my first post, my CCG, and pictures!
williamhessian:
this is my first post. i am so excited to find this forum (i found it by searching google). In the last ten years i have designed 4 CCG (or varied CCG) games in my past, none of which got much further than play testing. Its the complicated system of statistical editing that I always get stuck on. but recently I came up with my best game yet:
(the images are very crude at this point, i will be signing a more polished design for the cards as I progress with the project)
I have hand drawn a test set of cards (35 of them so far) to be play tested. Currently I have played 25 games and have plans to continue adding new characters to my game.
My game is based on very simple rules, but within them is a very complicated strategic gameplay.
I am extremely excited to hear others journeys getting from concept to finished product. I run a gallery in Minnesota, and do custom airbrush art, when I get home I draw my own CCG.
I am trying to figure out how to print sets of my sample cards and then send them to interested parties to play test the game. I am not trying to make lots of money with my game, instead I am trying to merge artwork and CCG together and make cards that are very appealing and unique and hard to collect. So for those of you who might be interested in playtesting my game, getting sets of my promo cards, and give helpful critique of my game (to make it the best it can be) please email me and let me know. When the cards are ready I will be mailing out sets to those on my list.
more about my card game:
http://beardedbunnyblog.blogspot.com/2008/02/inventing-my-own-card-game-pictures.html
my email:
william.hessian@gmail.com
Nev the Deranged:
Interesting card design. So, how's it work?
williamhessian:
Thanks Nev,
Its very simple, each side of the card is a statistic or catergory, when lined up against cards facing upside down sides match up and therefore battle. Your monsters must beat my monster by defeating two of the four sides of my monster/warrior. Although the design isnt finished, each red/green side rectangle will eventually have a tiny logo designating different elements or types.
Also, my game is very limited in card numbers to enhance the relationship with your own deck of cards. You will have either 10 or 12 total cards in your deck. You will draw a hand of three warriors and will never have more then three cards. The goal is to simply capture/kill more of your opponents monsters then they do of your own.
The fun thing about the game, is that all cards have a point system which makes them more or less even to every other card. No rarity, just a different dispensement of powers. Thus also making it very easy for playing to create their own characters/ or create your own power scheme for each individual monster (in the long run future of the game).
There are a few other rules, and special cards that come into play, including playing cards face down to hide their identity, brick wall sides, point transfer characters, the all seeing eye, ect.
I've been able to explain the game to anyone that plays within 5 mins and play a competitive game within 20 minutes. Which i am very happy about.
I am currently going through a distribution system based on all my special cards and every possible pattern of point distribution and making sure their arent any unfair combinations or strategies which would prove to be unbeatable. So far it seems incredibly balanced.
Any other questions? Any concerns?
williamhessian:
two more promo cards to see.
Nev the Deranged:
Interesting. The side-dots remind me of both Z*G, and a martial-arts based card game of my own design that's buried in one of the many folders on my bookshelf. The round and square sections are kind of intriguing- I like symbols whose functions are not immediately apparent, but intuitive once you know what they mean. I also like symbols whose functions are immediately apparent, but I like them in a different way.
The art is clever, too. The little smog beast amuses me.
So, it sounds like you've done a lot of "alpha" playtesting (meaning, teaching people to play and then playing with them), and gotten good responses. That's cool. Have you done any "beta" playtesting, meaning giving testers a couple decks and the rules and seeing if they can figure out how to play based solely on the text of the rules, without any input from you? Having done some card/board game design myself, I can say that it's really easy to think you've written a clear set of rules when in reality half the rules are purely in your head.
What's the theme of the game? The four creatures you've shown so far seem pretty varied... does the game have a fiction or setting, or is it just a "make up some wacky creatures and throw down" kind of thing?
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