So I'm working with a friend to create a Trading Card Game as something fun to do. We both frequent our local card shops in the area as we both already play Magic: The Gathering. I've been working on alpha designs for cards (using stock images found on google) as well as a set of rules. The rules need to be fleshed out a bit more, but we're already off to a fantastic start.
Here's the rules we've got so far, as well as some sample cards:
Legends Of Eisenburg - A Fantasy Trading Card GameBattlefield Layout:Minions (no limit) Deck MP Pool
Inventory Slots (5) Graveyard
Weapons/Armor and Potions all go into the inventory zone on the field until they are equipped to a minion or are used.
Turn Order:Draw Phase - Draw 1 card from your Deck and 1 card from your MP Pool. Your MP Pool accumulates over time in values of
5 or 10.
Primary Phase - This is where you will spend MP and cast your minions, equipment or potion cards.
Battle Phase - This phase is where your will have your minions attack an opponents minion(s), a winner of the battle
is determined by all of the targeted minions HP dropping to 0. If none of the opponents targeted minions are destroyed,
the opponent is declared the winner of the battle. If you won the battle during your turn, you may draw a card from your
deck during the next draw phase.
Secondary phase - You may only play equipment or potions during this phase.
End phase - Your turn ends and it becomes the opponents turn.
Card Types: Royals - Leaders of the deck, All games begin with a Royal on the field. Royal's do not attack, They do have abilities
that can be played once per turn. Royals Start with fixated amount of HP and MP. MP is used to call out minions, weapons, spells,
etc. When a royal runs out of HP, The game is over. Some types of weapons and armor may only be equipped to your royal.
Minions - Minions come in one of 3 types: Humans, Angels and Demons. The type of minions you can have is determined
by your Royal. If your royal is Human, You can only have humans in your deck, If it's a demon, you can only have demons,
etc. Minions can only be brough into the battlefield once per turn unless specified by the card itself or a played ability.
Minions are allowed to attack other minions directly, but when there are no minions to target they must target the
opposing royal. Royals can not be targeted by spells or other minions until all minions an opponent controls are destroyed.
Weapons/Armor - Weapon cards are used to equip your minions with powerful abilites as well as raise their Strength,
Armor is used to equip your minions with defense and armor bonus's to prevent your HP from being depleted easily.
Armor (+10 armor, for example) does not count as a part of your minions HP, effects that say "Deplete x HP" will still
deplete that much HP from your minion. Armor does however, absord direct attacks from other minions and will be dealt
damage before your HP. (If you have +10 armor and 20 HP, and you take 20 damage, you will still have 10 HP left.)
Armor depletes before HP.
Spells - Spell cards can be played at any time of the game to cause damage to a minion or a royal. They can also
increase strength/hp in minions or deal direct damage to a royal.
Potions - Potion cards grant temporary bonus's to minions or yourself. They can also be used to heal damaged minions.
Potion cards can be placed on the field only during your turn. Their effect can only be used once, and they must be
placed in the graveyard after use.
Humans:Humans are all about strength, They will continue to grow stronger the longer the game goes on.
Angels:Angels are about life. Taking down an angel isn't as easy as it may seem, since they can be revived or gain
massive amounts of HP.
Demons:They are the gods of death. Some demons are able to take control of humans after they've died.
Example Cards:Name: Adamier, Demon prince of Eisenburg
Card type: Human/Demon - Royal
HP/MP: 100/20
Abilities:
1. During your turn, You are able to play an extra minion.
2. MP35: Decrease your opponents HP by 5 for every minion in his graveyard. This ability can only be played
when your HP is below 20.
3. Gain control of an opponents minion as it dies, it becomes a Demon Zombie type with the ability "At the beginning
of your turn, if this minion did not attack and destroy an opponents minion, deplete it's HP by 10 and increase it's strength
by 5."
Name: Arcturus, Knight of Valor
Card Type: Human - Royal
HP/MP: 80/25
Abilities:
1. When a minion you control dies, increase your HP by 5.
2. MP30: Deal 20 damage to an opponents minion.
Name: Soldier of Eisenburg
Card Type: Human - Minion
MP Cost: 10
Strength: 5
HP: 15
Ability:
Soldier of Eisenburg gains +5 strength when it's equipped.
Name: Soldier of Light
Card Type: Angel - Minion
MP Cost: 20
Strength: 10
HP: 15
Ability:
Soldier of Light can attack a Royal as if the opponent didn't have any minions. If it does, it's strength becomes
5 until the end of your turn.
Name: Mage of Destinies
Card Type: Demon - Minion
MP Cost: 25
Strength: 10
HP: 30
Abilities:
Your MP permanently increases by 5 at the beginning of your turn.
MP10: Deplete Mage of Destinies HP by 20, Gain a permanent +10 MP bonus. (This effect lasts even if this card
is destroyed.)
Name: Sword of Light
Card Type: Weapon
MP Cost: 15
Bonus:
Equipped minion gets +5 strength. If the minion attacks a Demon creature, it gets an addition +5 strength until the
end of the turn. Demons are unable to equip the sword of light.
Name: Pillar of Fire
Card Type: Spell
MP Cost: 30
Ability:
Pillar of fire deal 10 damage to a minion and burns them. (When a minion is burnt, it's HP depletes by 2 each turn
until it is destroyed or remedied by a potion.)
Name: Elixir
Card Type: Potion
MP Cost: 20
Ability:
Completely restores a minion you control. (All HP is recovered and all ailments are removed.)
I've already created a couple of concept renderings for two of the cards listed above, which I will post below:
Tell me what you think? What should I change/add, etc. Any of your own ideas you think would make a good addition?