My Nameless Game

I’m one of those people that easily falls victim to distractions. Not in the way that comedy would like us to thi- oh, shiny butterfly!

Okay, seriously though…

For one thing, I’m sorry to say that I bailed on my Camp NaNo project. I’m a bit ashamed of it but I decided not to be ashamed of my choices; this one included. It won’t benefit me in feeling that way. I made the decision for a valid reason. It is logical to me, even if no one will agree with me that it is.

Park uitzichtOne might be able to imagine that I got distracted by sunny weather since it’s July. You’d be wrong, however. The sunshine has been scarce. What little of it that occurred could hardly be considered summer weather. I had other things that stole away my time. One of them is Pokemon Go. Honestly, I find it to be quite amusing and it gives me even more of an excuse to go for walks at 5 AM. I take walks in the park and behold pretty sights, see?

Another thing that’s been occupying me is something I have on my Bucket List. It states that I want to make a board or card game. I started on the latter option; a card game. As I’m writing this, I realize my game doesn’t have a name yet. This is a bit silly… I’ll come up with one though, in due time.

My Nameless Game

The game is a dueling style game. You place cards on a ‘field’ to use them against your opponent. The objective is to use your own creatures to defeat your opponent’s creatures and then to attack their health points. When you decrease the health points to 0, you will win. Should yours drop to 0 however, then you are the one that loses.

Balance cycleI considered showing a preview of what the cards will look like but I’m going to save that for a later time. I’ve been working on various art aspects of the cards; mainly creating symbols that will give information about the particular card. For example, there will be a box that indicates what category card you are holding (creature, equip, terrain, magic). The second box will indicate the element of the card (if applicable) and the final will show the type that the card is. There are six elements, as you can see to the right.

I finished all the type images too but for now I will only be sharing them with my harddrive. There are twelve types. They are as follows;

  1. Hero
  2. Dragon
  3. Demon
  4. Fairy
  5. Mage
  6. Warrior
  7. Equine
  8. Canine
  9. Feline
  10. Avem (birds)
  11. Aquatic
  12. Structures

The Basics

The basics are stated above; you need to defeat your opponent. You can do this by placing creature cards. They are the main part of the game. You use them to attack your opponent and defend yourself.

Every creature is assigned to both an element and a type. Elements, as shown in the image, have certain advantages over other elements. This will influence the duel if two creatures have equal statistics but differ in element.

There is also the option to use a terrain card. This will change the setting upon which you play. For example, if you use the terrain card called Flood, you will create a playing field covered in water. This will make creatures with water element very powerful. It will also give a slight boost to creatures that use lightning.

Third, certain cards will carry what is called Support. The minimum support that can be given is 1 and the maximum is 3 (indicated by a number of stars). If a creature carries support, then that creature will strengthen other creatures on the field that share its element or type. For example, a phoenix is considered a fire element and an avem type. If it carries 3 support points, it will make other birds on the field stronger but it will also make fire-elements stronger. Support points can be stacked, too. So if someone should then use a fire dragon with support, then it in turn will also strengthen the fire elements; on top of the already existing support. It will also lend its support to the phoenix creature. This is going to be the main basis of strategizing.

To mix things up however, some creatures with high support might not carry a lot of stats to actually keep themselves safe on the field. So they could be easily defeated by your opponent. To protect these creatures however, you can use another creature to guard it. Creatures on guard, as well as the creatures being guarded, can not attack your opponent. They can however be attacked. The other downside to using guard strategies is that if your opponent attacks the guarding unit and can defeat it, it will also take out the creature that was being guarded by it; regardless of this second creature’s power. It gets taken out with the first card.

Another aspect that can strengthen your side are equip cards. They will relate to your creature’s type and the equipment type. For example, while a dragon can use claws and elemental breath, it can’t use swords or shields in the way that warriors can. Aquatic creatures can receive stronger sonar or harder scales, felines can not. Therefore, it can truly create a certain preferences that people might have for types.

Last but not least, there are magic cards that can manipulate various aspects of the game. I haven’t decided all the various ones yet but there will be a handful of useful ones that could truly turn the tide of the battle. An example would be a card that triggers rain to fall for several rounds; weakening those that use fire and making water users more powerful.

I know it all comes off as quite a confusing collection of words. I hear that a lot. But I hope to eventually create a good amount of cards so I can try playing this with a friend so the rules become a bit more clear. Some day…

 

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