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Warcraft3 TCG?

05-23-2004, 12:16 AM#16
winma
awesome ideas guys, and awesome picture... yeah and i agree to the above about having abilities on the back is impossible. Because you would want to have a face down deck... oh and how is this going to work? having a maximum of 4 or 5 creatures? and how are you going to keep track of the damage that is being dealt? because i think you should make it like Magic or something and have a clear up phase so all damage is cleared up at the end of the turn.

Obviously you'll need a draw one card per turn rule... next maybe is how the attacking and defending will interact.. whether you can attack creatures directly or you have to use abilities to do that.. if you attack you're always attacking the hero or the player... AH! just got an idea... how about:

You can only have 1 hero maximum on the board at the same time (maybe changed to 3 later to fit the game's theme) and you can have as many other cards as you want. Each time you attack, you choose to attack the hero. If your hero dies then the enemy can attack your "town hall" directly. These town hall cards are one per game and you start off with them. Special town halls may give special bonuses such as Human having call to arms... (i.e. when you're attacked, all human infantry gets +2 strength until end of turn or something). Anyway back to my point. Once you get rid of enemy's hero, you can start bashing their base, and make it so that all town halls have 1000 life at the start or something... i think 500 sounds like a suitable number... but oh well... and if your town hall blows, you're a goner.

Another interesting rule i've made is... when you draw, if you don't have a hero card in your hand, make it so that you can reveal your hand to opponent and shuffle it back in and draw that many cards again. This will make it so that each game doesn't last too short because your base gets bashed on the first turn etc.

So that's for Hero cards... But i think we should really introduce a "Town Hall" type card.

About item cards... how are you going to equip them? is it similar to Magic's equipment ability? like you have to pay a cost to "equip" the item onto a creature and then they get the bonuses, but you can only do this on your turn. and once the items are equipped, you can start using them.. i think it should be 3 items max for a hero... while normal units can't equip them... just to make hero cards even better.

Upgrade Cards.... how many do you suppose you can leave in play at once? i think maybe you are allowed to play them only one upgrade card and once per turn. This would show the "upgrading time" of the card but the card's abilities will take effect straight away. You can then incorporate some cards like the dryads or staff of neutralization to "dispel" your opponents upgrades or buffs like blood lust for one turn (i.e. for upgrade cards, return them to your hand) i don't know for buffs though...

anyway that's about it... oh and a reminder.. i just think you shouldn't make the calculations too hard because we would want people of most ages to be able to play this...and sometimes it might be frustrating and you might forget how much damage was dealt to a specific hero/soldier.

Anyways, just my ideas, up to you to decide if they are good or not.
05-23-2004, 01:01 AM#17
Murloc Lover
i allreayd have my own rules laid out. You cna have more than one hero out at a time. a maximum of 4 heroes are allowed per deck, and no more than 3 are allowed out at a time. If a hero dies, it is revived in 4 turns. You cannot kill a hero in order to play the 4th heor in your deck (eg you have one of each orc hero, but you dont draw your shadow hunter. If your far seer dies, you cannot play the shadow Walker. you will not be able to play him full stop.)

Stages of turns-
Draw a card
Magic Phase ( some spells can only be cast here, some can be cast at other stages of battle)
Ranged Phase (Ranged units fire first.)
Melee Phase (any melee or ranged units who are cornered fire.)

I'll explain cornering ranged units later. To cast spells you add up all of your units intelligence then distribute the points to cast the spells you wish. eg.

Bloolust- mana cost- 5
units on battlefield Grunt, Shaman, Grunt.
Looking at the cards intelligence, we see that they add up to 10, enough to cast bloodlust twice.

and that concludes the rulebook of today.

and shadow strike, your post makes no sense....egg hasnt been here...
05-23-2004, 02:55 AM#18
Shadow_Strike
Quote:
Originally Posted by Murloc Lover
and shadow strike, your post makes no sense....egg hasnt been here...

now how the hell did i mistake lord jambo for egg?
05-23-2004, 06:29 AM#19
winma
oooooh i see... just a question.... how do you win?
05-23-2004, 09:47 AM#20
Murloc Lover
you win when your opponent has no Hero cards on the Battlefield.
05-24-2004, 06:33 AM#21
winma
Hm... ok that makes sense and it's all good. But the question about the damage thing... i ASSUME that damage is permanent and stays there... would players have to keep track of the damage in their heads or using some paper or are there damage counters like pokemon cards? Because relying on memory for card games sometimes can be very annoying...

