Hello Gauntleteers!
I’m a wanna be game designer looking for some advice/reviews of my card game. May I do that here? This group seems to have rather tight rules so I’m trying to avoid feather ruffling.
Here it is!
Hello Gauntleteers!
I’m a wanna be game designer looking for some advice/reviews of my card game. May I do that here? This group seems to have rather tight rules so I’m trying to avoid feather ruffling.
Here it is!
You’ve got the right place. Post it in this thread and I’ll take a look
Sure, I’ve dabbled - and even talking to published folk, there’s always going to be a self assessment of “wanna be game designer”. There’s so few that only make a living that way, it’s always because they love doing it.
Let me know if this link gives you any trouble:
It’s a zip with three PDFs. You can make your own cards or use a poker deck.
Thank you!
For me, it’s “I have to make games”. Making any money at it would be lovely!
Firstly, The Gauntlet forums are primarily focused on roleplaying games, so you might not find many bites here.
Much to think about here. I’m going ruminate on this for a while and post some reflections.
Thank you for putting time and thought into this. I’ve been too close to it for too long to really see it.
I’ll reply in italics.
Firstly, The Gauntlet forums are primarily focused on roleplaying games, so you might not find many bites here.
Understood.
Hmm. That will take some noggin joggin. The complexity is my biggest worry. I want it feel familiar to MtG players without being a clone and without the pay to win aspect. To me that means giving players ways to combine simple(ish) things into complexity. Seems I overshot.
The multiplication is meant to encourage defense and reduce ties. In the story of the game, the players are trying to impress the old mages and they want balance between aggression and defense.
Noted. It’s supposed to be: Flip + Bonus + anything from Enchantments/Runes. The bonus depends if you’re attacking or defending. Knights are stronger when blocking.
The rules are meant to not assume you’re using an official deck and fit on one sheet of letter paper. So I omitted examples which are meant to be in another document. E for Example Game. I’ll work on that section.
It’s an alternative to having two piles, draw and flips. Maybe it would be clearer to just do the two piles.
I’ll think about ways to mitigate that.
The ratio comes from the poker deck. I see what you mean though. Hrm.
I can see what happens with seven cards. I went with five because there are ways to increase hand size. I divided a deck into sets of five cards and almost all of them had something to summon.
I’m expecting players to use Scry to bring up the cards the want to their hand sooner. Discarding is another way to get to specific cards at a cost. As you cast and flip, you’ll get through cards fairly quickly since you draw up at the end of the turn. I liked the idea of the wizard putting the runes ON something. I’ll think about not requiring the Artifacts for Runes.
Foresight is unique to Destiny minions. Each domain has something special for use in battle. It makes the other player flip first so you can decide how to react. Third Eye can apply to any of your minions and lets you see the other player’s hand in a battle before the flip, giving you a sense of their capability. It also gives you a sense for what else the other player is about to do. Foresight won’t show you they have a Q of Flame in their hand.
Green scale gives one minion an extra card to flip when blocking. Flip X cards and apply the highest to the battle. This grants a higher average “roll” (roll two, keep high) but keeps the range the same. Green Scale applies to all of your minions when they block and it’s a +X to the flip. Changing the min and max.
I was assuming players would have different card backs or sleeves as I have seen MtG players do. The other idea is to create a space on the card faces for a “sigil”. Players could initial their cards or draw a unique doodle. I will ponder your suggestion further though.
Agreed.
Nope, just what it says. I’ll clarify that in the doc.
Yup. An oversight after changing the name.
In playtesting the players would attack the player that just went (to their right) and leave one or two ready (untapped), to block. Aggression leaves you vulnerable. Too much defense keeps your score low. Then the rule was that Knights and Journeymen could attack only adjacent players. Qs, being assassins, could attack any player. One of my optional rules is going to be something about preventing dog piling. Knocking out a player ends the game, so there’s incentive to keep other players alive long enough so you have time to get some glory.
If blocking does not tap the minions, they can still cast reaction spells, or block something else. Your suggestion is in line with MtG, so I think I’ll go that way.
Agreed.
I’ll consider calling them their standard card names. I went with Knight because it starts with K and matches the fantasy setting and the idea of them being protectors or hard to kill.
Yeah. The tool I’m using now will prevent that sort of thing.
I borrowed the term from MtG. Hmm.
I’ll look for that. Thank you.
And in general… thanks. You put some sincere thought into your critique. That’s far more useful than “I love/hate it”. I’d be glad to return the favor for any of your projects.