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Friday, June 13, 2014

Party Raid a Trading Card Game

    So, party raid is definitely a title in progress (and a bad one).  However, the concept is also a work in progress, so it fits.  I've taken inspiration from a lot of games, and I hope to make one that is very fun to play.  I'm wanting there to be two modes, but I'm not sure how to balance them, so I've focusing on the "PVE" or raid format first, because I think this is the primary play format.

    The game consists of two sides: 1-4 players and the raid boss.  The raid boss sets up a series of encounters, until finally the players beat all of them at fight the boss itself.  This is similar to a D&D dungeon, where the players fight through the dungeon until they reach the BBEG and must face him.

    Each player is represented by a class card.  The first set will be a wizard, rogue, fighter, and priest.  Each class card has a health value, representing how much damage they can take, a basic attack value which represents the damage they do without using a spell, and giving them two unique abilities, such as the rogue dealing extra damage against any target that has been damaged this turn by another player or minion.  Each player can cast two spells during their turn, and one instant at any time during the round.  The raid boss can cast a small selection of spells, as well as summoning powerful minions to fight the party.

   Each player has spells that are powered by an energy source.  The wizard uses mana, the fighter uses tactics, the rogue uses energy, and the priest uses divinity.  Each class can use other spells, but they must have a way of generating that energy, and the spells are designed to work with their class, but can benefit others as well.  To get energy, you must sacrifice a spell of that energy type.  It gives the player a token for that energy that they can tap to pay for spells.  These tokens untap every turn, so over time the players can cast more and more powerful spells.

    Each class also has an associated resource.  For fighters it is defense, priests use faith points, wizards use spellbook pages, and rogues use stealth.  At least one special abilities of each class is keyed to their resource, making use of it.  Some spells may use these resources too, making them useful to other classes, but the class that will get the most use out of it will be the class that it is keyed to.

   In addition to these class based spells, there is a common group of equipment and treasure cards.  Equipment cards may benefit some classes more than others, but they can be easily added to any deck.  Additionally, during the course of the encounters, players will receive treasure cards.  These cards offer new and special abilities that are not available for players from the start of the game.  The raid boss uses treasures to reduce the cost of playing monsters in encounters, so while he is giving players more powerful abilities if they defeat the encounter, he is also making the encounter tougher.

I'll explain each of these decks in detail in future posts.  The initial set I am planning consists of 25 cards for each class, 25 cards for minions and the raid boss's spells, and 25 common and treasure cards that fill in the gaps for a total of 150 cards.

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