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CCG in-progress: Chaos Riters - Write the Epic War as Men Becoming Gods!


Delibirb

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This is a CCG I have been/will be working on. Before continuing any further, I wanted some feedback on what we have so far, and the ability to get criticism on written forms of monsters before I make them.

 

The game takes some ideas from the presumed dead forum-wide CCG Aix began a while ago.

  • Decks currently consist of between 20-40 cards (min. and max. respectively)
  • Instead of Life Points or what have you, if your Deck becomes empty, you lose.
  • Battle damage is now milling cards from the opponent's deck.

Now, from there I have taken some of my own liberties to form this new game. Ill go over the mechanics first before the current state of gameplay.

 

[spoiler='Game Mechanics (Rough)']

First thing because there is no other relevant section yet: In your Deck, you can have a maximum of 4 cards with the same name. Additionally, you can only have 5 World cards total. That is all.

 

The Field

Like in MtG, the field is infinite; unless a card states otherwise, each player can control as many cards as they want or can. Cards cannot be played face-down. (See Fighting Stage for more on face-down cards)

 

On the player's right-hand side is their Deck. Beside their deck and to their Left is the Ritual Mark space. Above that is the monster Space. Between the two players is the World card space.

 

Types of Cards

At the moment there are only three kinds of cards.

 

Ritual Marks

These are the blood of the game; they are required for playing (called "Raising") your monsters to the field. Each turn you can play as many Ritual Marks as you would like (bear in mind most have a non-optional cost of some sort while they are active (if not a helpful boost)). All Ritual Marks have effects (called "Powers") that apply while they are Active, and when they are Destroyed. (More on Destruction later)

 

There are 6 Ritual Marks, which means depending on your Deck space, the monsters you are running, etc, you may not run even 1 of one of them but the maximum 4 of another.

 

Monsters

These are what you will be Raising with your Ritual Marks. To Raise a monster, you need to shuffle back (called "Return") to your Deck the Active Ritual Marks that the monster card requires. Most monsters have a Power for when they are Raised, one while they are Active, and one when they are Destroyed. They also have an Attribute, a Species, and an ATK (called "Fighting") and DEF (called "Body") level.

 

World

World cards are like the Field Spells in Yu-Gi-Oh! They can be activated at any time by destroying the previous one and placing it in the World card space. These add certain buffs and restriction to both players, and will be very different in terms of what they do than Field Spells.

 

New Words

By now you already have seen a few of the new words and terms of Chaos Riters, and they link very clearly with other card games.

 

Raise - Equivalent of Summon. To Raise a monster, you must Return the correct Active Ritual Marks to your Deck.

Active - Face-up, or in-play.

Destroy - Place face-down on the field. There is no "Graveyard" or "Discard" pile; cards that are Destroyed get placed face-down on the field.

Return - put back into the Deck or Hand.

Power - Equivalent of Effect. There are three Power types: When Raised, While Active, and On Destruction. While Active Powers can be Triggers, or Continuous.

Fighting Level - Equivalent of ATK. Used while a monster is Active.

Body Level - Equivalent of DEF. Used while a monster is Destroyed. (See Fighting Stage)

Attribute - Same as in Yu-Gi-Oh!

Species - Equivalent of Type.

Fight - Equivalent of Battle. Active monsters can Fight either with another Active monster, a Destroyed monster, or the opposing player. (See Fighting Stage)

Stage - Equivalent of Phase.

[/spoiler]

 

[spoiler='Gameplay']

Stages

There are 4 Stages in each turn.

 

Start Stage

This occurs before the turn player draws their card. Many While Active Powers apply a cost or otherwise during this Stage.

Also during the Start Stage, if the turn player has 6 or more cards in their hand, they must Return cards to their Deck until they have only 5 cards in hand.

 

Draw Stage

Turn player draws the top card of their Deck, as per usual.

 

Writing Stage

During this time, the turn player can activate any Ritual Marks they desire from their hand. Ritual Marks cannot be Returned for the Raising of a monster the same turn they are Activated.

 

Fighting Stage

During this time, each of the turn player's monsters can attack once each, unless a Power states otherwise. A monster can target one of three things to Fight, each with different proceedings.

 

Opponent's Active monster

The two Fighting Levels of the monsters are compared. The monster with the lower level becomes Destroyed, and the owner of that monster must then Destroy the top cards from their Deck equal to the difference between the two Fighting Levels. If they are the same, nothing happens.

