Minecraft trading card game (featured on The Shaft: Minecraft Podcast) - Giraton - Feb. 18, 2014
So after some episodes of the shaft podcast gave me the idea of making a minecraft trading card game, i went to test all the game theory i have learned and make a minecraft trading card game. then after they again mentioned the idea of a minecraft trading card game i sent in what i had already written. on the latest episode, episode 170, they mentioned it on the show and now i have to make this happen. while others have attempted at making such a game, i noticed that my game play was much different, relying on the idea of mining, crafting and building rather than the average trading card game formula of fighting with monsters. so now i need opinions. here is what i have so far:
Minecraft trading card game
Card mechanics
Craft cost: tools, weapons, armour, items (though not all), grief, some food and some block cards have this. Specific materials needed to play a card.
Materials: blocks and items have this. This shows what material type it has and how much it supplies. You may have to use this with other materials (crafting) to get a new item or block and you may have to chain craft to get the best items.
Build points: items and blocks have this. How many points the card contributes to you total build counter. 20 points make you win.
Grief points: Grief cards and some tools have this. How many points this card takes away from an opposing player's build counter.
Damage: weapons and some tools have this. How many hearts this card takes away from mobs and players. Each player has a base damage of 1, but may only attack another player or mob card if they skip their draw phase.
Durability: weapon, armour and tool cards have this. How many times a card can be used before it must leave play.
Fill: food cards have this. They represent how much hunger is regained.
Game mechanics
Hearts: start with 10. If hunger is 0 then you lose 1 heart per turn. You can lose hearts from other sources too. If you run out of hearts you must wait a turn to “re-spawnâ€, you will come back with 4 hearts and 3 hunger. You still, however, draw a card for the turn you have lost.
Hunger: start with 10. Every turn you lose one point of hunger and 2 points if you have the “hungry†ailment. If at 10-8 hunger, each turn you will heal 1 heart. You can lose hunger from other sources as well.
Build Counter: the main condition of winning is to fill this counter with build points. It takes 20 points to win.
The Mine: your deck where your cards are stored. You draw a card from this every turn.
The Chest: cards that are discarded are put here. Some cards allow you to take other cards from here.
Build zone: this is where cards contributing to your build counter are kept. While any number of cards may be kept here, only 5 cards with different names can be put here.
Craft zone: this is where cards that are to be used for crafting are kept. When crafting, all cards in this zone must be used, and to take a card out of this zone it must be sent to the mine. Only up to 9 cards can be stored here
Equipment zone: this is where items, tools, armour and weapons are kept while in play. Only one weapon or tool may be kept here at any one time, and only 4 different armour types can be kept here.
Inventory: your hand. A max of 10 cards may be kept here. You start the game with _ cards in your inventory, drawn off the top of your chest.
Spawn zone: A zone where a deck consisting of 10 cards, 5 hostile mob and 5 peaceful/neutral mob cards (neutral can count as either) is kept. Every turn where there isn't an active mob card, flip over the top card of this deck and that card is now active. Cards here may be attacked using weapons to gain extra abilities. A hostile card however, may also attack the player to deal damage. If a mob card is killed, it is placed next to the spawn zone till the spawn zone is empty, when the entire deck is shuffled and placed back in the spawn zone.
Kinds of cards
Blocks: these cards take up the craft and build zone. None of these cards apply extra effects. They have materials and build points. Some may have a craft cost.
Items: these cards take up the craft and build zone. These cards may have special effects while in play or have a single use once played. They may have materials and build points but not all do. Some may have a craft cost. If the card has an instant ability, then the card will say to send it to the mine after the actions are completed.
Grief cards: these cards are activated from the inventory and go straight to the mine when used. They have grief points and most have a craft cost.
Tools: These cards take up the tool slot in the equipment zone. These cards specialise in getting more items and blocks. Tools have a durability value, a craft cost and some may have a damage value. If a tool is used to attack, it takes 2 away from its durability rather than 1.
Weapons: these cards take up the tool slot in the equipment zone. These cards allow the player to deal more damage to mobs and players and allow the player to attack without skipping their draw step. These cards have a damage value and a durability value.
Armour: these cards come in 4 types, helmet, chest plate, leggings and boots and they take up their corresponding spaces in the equipment zone. These cards have abilities that lower damage taken from weapons. These cards have a durability value.
Food: these card refill you hunger after use and are sent straight to the mine after use. Some foods may have special abilities that buff or de-buff you. These cards have a fill value.
Enchantments: enchantments are rare cards that effect tools, weapons or armour and can give various, permanent effects. You can only have one enchantment in the deck and can only be activated after you have been through a certain number of turns. If an enchanted card is removed from the game you lose the enchantment's effect. These cards are sent to the mine after use.
Mobs: these cards make up the mob deck that occupies the spawn zone. They come in 3 varieties, peaceful, neutral and hostile. Each mob has an attack and hearts value and supply a “dropâ€. Drops act as either materials or food, and can be marked by tokens.
Deck Building rules and tips (requires testing)
To play both players must have a deck of __ cards and a mob deck of 10 cards, 5 neutral/peaceful mob cards and 5 hostile mob cards.
Unless stated by the card, you may only have 5 copies of each card with the same name, even if art is different.
It is recommended that 30% of your deck is made up of materials, 25% items, 15% grief, 10% food and the remaining 25% be other cards.
Try to make sure that any card that requires materials has a way of getting such materials, as you will require them to play the card. tell me what you think, give me any tips and anything i can work on to improve. after i work out most of the kinks ill get around to actually getting the cards designed.
ps: Expansion wise i was thinking of having the first two expansions based on the main game then continue to famous mods and mod packs. tell me what you think. also i know i should post this on a minecraft forum but i don't play the game enough for me to be on one plus i feel i need a more meta game mind set for this rather than just pure minecrafters telling me what cards i should put in.
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