Since I havn't played a "real" good card game with the starcraft genre, I'd like to make one with its own unique rules. One that you can actually build your deck and buy booster packs for a chance for a rare, battle your friends so you can pick a card from their deck, and most importantly have your favorite starcraft players in your game.
My idea is that you are playing on a battlefield simulator. Which means you can manipulate almost anything and have some very crazy battles.
Each player must have 7 cards in their hand in the begining of the turn. They can have more than or less than 7 cards in their hand but must have 7 or less cards in their hand after each turn. You must have a min of 40 cards in your deck and a max of 100. Each turn will define an attacker and a defender, but the attacker does not need to attack. After each turn the cards you play build towards your previous defences or offenses. If someone decides to attack, what is left over is moved on to the next round. If a player successfully win that round, the player will lose a point for the round, same goes if you successfully defend. If you lose X amount of rounds you lose the game. Each round is bascially units on a battlefield which you play with your cards.
Workers - Acts like plains in magic: the gathering, For each worker you gain resources or vespene gas depending on which you want them to mine. Each turn you gain that amount of resources depending on how many workers you have active. You may only build a worker for each expansion you have, you can have a nexus expansion and build scvs out of it. This allows for more multirace decks. If a worker is used to say upgrade or build a unit, you will still have that worker give resources and reused again next turn. Workers cannot be attacked or destoried.
Tactics - These cards can change the formation of your army, things like surround, concave, trap, hold position, wall off, focus fire, worker pull or micro(which allows the player to take control of their units.) Each deck requires atleast one attack move card. Reuseable as well.
Map - Changes the map which changes the battlefield which would be a small section of some of the popular ladder maps and tourney maps in melee. You can have your army on the high ground, ramp, behind a sight blocker, etc. Reuseable. Only can be used by the defending team if they are being attacked. If not map card is played then the default map is an open field.
Abilties - These require energy to cast, you gain X amount of energy each turn.
you can choose when and where to cast them, during battle or before. Reusable. Example, Inject, draw 3 cards next turn, psi storm, vortex, nuke.
There are 4 subgroups for constructables.
--------------
Units - Can be reused. Backbone of any army. Requires X amount of workers for this race type. So a zealot for example may require X amount of probes and X amount of minerals. But cannot be used with scvs or drones. You can build as many units you can each turn given you have the required workers and resources. You can units that have passive abilities, like observer, while alive, you are allowed to see one card from your opponent's hand.
Heros - Similar to units but are much stronger and cannot be reused. Ex. Kerrigan, Tydus, etc..
Mercenaries - These are bargain units, if a player decides to play this, the other player has a chance to raise the price for a chance to have it on their side of the field. Can only barter twice for each player. Reuseable.
Structures - Cost resources, reusable.
--------------
Upgrades - Permanent, not reusable cards. Do not require specfic structures. Only requires resources, no workers.
Player Cards - Now this is where you can play your favorite pro players. These cards influence the units on the battlefield, either by buffing them or debuffing them. You may not be able to duplicate the same players in your deck but you are allowed multiple players in your deck. They are not on the battlefield, cannot fight or defend on the battlefield, once they are actived they are permanent unless discarded. Do not cost resources but acts as one of your cards in your hand, hence if you have 6 cards and one active player, you cannot draw another card. Can only have one player out at a time. If player loses a round they must discard the player into the graveyard. Not reusable. For example, you can have MKP have a buff on marines like +5 health and banelings damage is reduced, etc...
So far does the card game make sense, is it too complex? How much does it simulate a ladder game? Is it interesting? I'd like to get the concepts down before I start making this.?
This sounds very interesting and I like the sounds of it. It doesn't seem very complex at all and I like the way it has been thought out and its concept. Also, I would be interested in perhaps helping out with it if you do start making it.
I've always wanted to make a card game in Sc2 :P I'm pretty invested in starmon at the moment, but If you get stuck on something, feel free to shoot me a PM and I'll see if I can help.
As far as team recruitment goes....You may want to be specific as to what types of people you need (Triggerers, modelers, data editors, graphic designers, etc) and explain what you personally will be able to contribute.
I like the way you've come up with starcraft-y mechanics instead of recycling standard ones. It's certainly a neat idea.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I like the idea. I made my own SC2 card game, however it wasn't as in-depth as you plan yours to be. I'm not willing to take on any projects, as i have my own, right now but I'd definitely stay tentative to your project.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Since I havn't played a "real" good card game with the starcraft genre, I'd like to make one with its own unique rules. One that you can actually build your deck and buy booster packs for a chance for a rare, battle your friends so you can pick a card from their deck, and most importantly have your favorite starcraft players in your game.
