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WC3 TCG (restored)

07-02-2005, 02:36 PM#1
Slugge
Since im been playing alot of MTG lately i tought it would be fun with WC3 TCG too. As i saw there already was one planned, but stopped, i tought id make my own. Okay, ill explain a bit about how it will be and the rules and such:

Creatures dont have any special abilities on them (unless it says so on the card), heroes doesnt either, they are just stronger then regular creatures. Instead the spells will be seperate cards. Some affects is already tought of like Chain lightning, it should hit 3 random enemy creatures (200 damage, then 100 damage to the two last ones), far sight will let you see your opponents hand and such. There is only allowed to have seven cards on your hand, if you have more you need to discard one. I hope i will find a way where you can build your own deck and save it, that way i can also create so that you can win cards.

You will start of with 10 food, when playing a creature it costs (lets say) 2 food, when got 10 food u cant play more creatures/heroes before u loose one or get a card that gives u more food. To play a creaure/spell you also need gold (maybe wood, not decided yet), this will be like playing lands in MTG.

Playing field: some creatures gain 50% of all attributes when playing on a certain playing field, like ghoul, if the playing field fits him, then he gains 50% more. The playing field can be changed by certain cards, and its start with a field where noone gains 50%.

After a creature has attacked they will rest (wich is the same as tapping a creature in MTG), unless the card says otherwise..

Some creatures (the faster ones, like ghoul) will have first strike, some will have trample (wich does so that if a 200 AP creature is attacking, and gettin blocked by one with 0 AP and 100 HP, then it will destroy the creature and also do 100 damage to the player. Some will have flying and other abilities. Flying creatures can only be blocked by creatures that can attack air.

There will also be able to creeps, theres a creep deck on the side of the field, u choose a amount of creatures that will creep, and this way heroes will level, lets just hope you draw a kobold, and not a dragon! The creep pile will change when a not playing field comes.

Ultimate cards: when you have a hero on the field and he hits lvl 6 then u can use ultimate cards, when using this you have to rest the hero for 5 turns before you can use him again, and the ultimate card will also be discarded, you can use as many ultimate cards as you want, but there are limited to 3 per deck.

Life points: each player has 2000 life points, when you are dead you loose.

Gold: If you use too much gold then needed or use it when you shouldnt, then your peons will prevent u to use gold next round. Not all the gold, but lets say you use 3 too much, then u cant use 3 next round. If u have 4, then u can only use 1 that round.
07-02-2005, 03:05 PM#2
Killa_Demon1833
Sounds... pretty cool. For the cards and such, are you gonna have card models?
07-02-2005, 03:57 PM#3
Slugge
Quote:
Originally Posted by Killa_Demon1833
Sounds... pretty cool. For the cards and such, are you gonna have card models?


yes, theres gonna be card models, here you can see a sketch i did for one of the cards:
07-02-2005, 05:43 PM#4
Killa_Demon1833
Nice job, looks cool. Mp is mana points? and Ap is...? Nice sketch.
07-02-2005, 06:10 PM#5
Slugge
Quote:
Originally Posted by Killa_Demon1833
Nice job, looks cool. Mp is mana points? and Ap is...? Nice sketch.

HP= Health Points
MP = Mana Points
AP = Attack Points
07-02-2005, 06:18 PM#6
Azhag
It seems like the AP is a little low to me. If you attack with the creature you provided above, and say they defend with the same creature, it will take 11 hits before it will die. That seems a little too much for me, in fact I used to play MTG, and the average creature would die in 1-2 hits.
07-02-2005, 06:22 PM#7
Slugge
it should say 350, the zero went away somewhere, but in MTG they retore all their health when they are untapped..... dunno if ill use that system yet...
07-02-2005, 06:50 PM#8
Azhag
My suggestions is don't go by exactly MTG, make up your own style, and make it interesting. I personally wouldn't play a game, if it was like MTG.
07-02-2005, 06:58 PM#9
Slugge
if u have played some, lets say about 3 TCG or CCG games, then u will understand that most of thoose types of games are pretty much the same, MTG is concidered the most fun of them because it is more advanced, but all TCG and CCG games have like, monsters, spells, land/mana/energy cards and so on and so forth. Ive added some new touches that other games dont have, and combined some of them too. If you got a idea then post it, much better then just saying i should make my own style.
07-02-2005, 08:59 PM#10
Anitarf
Quote:
Originally Posted by Slugge
If you got a idea then post it, much better then just saying i should make my own style.
Not really, because that would be my style, not yours... But if you insist...

It seems odd that numbers go in the hundreds like that, because everything is rounded to 10 in the end. Can't you have simpler numbers? (ok, I understand warcraft has such high numbers, but since attack damages will be bigger ayway, sticking to war3 numbers doesn't seem relevant)

Why have units and heroes seperate on the filed? Can't the player himself be the hero and only have units as cards?

Just a few ideas... I doubt you like them, but that's my point, actually.
07-02-2005, 09:16 PM#11
Slugge
Hmm, i liked the idea were the player is the hero! But what u said about high numbers, thats because its easier that way, and it doesnt really matter.
07-02-2005, 09:27 PM#12
weaaddar
I was thinking about doing a CG, only mine used a board game.

My game was a bit quirky, you would start with a hero, who would get cards as items. You would have to establish a TC, then build peasants. Peasants could mine gold, and would return a fixed amount each turn. They in turn were your mana. A mine could only support 5 peasants. Your hero was the only one you got. You could buy cards at the Item Shop which could be built by peasants. Cards allowed the hero to use his abilities, attack and move. The board I think was 64 spaces. A hero would also get cards which built up his auras, he needed to maintain an aura to carry warriors with him. Units could not move on thier own (they couldn't hold move cards). A unit could carry two cards, some cards could summon units which could only be used by units. (The shaman had the awesome feral pigs)

The problem was turns were complicated and very long. As making AI was never my field of study, it was forced multiplayer. Itwas really bad to play because of the length of the turn. The starting turn also could be very difficult if you didn't get a movement card that would allow you to get close enough to start a base. And once you had a card shop and five peasants, you could just buy alot of 6 sqaure move cards, your ultimate move, and shamans (they were the best unit, due to my misbalancing). I couldn't figure out how to limit the card usage correctly so the game became a turtling match. Just wait until one guy attacks and hope your army of 5 dudes (the best aura), was armed to the gills.

The game never left alpha, so it was probably buggy. Also I tried to make equipment cards but it really didn't work out.