 

Example:

>Player 1's "Big Monster" with a Fighting Level of 7 Fights Player 2's "Small Monster" with a Fighting Level of 4.

>7 > 4, "Small Monster" is Destroyed (placed face-down)

>7 - 4 = 3, Player 2 takes the top 3 cards of their Deck, and puts them face-down in the field, Destroying them.

>Destroyed monster's On Destruction Power triggers...

 

So you see, cards from the Deck can be destroyed as well, they just get put face-down onto the field. They cannot be flipped face up (no Powers will do that) but they can be Returned to the Deck by a card Power. However, the player cannot look at those Destroyed card, and they are placed in the Ritual Mark space regardless of the kind of card they are.

 

Opponent's Destroyed monster

A Destroyed monster card stays face-down in the Monster space, and even though it may have been Destroyed, it still has a chance to protect its master. Destroyed monsters cannot declare a Fight, however.

 

When an Active monster Fights a Destroyed monster, the Fighting Level of the Active monster is compared to the Body Level of the Destroyed monster. If the Fighting Level is higher than the Body Level, the Destroyed monster gets Returned to its owner's Deck. If the Body Level is higher, nothing happens. If they are the same, both get Returned to their owners' Decks.

 

Example:

>Player 1's "Small Monster" with a Fighting Level of 3 Fights Player 2's Destroyed "Small Monster" with a body of 2.

>3 > 2, Player 2's Destroyed "Small Monster" is Returned to its owner's Deck.

 

Opponent himself

If the opponent controls no monsters in their Monster space, Active or Destroyed, the player can Fight the opponent directly. This simply Destroys the opponent's top cards equal to the Fighting monster's Fighting Level.

 

Example:

>Player 1's "Big Monster" with a Fighting Level of 6 Fights the opponent, who has no monsters.

>6 cards from the top of Player 2's Deck are Destroyed.

 

Once every monster has reached their maximum Fights and there is no current Fight happening, the Stage immediately moves on.

 

Final Stage

The end of the turn player's turn. During this time some Powers may take hold. Otherwise nothing really happens here. It becomes the other player's Start Phase.

[/spoiler]

 

[spoiler='Developed Cards']

Ritual Marks

You can find all 6 Ritual Marks here. This is the basic layout of cards, as well. Monsters and Worlds have additions/subtractions, and are of course different colors.

 

Monsters

NA

 

Worlds

NA

[/spoiler]

 

So I have no monsters yet, and ill create a section for "Undeveloped" cards in written form if/when this thread gets some positive feedback, and/or changes/additions/subtractions are made where necessary. Once I develop one of each of the card types, ill also put a new section in each Card Type bit in the Mechanics to go over the layout of the card.

 

So, thus far, your thoughts/opinions/suggestions? If you plan on suggesting to give up/kill it/the like, I would greatly appreciate you not, some actual advice to repair the issues is preferred.

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the power rangers card game works on the same deck killing mechianic, of course, they also have a different fight system, using random rolls to determine what power level a monster uses, but each season has different styles of play, and even the villians have their own, as well as special conditions for summoning. take a look at that game for some idea of what could be considered balanced play styles.

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the power rangers card game works on the same deck killing mechianic, of course, they also have a different fight system, using random rolls to determine what power level a monster uses, but each season has different styles of play, and even the villians have their own, as well as special conditions for summoning. take a look at that game for some idea of what could be considered balanced play styles.

The main difficulties that will occur in monster card making is balancing the Fight Levels with the Ritual Marks required for the Raise. Unless they have a similar method of playing their monsters I dont think PR is going to be of too much assistance. I will take a peek over there, though.

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The main difficulties that will occur in monster card making is balancing the Fight Levels with the Ritual Marks required for the Raise. Unless they have a similar method of playing their monsters I dont think PR is going to be of too much assistance. I will take a peek over there, though.

they pay with cards from hand, so yeah I can see that being an issue.

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Well ive tried making a method of determining a monster's Fight and Body Levels based on the Ritual Marks required for its Raising, but tbh I don't know how actually balanced it is, ive only made 1 card, requires Fey, Wus, and Kit, with a Fight:5 and Body:6.

 

In other news I am working on the first World card, and once that is done I can post a detail analysis of each card type's layout.

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Are some cards going to have higher body levels than there fight levels?

 

This is a really good concept. Can't wait to see more

Oh yes, the first monster has a Body of 6 and Fight of 5.

 

As will monsters with 0/1 stats, and maybe godly-powerful ones at 10 to 11, at the absolute maximum (if even that high)

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