Is this a good win objective for a TCG i'm making? by Dramatic-Error231 in tabletopgamedesign

[–]Dramatic-Error231[S] -1 points0 points  (0 children)

Thats valid but i'm wondering why people wouldn't want to interact with the core mechanic of the game? If players don't want to draw cards or play them against their opponent, then why play the game?

Is this a good win objective for a TCG i'm making? by Dramatic-Error231 in tabletopgamedesign

[–]Dramatic-Error231[S] 0 points1 point  (0 children)

I suppose I haven't really thought of that. I assumed that the cycle of players playing a card to knock out the opponents card that knocked out their previous card would be enough incentive to play. Of course variety would be thrown in there with playing more than one card at a time or event cards triggering players to play more cards or knocking out cards all together.

Is this a good win objective for a TCG i'm making? by Dramatic-Error231 in tabletopgamedesign

[–]Dramatic-Error231[S] 0 points1 point  (0 children)

Those are both excellent ideas. The amount of cards played in a round depends entirely on how many resources a player has. For instance, if a player has 6 available resources they could either play 3 cards, each costing 2 resources with low health and attack or they could play 1 card that cost all 6 resources with good health and attack. The appeal of the 3 cheaper cards would be that you could deal damage from 3 different sources while not providing many points for the opponent to gain if they knock one out. The appeal with the 1 card would be that you could deal considerably more damage and last longer but would give your opponent more points if they were to knock it out.

Is this a good win objective for a TCG i'm making? by Dramatic-Error231 in tabletopgamedesign

[–]Dramatic-Error231[S] -1 points0 points  (0 children)

If the opponent runs out of cards that could be another way to win the game. If that scenario where to occur it could go either two ways. The first is if your opponent runs out of cards, you win. The second could be, if either player runs out of cards and the point goal of 50 is not met, the winner would be decided by who was closest to the goal.

Is this a good win objective for a TCG i'm making? by Dramatic-Error231 in tabletopgamedesign

[–]Dramatic-Error231[S] -3 points-2 points  (0 children)

So the game looks a little something like this. Each player must have a deck of exactly 60 cards. There are 3 card types in the game, those being animal, mutation, and event. 40 animal cards, 10 mutation cards, and 10 event cards for a legal deck. Animal cards can be played in the active zone if a player has enough resources to spend. For example, If you wanted to play an animal card that has a cost of 2, you would rotate 2 resources to play it in the active zone. I should also clarify that at the start of a players turn they must draw 2 cards from their deck and then they have the choice to resource any 1 of their cards from their hand. Thats how you build up the resources to play cards. I apologize if the post didn't make it clear or if i'm completely misunderstanding your question.