My idea is that you are playing on a battlefield simulator. Which means you can manipulate almost anything and have some very crazy battles.
Each player must have 7 cards in their hand in the begining of the turn. They can have more than or less than 7 cards in their hand but must have 7 or less cards in their hand after each turn. You must have a min of 40 cards in your deck and a max of 100. Each turn will define an attacker and a defender, but the attacker does not need to attack. After each turn the cards you play build towards your previous defences or offenses. If someone decides to attack, what is left over is moved on to the next round. If a player successfully win that round, the player will lose a point for the round, same goes if you successfully defend. If you lose X amount of rounds you lose the game. Each round is bascially units on a battlefield which you play with your cards.
Workers - Acts like plains in magic: the gathering, For each worker you gain resources or vespene gas depending on which you want them to mine. Each turn you gain that amount of resources depending on how many workers you have active. You may only build a worker for each expansion you have, you can have a nexus expansion and build scvs out of it. This allows for more multirace decks. If a worker is used to say upgrade or build a unit, you will still have that worker give resources and reused again next turn. Workers cannot be attacked or destoried.
Tactics - These cards can change the formation of your army, things like surround, concave, trap, hold position, wall off, focus fire, worker pull or micro(which allows the player to take control of their units.) Each deck requires atleast one attack move card. Reuseable as well.
Map - Changes the map which changes the battlefield which would be a small section of some of the popular ladder maps and tourney maps in melee. You can have your army on the high ground, ramp, behind a sight blocker, etc. Reuseable. Only can be used by the defending team if they are being attacked. If not map card is played then the default map is an open field.
Abilties - These require energy to cast, you gain X amount of energy each turn. you can choose when and where to cast them, during battle or before. Reusable. Example, Inject, draw 3 cards next turn, psi storm, vortex, nuke.
There are 4 subgroups for constructables.
--------------Units - Can be reused. Backbone of any army. Requires X amount of workers for this race type. So a zealot for example may require X amount of probes and X amount of minerals. But cannot be used with scvs or drones. You can build as many units you can each turn given you have the required workers and resources. You can units that have passive abilities, like observer, while alive, you are allowed to see one card from your opponent's hand.
Heros - Similar to units but are much stronger and cannot be reused. Ex. Kerrigan, Tydus, etc..
Mercenaries - These are bargain units, if a player decides to play this, the other player has a chance to raise the price for a chance to have it on their side of the field. Can only barter twice for each player. Reuseable.
Structures - Cost resources, reusable.
--------------Upgrades - Permanent, not reusable cards. Do not require specfic structures. Only requires resources, no workers.
Player Cards - Now this is where you can play your favorite pro players. These cards influence the units on the battlefield, either by buffing them or debuffing them. You may not be able to duplicate the same players in your deck but you are allowed multiple players in your deck. They are not on the battlefield, cannot fight or defend on the battlefield, once they are actived they are permanent unless discarded. Do not cost resources but acts as one of your cards in your hand, hence if you have 6 cards and one active player, you cannot draw another card. Can only have one player out at a time. If player loses a round they must discard the player into the graveyard. Not reusable. For example, you can have MKP have a buff on marines like +5 health and banelings damage is reduced, etc...
So far does the card game make sense, is it too complex? How much does it simulate a ladder game? Is it interesting? I'd like to get the concepts down before I start making this.?
This sounds very interesting and I like the sounds of it. It doesn't seem very complex at all and I like the way it has been thought out and its concept. Also, I would be interested in perhaps helping out with it if you do start making it.
I've always wanted to make a card game in Sc2 :P I'm pretty invested in starmon at the moment, but If you get stuck on something, feel free to shoot me a PM and I'll see if I can help.
As far as team recruitment goes....You may want to be specific as to what types of people you need (Triggerers, modelers, data editors, graphic designers, etc) and explain what you personally will be able to contribute.
I like the way you've come up with starcraft-y mechanics instead of recycling standard ones. It's certainly a neat idea.
I like the idea. I made my own SC2 card game, however it wasn't as in-depth as you plan yours to be. I'm not willing to take on any projects, as i have my own, right now but I'd definitely stay tentative to your project.