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Besides Digimon Tactics, I've been working on another CCG inspired by classic (pre-WWII, public domain) literature in the horror, fantasy, science fiction, and mystery genres. It's still in early development at the moment, but I've been wanting to discuss it and thought that I may as well try starting a topic on this forum as well as the Call of Cthulhu-centered forum I'm a member of.
At the moment I have a general idea of what I want to do with the game, but I'm still having trouble getting the rules nailed down. I would like to create an "atmospheric" card game, if possible. This may mean creating a setting using Location and Condition cards, but I'm not sure of the exact role they should play. It's a little difficult to design a card game which, while it will involve combat, is not focused on battling like most card games I've had experience with.
Currently I have Character, Event, Condition, Item, and Location cards as the main card types. There may also be Ending cards that determine how the "stories" that make up the game are won. Cards that are mundane and non-supernatural, including most human characters, are colorless. Cards having to deal with the supernatural or non-human races are divided into five colors instead of factions.
- Blue forces are concerned with righteousness and the punishment of what they deem evil. Orthodox religion tends to arise from blue forces, but that doesn't make them any less dangerous or terrifying.
- Red forces are pretty much the opposite of blue, having to do with traditional demonic forces and related concepts.
- Green forces are ancient, powerful, and often horrific. They are associated with dark forests and the depths of the ocean, and seek to return the world to an older state of nature.
- Yellow forces deal with psychological concepts, and are a source of both creativity and madness. Ghosts and other beings that mess with the mind rather than the body are common yellow characters.
- Violet forces are among the most mystical and alien. They often have to do with magic and obscure science, which are used to manipulate time and space as well as life and death.
I don't really have a goal for this thread. Any comments, questions, or suggestions are welcome, or we could just discuss what type of sources the game will draw on. While working on the rules I'm also trying to assemble a Core Set from some of the fundamental works of horror literature and related genres.
At the moment I have a general idea of what I want to do with the game, but I'm still having trouble getting the rules nailed down. I would like to create an "atmospheric" card game, if possible. This may mean creating a setting using Location and Condition cards, but I'm not sure of the exact role they should play. It's a little difficult to design a card game which, while it will involve combat, is not focused on battling like most card games I've had experience with.
Currently I have Character, Event, Condition, Item, and Location cards as the main card types. There may also be Ending cards that determine how the "stories" that make up the game are won. Cards that are mundane and non-supernatural, including most human characters, are colorless. Cards having to deal with the supernatural or non-human races are divided into five colors instead of factions.
- Blue forces are concerned with righteousness and the punishment of what they deem evil. Orthodox religion tends to arise from blue forces, but that doesn't make them any less dangerous or terrifying.
- Red forces are pretty much the opposite of blue, having to do with traditional demonic forces and related concepts.
- Green forces are ancient, powerful, and often horrific. They are associated with dark forests and the depths of the ocean, and seek to return the world to an older state of nature.
- Yellow forces deal with psychological concepts, and are a source of both creativity and madness. Ghosts and other beings that mess with the mind rather than the body are common yellow characters.
- Violet forces are among the most mystical and alien. They often have to do with magic and obscure science, which are used to manipulate time and space as well as life and death.
I don't really have a goal for this thread. Any comments, questions, or suggestions are welcome, or we could just discuss what type of sources the game will draw on. While working on the rules I'm also trying to assemble a Core Set from some of the fundamental works of horror literature and related genres.
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