edwin
Lv. 2 Cute
HP: 3 AP: 4
[2] Beagle Rescue — +1 HP to all Cute characters you control.
[1] Owl — 1 dmg

Iji
Lv. 5 Machine
HP: 7 AP: 5
[1] Nanogun — Discard a card. Iji gains an Attack ability from that card.
[3] Blast — 2 dmg

Beethro
Lv. 2 Hero
HP: 4 AP: 4
[4] Big Honking Sword — 4 dmg. Target can't attack on their next turn.

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« Reply #19 on: September 26, 2009, 11:13:50 AM »

Hello people, how about adding some "location cards" to the game rules? I've never played a collectable card game so I'm not sure how to work it, perhaps there can only ever be one location card played at a time, the players flip a coin to see who gets to pick one and the location card gives an overall bonus/negitive to the match.

Stuff like:
Desolated Desert [Death Worm]
The Hanging Houses [Knytt]
Red Flower Garden [Cave Story]
Egg Corridor [Cave Story]
Strip Mine [Dwarf Fortress]
Tomb of the Founders [Dwarf Fortress]
Black Market [Spelunky]
The Altar of Kali [Spelunky]
Longjump Zone[N]
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