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Knyght

Card Kingdoms ( A CCG/TCG In Development)

13 posts in this topic

Looks like you have and are putting a lot of work into the design of the actual game play and that is always a good thing.  One question arose while I was reading through the rules and that is what happens with only partial damage is dealt to a creature or building card?  You mention that both have health, attack and defense, will it be suggested or required that players keep a running tally of partial health values of the various assets on the field?  That is to say, if Player A attacks Player B.  Player A's attack force has an attack of 100, Player B's creature has defense of 50 and a health of 100, should the player's make note and keep track that Player B's creature is now down to 50 health or is the attack considered ineffective?  You'll excuse me I'm more of a video game player and never really got in to all the card games sorry if this is one of those "duh" questions.

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Hmm, I like the idea and I might comment more on the design/concept but I have one problem with your post. I have a tendancy to write long post myself so the length isn't the problem in what I'm about to say. You're post is a bit hard to read. Try organizing/formatting it a bit more, would be easier to concentrate on.

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So about the customized cards in the deck, are those personal collectible cards? How do players gain access to those?

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looks interesting, a few questions though:
1) if i own three buildings in this game, can all three be attacked or only the "front"-building ?
2) am i correct to assume that combat "just ends" without there be any need of any creature/building being destroyed ?
3) am i also correct to assume that there is no retaliation during combat ?(i mean in standard combat, i assume you also apply the rule "if any card contradicts the rules the card wins" but let's make that question 4 :P )
5) are supply-cards purely a resource with no specific rules on them ?

I do think your game would be better explained if you just gave an example of a turn with cards using all the features.

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Seems to be well thought out, and the description was fairly easy to follow considering that it is text only. I'm sure that seeing your board design would answer this, but:

Is there any spatial element to building placement? You could lay out your game board such that buildings are only connected to those adjacent to them, forcing players to expand across the "map" rather than giving them a free choice of building slots. This could add another level of strategy blocking paths to key buildings by putting a defensive building between them and the attacker etc). I suspect you're not going in this direction, however. Edited by WavyVirus
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looks interesting, a few questions though:
1) if i own three buildings in this game, can all three be attacked or only the "front"-building ?

 

 


2) am i correct to assume that combat "just ends" without there be any need of any

creature/building being destroyed ?



3) am i also correct to assume that there is no retaliation during combat ?(i mean in standard combat, i assume you also apply the rule "if any card contradicts the rules the card wins" but let's make that question 4 tongue.png )

 

.


5) are supply-cards purely a resource with no specific rules on them ?

 


I do think your game would be better explained if you just gave an example of a turn with cards using all the features.

 

1

Your front building is the building being attacked. Your opponent mush
push you back to your main building and then destroy that to win. Your
opponent may not simply jump forward and attack your home base.

 

2

 

All creatures and building have life, which is kept track of with damage counters sort of like Pokemon( To give an example)

 

3

Could you elaborate on this a bit more please

 

5

 

There are two types of resource cards.

 

Normal - 1 Resource/Tribute

 

Lucky - 2 Resource/Tribute( You may only have up to 6 of these in your deck

 

 

 

 

 

Ill get to work on a mock game style thing.

Edited by Knyght
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Looks like you have and are putting a lot of work into the design of the actual game play and that is always a good thing.  One question arose while I was reading through the rules and that is what happens with only partial damage is dealt to a creature or building card?  You mention that both have health, attack and defense, will it be suggested or required that players keep a running tally of partial health values of the various assets on the field?  That is to say, if Player A attacks Player B.  Player A's attack force has an attack of 100, Player B's creature has defense of 50 and a health of 100, should the player's make note and keep track that Player B's creature is now down to 50 health or is the attack considered ineffective?  You'll excuse me I'm more of a video game player and never really got in to all the card games sorry if this is one of those "duh" questions.

 

You will keep track of health with Damage counters like Pokemon(To give an example) A rule i forgot to mention and should add is that When you attack a monster, its your attack vs their defense, and if their defense is higher than your attack, you hit 10 health.

 

I will post a list of cards i have been working on soon, but its just the file with the columns filled out, no artwork.

 

 

Seems
to be well thought out, and the description was fairly easy to follow
considering that it is text only. I'm sure that seeing your board design
would answer this, but:

Is there any spatial element to building
placement? You could lay out your game board such that buildings are
only connected to those adjacent to them, forcing players to expand
across the "map" rather than giving them a free choice of building
slots. This could add another level of strategy blocking paths to key
buildings by putting a defensive building between them and the attacker
etc). I suspect you're not going in this direction, however.

 

Actually, this is what i was going for, but not necessarily a board, but a premade map. There would be pathways to follow and you could only attack a building on the pathway closest to you with your building.

Say there are 5 slots

 

1-2-3-4-5

 

If i have buildings on slots 1 through 3, and my opponent has a building on slot 5, he can only attack slot 4, because it is in his way along the path to my main building at slot 1. If that makes sense.

Edited by Knyght
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3

Could you elaborate on this a bit more please



Well, basically my question is when an (attacking) creature attacks a (defending) creature, will only the defending creature receive damage from the attacking creature or will the attacking creature also receive damage from the defending creature ?
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3

Could you elaborate on this a bit more please



Well, basically my question is when an (attacking) creature attacks a (defending) creature, will only the defending creature receive damage from the attacking creature or will the attacking creature also receive damage from the defending creature ?

 Well the way it works is that when an attacking monster attacks the defending monster, its the attacking monsters attack verses the defending monsters defense.

 

After the attack monster attacks, if the defending monster is not killed, it has one chance to retaliate, in which case its the defending monsters attack versus the attacking monsters defense. (sorry, might be a bit confusing)

 

Im thinking about making it go back and forth until one dies, but im not sure yet.

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Im thinking about making it go back and forth until one dies, but im not sure yet.


 

this answers my question # 2 :P

monsters defense. (sorry, might be a bit confusing)


 nope, very clear, and a good system.
 
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Im thinking about making it go back and forth until one dies, but im not sure yet.


 

this answers my question # 2 tongue.png

>monsters defense. (sorry, might be a bit confusing)


 nope, very clear, and a good system.
 

 

Thank you very much, if you have any other feedback i would really apreciate it.

 

So far i have about 120 Cards planned, still working on finding an artist though (Since i have almost no artistic talent.

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You'll excuse me I'm more of a video game player and never really got in to all the card games sorry if this is one of those "duh" questions.

 

That, by no means, should be something you'll ask forgiveness for.

It is actually one of the inner most struggles of TCGs in general.

Because they are meant to be easy to play without computer assistance, the designer has to take careful consideration as to the amount of information that needs to be carried over from one round to the next (as it would undoubtly need ways to convey that).

If you take a look at Magic TCG, you'll see all monsters 'fully regen' at round end, so as to avoid partial damage carrying over.

A number of TCGs user the orientation of the card as a marker of damage, but since there are only 4 sides and a back side, there are up to 8 different orientations one can give to a card, so it wouldn't quite convey a '50 dmg received' stated.

You *could* use markers and poker chips of some kind, but this reduce the 'design space' you have to other features, specifically, to mark other information in the game.

 

I'm actually pretty happy you raised that question, since this is an obstacle I find myself fighting off very often when working on TCGs.

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Can a player choose to attack a different building if the current one seems too strong ?
I'm not sure how the building-cards are gonna look like in play(nor whether having more buildings grants bonuses) but i assume they are different and maybe a player just can't win against a certain building at a time and would want to attack another and save the hard building for last.
(Or a player might want to put his best defensive(?) building on the front-line)

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