Edit: Oh and by the way, Excellent Pictures! I like the Priest Adept Training, sounds overpowered... :D

Edit again: Whoops, sorry i didn't see that you have nicely made all Hitpoints in multiples of 5... so i guess it won't be that hard to remember then...
05-24-2004, 07:34 AM#22
Murloc Lover
Priest Adept training is just the same as eveyr other mage training.

Ok, Second phase. Agility. Ranged unit can attack using there agility statistic. You add up all your agility points of ranged units. Units that are stunned cannot add their agility, same as units that are silenced cannot add their intelligence. If a spell is cast here, it must be cast using intelligence that WASNT added up in the intelligence section. You add up your agility and distribute it as damage to the enemy.

Now, the game is played along four rows 2 for each side. 5 cards can fit along each row, meaning you can have up to 10 cards on the battlefield at once. Melee can only attack thing on the row infornt of them, so it's no good putting melee on the front row. Melee units can move forward by using their agility, go into deeper detail with that later. Ranged units can attack units from anywhere, however if an enemy unit is in the row directly infront of it, it must use its strength to attack it. Attacking units on the same row as you counts as if they were in the row next to you, so ranged would have to use their stength their too.


Basically, if a unit is on the same row, or row next to you, use your strength to attack, no matter what. If it's not you use agility, or, if your card is melee, you use your agility to advance and attack.

all cards cna move forwards and backwards. it cots 5 agility to move one card one row forwards or backwards. you can only move a unit if your moving more cards into that row than your enemy does. eg
HUMAN player-Back row Rifleman Archmage
Front Row Footman
Orc Player- Front row Grunt Grunt
Back Row Blademaster

obviously the orc wants to get to the tasty archmage. The Orc has 19 Agility. He cannot move one grunt there, because he needs to move in more than his oppponent has on that row. so he uses 10 agil. up, and moves in 2 grunts.

Sorted? I have a GCSE I.T exam today so forgive me if i dont come up with some cards.
05-24-2004, 09:34 PM#23
winma
HOLY COW... does that mean you can focus fire to deal heaps of damage and kill the enemy hero nearly instantly? i assume there's a limited amount of units that you can play per turn... oh and not to be annoying... but will the damage taken be permanent? and what about hp regeneration? is there going to be none of that? i'm also assuming that the Strength Stat affects how much hp the unit regenerates per turn... or something...
05-25-2004, 07:42 AM#24
Nirual
how do you plan hero leveling? It should in either way increase the stats of the unit and keeping track of what skill he hero did choose and on whicht level should be tricky.
05-25-2004, 07:45 AM#25
Murloc Lover
I'm not sure we can do that without blizzard's permission. It's their characters, their artowork. But if we get permission...

Or could we just say it unofficial and everything is blizzard's artwork. I dont know much about how far I can go with this. I dont wanna get sued or anything in the middle of my exams ;)

Heroes will regenerate HP. Theres plenty of items and spells you can use to heal units.

and you only deal damage depending on how much Strength/Agil they have. A blademaster would only deal 8 damage.(I think 8 was his strength)

I think I'll make a few more cards, get the rules laid down well, and then show blizzard. see what they think. but I'm not printing without blizzard being aware of it.
05-25-2004, 08:42 AM#26
winma
Quote:
Originally Posted by nathanmx
I think if it was a real card game it would be much more successful - probably to the point where you could get a lot of money if the idea was refined and the gameplay works out. The closer it is to a MTG type game rather than Pokemon, the better off it will be.

The Following is my thoughts and personal opinion, please don't be offended:

I gotta agree on that. Just take a look at all the TCGs out there and you can see that most of them are already dying off or really never made it to the top... the problem with the gameplay of Pokemon cards is that it is highly reliant on what pokemon you have and there were too few types of cards. Everything had a very locked and closed up environment such as only one pokemon per turn etc. I also dislike Harry Potter TCG's idea of dealing damage to make your opponent discard cards...

The good thing about MTG is that there is a "time" element in the game (i.e. playing lands per turn) and that time element makes it so much easier to balance the game's cards out. Like limiting something only being able to be played on the first turn or maybe some really power card that needs to be played on maybe the 5th or 6th turn.

Anyways back to the topic... of course with more answers there's more questions... are you sure about the whole damage thing? because as i mentioned before you did a good job keeping units hp in multiples of 5... but the damage dealt are sometimes 3 or 2 or 8... it makes it a bit hard to remember the damage being dealt and if the HP was to regenerate, you will have to yet again remember how much it regenerated and how much hp it had previously had... i suggest you design a way to keep track of the damage dealt...

