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I'm working on a ccg of my own. Have done so many times in the past, and have always gotten ahead of myself with all sorts of crazy rules and effects. Much like the Decipher syndrome. Pump in way too many things, and it all come crashing down in a hideous mess.
This time, I am working on something much more simple, and the rules work much more smoothly.
The basis of the game is that your life/standing is represented by your deck. You win by decking your opponent. The whole point of the game is decking and prevention of decking.
No name yet, but the game structure, rather than being a fantasy monster quest or a scifi shooter, will be a zany restaurant game, where you must take out your competition before they do the same to you. Basic rules for decking and playing cards I've written so far:
-There are five types (elements or such in other games) of cards. The four principle attack and defense cards (Employee, Customer, Facility, and Product) and the general effect card that is used once per turn (Advertising).
-Every card has a Budget Value, but only the ECFP cards have Budget Costs in addition to that.
-To play an attack, a player puts an attack card down and then pays for its Budget Cost. First, the top card of the deck is flipped over and removed from the game. Whatever the Budget Value is, the card pays for that much of the attack's Cost. After that, a player can continue to reveal and remove cards from his deck until the Value equals or is more than the attack's Value, or he may discard cards to the Recycle Bin to pay for the Cost, with discarded cards being worth 1 Budget Value rather than their stated value.
-For each card removed to pay for an Attack, the opponent may immediately draw a card. For each point exceeded to pay for that attack, the opponent also immediately may draw a card.
So, if an attack was played that has a Cost of 10, and the player removes cards with Values or 4, 5, and 3, then the opponent would be able to draw 3 cards for the 3 removed, and draw 2 for the 2 points overbudget on the play, for a total possible draw of 5 cards the opponent may draw.
-Once an attack is paid for, it immediately takes effect and removes a specified number of cards from the top of the opponent's deck.
-Defensive cards may be played after the payment for an attack, but before its resolution. The defensive card can be paid for by discraded cards or removed cards. The same rules for card drawing apply (one per removed, one per overbudget point), except the attacking opponent draws.
-Once the defense is paid for, the card resolves and it reduces the amount the attack will hurt by. If the defense exceeds the attack's card removal, then it is considered reduced merely to 0 rather than a negative number.
-In multiplayer games, all opponents may draw the specified number of cards for attack and defense payments.
-There is no maximum hand size.
-Once a deck is drained of cards, the recycle bin is shuffled and turned into the new deck. If there is no recycle bin to shuffle, then the player loses the game at the Close Shop phase.
TURN ORDER:
1) RECYCLE--Players find one card in their removed from play zone and reveal it to all players, then put that card in their Recycle Bin.
2) STANDOFF--All players reveal the top card of their decks. Whoever reveals the card with the highest Value goes first in this turn for all turn orders, followed by others in clockwise seating order. If two players are tied for highest, they reveal the next card off the top of their decks until there is only one person with the highest Value revealed. Once the first person for the turn's order has been determined, all players take the revealed cards and put them into their hands.
3) ADVERTISE--In turn order, each player may select an Advertisement card from his hand and put it into play for this turn. (Ads have different protection or game changing effects.)
4) OPEN FOR BUSINESS--In turn order, each player plays an attack card on any opponent. The attacked opponent may play a defense card matches the part of the business attacked. (A Customer defense card can only defend against a Customer attack card). Each player can only play one attack in this phase, and each player may only play one defense card for each attack played against them.)
5) CLOSE SHOP--Check for any players who are out of cards in both deck and Recycle Bin and must leave the game. Place all Ads for this turn into the Recycle Bin.
Additional points:
-There is no true draw phase or step. The Standoff phase is where people get to draw cards (with ties getting more than one card) and everyone sees the cards, which keeps the surprises a little under control. (Gotta draw off attacks to get secret draws).
-A player with 0 cards in deck and bin at the Close Shop phase loses, even if he has twenty cards in hand. (Should have used the Open for Business phase and discard for payments).
-Other than Ads, there is nothing that is like a Permanent in Magic.