I honestly think that any game that requires you to have good memory is REALLY hard to play... because it takes a lot just to remember the rules... and even more to constantly remember let's say for example 3 units hps... and then you attacked your opponent's units and now not only do you have to remember your own 3 unit's hp, but also your opponent's 3 units hps... So i think you should implement a solution to keeping track of each units hp without having to use paper and pen.

just ideas, you don't have to listen to me though ^_^;;
05-25-2004, 04:42 PM#27
Murloc Lover
Now there you have a good point, dmg might be rounded down to the nearest 5. I think implementing a limit ot getitng good cards out fast would be too say that you can do one of two things each turn- place a unit card- OR Spend a Tech point. You need to spend tech points to get the advanced units. say orcs would look like this

Grunt-0
Headhunter/Berserker-1
Demolisher-3
Shaman-4
Witch Doctor-4
Spirit Walker-4
Wyvern-4
Bat Rider-4
Kodo-4
Raider-4
Tauren-6

so youd need to save 6 tech points to get Tauren.

A MAJOR problem that still remains is spells. While in magic, units only had 1-2 features, units in warcraft can have up to 4. You could have a rulebook i suppose but..

Another thing is art for items. The only art I have for items is the icon, but many items will be needed to add variaty and tactic to the game.
05-25-2004, 06:58 PM#28
Zazzadar
About the whole manafacturing thing a few notes on law:

If you design the game you (i am 99% sure) will not be sued as it is a fan concept.

If you design the game and make it YOURSELF (i am 75% sure) you will not be sued.

If you design the game and get a company to make them (i am 50% sure) you will be sued.

If you design the game get it made and SELL it for REAL money (i am 99.99% sure) you will be sued.

If you design the game and give it to blizzard (i am 99.99% sure) you will NOT be sued.

Now about the last point this is where it gets a little confusing so listen up: You CAN copywright your IDEAS. You cannot send in a design for a TCG to blizzard if you COPYWRIGHTED the whole thing because you will in effect be stealing thier units and name. HOWEVER if you copywrigt it so that the name and units still belong to Blizzard but THE GAME CONCEPT AND RULES belong to you then you can sue them if they take your idea without giving you credit.

HOWEVER (again) they are a company with alot of money and so probobaly have the best loyers. Therefore they WILL (99.99% sure) find a loophole and steal your idea.

HOWEVER (a good one this time :-) ) Blizzard have been known greatly for their admiration for fans and fan games and fan ideas. Therefore without all the mubo-jumbo law stuff they may just be nice and make the game and give you credit (and perhaps money).

so anyway these are only my opinions i know abit about law because my mum is involved in it and she tells me alot about it. But basically get it chack out. and dont worry i am sure they cant sue you fro devoloping it as long as they get credit and whatever you do --- DO NOT SELL THE GAME! because you will be sued.

Thank you and good night ^_^
05-26-2004, 06:51 AM#29
Xaran Alamas
Wow you've really thought this out haven't you?
05-26-2004, 03:43 PM#30
Nirual
Quote:
Originally Posted by nathanmx
Ok, let me clarify things, if I may.
First things first: I am willing to quit my job where I get $15 and hour (thats quite a bit for my age) and put my full effort into making these into actual cards. I would've done it sooner, had I seen the artistic talent many people have on these boards.
Second, as I said, I can get a printing company to print the cards, top quality, real CCG-like. So that shouldn't be a problem.
Third, copyrighting is not an issue at all. All we have to do is get written permission from Blizzard Entertainment to produce the cards. They will almost without a doubt give us permission, but they will also undoubtably make us give them a share of our profits. Think about it - they have nothing to lose. It costs them no money and they could potentially make money - why would they turn us down?
Fourth, the artwork you have (unless you made it yourself) is all copyrighted. You must get permission from its owner (whether that be Samwise/Metzen or Blizzard) before you can use it. In fact, I'm sure you could pay Samwise and Metzen to draw for you (I believe Metzen drew for Magic: The Gathering at one point...).
Fifth, we need to acquire a company Distributer Liscence that would enable us to sell the product to card games stores around the world.
Sixth, we should go to the patent office and register our own work. That would give us our own copyright.

There are other things, but that's the most important intial stuff.

All I need is your approval, because you are the original creator of the idea and you do the artwork. I would also need you to sign a contract for me that details our company and other miscellaneous information.

Best Regards,
Nathanmx

And yes, I have produced other products before with my own company so I know exactly what it is like to distribute and what the requirements are. If you have any questions, ask them now or forever your peace. ;)

Sounds really good, but dont focus to much on it quitting your job before you can be sure it will work, we dont want anyone to lose his job :>