-No buildup of energy or mana. You can play your hugest, baddest cards on turn one, but you can never win in the first couple turns because of the nature of the card/life system.
This time, I am working on something much more simple, and the rules work much more smoothly.
The basis of the game is that your life/standing is represented by your deck. You win by decking your opponent. The whole point of the game is decking and prevention of decking.
No name yet, but the game structure, rather than being a fantasy monster quest or a scifi shooter, will be a zany restaurant game, where you must take out your competition before they do the same to you. Basic rules for decking and playing cards I've written so far:
-There are five types (elements or such in other games) of cards. The four principle attack and defense cards (Employee, Customer, Facility, and Product) and the general effect card that is used once per turn (Advertising).
-Every card has a Budget Value, but only the ECFP cards have Budget Costs in addition to that.
-To play an attack, a player puts an attack card down and then pays for its Budget Cost. First, the top card of the deck is flipped over and removed from the game. Whatever the Budget Value is, the card pays for that much of the attack's Cost. After that, a player can continue to reveal and remove cards from his deck until the Value equals or is more than the attack's Value, or he may discard cards to the Recycle Bin to pay for the Cost, with discarded cards being worth 1 Budget Value rather than their stated value.
-For each card removed to pay for an Attack, the opponent may immediately draw a card. For each point exceeded to pay for that attack, the opponent also immediately may draw a card.
So, if an attack was played that has a Cost of 10, and the player removes cards with Values or 4, 5, and 3, then the opponent would be able to draw 3 cards for the 3 removed, and draw 2 for the 2 points overbudget on the play, for a total possible draw of 5 cards the opponent may draw.
-Once an attack is paid for, it immediately takes effect and removes a specified number of cards from the top of the opponent's deck.
-Defensive cards may be played after the payment for an attack, but before its resolution. The defensive card can be paid for by discraded cards or removed cards. The same rules for card drawing apply (one per removed, one per overbudget point), except the attacking opponent draws.
-Once the defense is paid for, the card resolves and it reduces the amount the attack will hurt by. If the defense exceeds the attack's card removal, then it is considered reduced merely to 0 rather than a negative number.
-In multiplayer games, all opponents may draw the specified number of cards for attack and defense payments.
-There is no maximum hand size.
-Once a deck is drained of cards, the recycle bin is shuffled and turned into the new deck. If there is no recycle bin to shuffle, then the player loses the game at the Close Shop phase.
TURN ORDER:
1) RECYCLE--Players find one card in their removed from play zone and reveal it to all players, then put that card in their Recycle Bin.
2) STANDOFF--All players reveal the top card of their decks. Whoever reveals the card with the highest Value goes first in this turn for all turn orders, followed by others in clockwise seating order. If two players are tied for highest, they reveal the next card off the top of their decks until there is only one person with the highest Value revealed. Once the first person for the turn's order has been determined, all players take the revealed cards and put them into their hands.
3) ADVERTISE--In turn order, each player may select an Advertisement card from his hand and put it into play for this turn. (Ads have different protection or game changing effects.)
4) OPEN FOR BUSINESS--In turn order, each player plays an attack card on any opponent. The attacked opponent may play a defense card matches the part of the business attacked. (A Customer defense card can only defend against a Customer attack card). Each player can only play one attack in this phase, and each player may only play one defense card for each attack played against them.)
5) CLOSE SHOP--Check for any players who are out of cards in both deck and Recycle Bin and must leave the game. Place all Ads for this turn into the Recycle Bin.
Additional points:
-There is no true draw phase or step. The Standoff phase is where people get to draw cards (with ties getting more than one card) and everyone sees the cards, which keeps the surprises a little under control. (Gotta draw off attacks to get secret draws).
-A player with 0 cards in deck and bin at the Close Shop phase loses, even if he has twenty cards in hand. (Should have used the Open for Business phase and discard for payments).
-Other than Ads, there is nothing that is like a Permanent in Magic.
-No buildup of energy or mana. You can play your hugest, baddest cards on turn one, but you can never win in the first couple turns because of the nature of the card/life system.