my first post, my CCG, and pictures!

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Nev the Deranged:
Info on Forge Midwest can be found on the planning thread, right here: http://www.indie-rpgs.com/forum/index.php?topic=25563.0

_haroharo_:
  I actually am starting to see the many possibilities for this idea. You could advertise it as an easy way to break into CCGs without having to invest all the money most CCGs require. It sounds pretty simple and easy to get into which is exactly what makes lots of things greta. Of course, now the concern turns to, "Is it too simple?" If you read Scrye magazine you'll find reviews of many CCGs that are failures because they don't have much substance. They have a simple mechanic which becomes more monotonous as you keep playing. Do you really have lots of ideas for the different features of each card? Something more than the generic "beats anything" feature or "is not affected by cards attacking from the left"? One idea would be that if the card gets captured it can immediately be substituted for a drawn card or something like that. Just effects that change things up a bit. Although I was addicted to Triple Triad(and the version I played actually almost plays like your game because different cards have different elements and when you land on spaces with the card's element the card gets a boost, or certain cards cannot be captured from a certain side, etc.) it did not make me feel like it was innovative which could be partly because it was a throw-away add on to a game.

  So basically, how do you intend to change things up a bit? Will there be different ways to play(King of the Hill mode where players struggle to stay in the middle of the grid for a certain number of turns) or a diverse array of effects for each card?

  Also, to answer your craigslist question, I would call each person up and ask them about their CCG experience and make sure that they understand they are playtesting a game and that you require them to give you feedback. I would even tell them that after the test they need to return the cards to you when it is all over and will recieve a free booster pack at the end of playtesting.Then when you are done just tell them they can keep the cards that way they will really work to help you out because they think they will get something(which is atually true because they get to keep the cards whic hare probably more rare than a booster pack because they are Beta cards). Alternatively you can offer them a small sum of money like a $5 gift card or something.

  Where can I find your post on craigslist? I am very interested in playtesting your game.

williamhessian:
Haro, awesome post. Lots of good things for me to respond to here!

I do agree my game could be a way to lead people who have never played or tried CCGs to be introduced to them.

I really respect your concerns about my game being too simple. Here are a few of the things that make my game a little more diverse within its very simple rules.

current special powers:
1. hidden cards: cards may be played face down to hide their identity (this is actually not a special power but an aspect of normal gameplay)
2. eyeball stats: (which equal zero for the catergory) but have the effect of revealing all hidden cards while in play
3. brickwall cards: i have brickwall cards which have a brickwall on one side and does not allow any card to be played next to the brickwall on the grid, thus effecting the layout of the entire game.
4. power transfers: you mentioned that this was a basic effect, but it does change the strategy of the game
5. mirror: this allows the card to reflect the same power/speed as the opponents power/speed

Special powers I plan to add or play test: (these are ideas i am trying to decide if they will be useful or fun to add into the game, if anyone has feedback about these cards please leave me feedback)
1. Piggyback: A few other ideas that I havnt tried yet but want to try, includes piggyback characters that can actual be stacked on top of an existing character (to protect a card, change stats, delay the destruction of a character)
2. key cards: Key symbols which would unlock a one time ability to search the deck for a specific card instead of drawing at random.
3. Tiny Tim/David and Goliath: A card that has little to no value but can defeat insanely powerful monsters.
4. Spider Webbing  : An ability to stick opponents cards to a certain grid spot (this needs developing- since it would only be beneficial at the end of the game- overtime)

However Haro, I love your feedback, if you have any other ideas for neat card effects or special abilities, because I will create those cards and playtest them right away to test effectiveness and balance. So if you, or anyone else has an idea of special cards that would add some diversity to my game I am all ears! I would love to try out as many possibilites as possible. 

Your idea of the king of the hill mode.....awesome idea. I may play around with that concept.

The power to be replaced immediately be card once captured is also a very interesting idea, which I will also playtest.

I'm looking forward to more of your wisdom Naro.
William

Nev the Deranged:
Something to consider, is going the MCG/ECG route rather than the TCG/CCG route. M and E being Modular and Expandable, respectively. Reiner Knizia's "Blue Moon" game comes complete, with enough to play right out of one box. If you like, you can buy themed expansions, but you don't have to.

Frankly, I think people are becoming burnt out on collectable things, card games in particular. I know I am. Sure, there are still lots of people playing them, but every time I go to the store I see five new CCGs based on every property you can think of. Do you really want to compete with all that?

Also, I think CCG players are a more limited market than family/board gamers. I know plenty of people who enjoy games like Blue Moon or Testimony of Jacob Hollow, or even Carcasonne or Settlers of Cataan, which aren't card games but still use the modular approach, who wouldn't even look at a collectable card game.

Plus, as far as I'm concerned, collectableness sucks. But that's just me.

Nev the Deranged:
Also, other grid/adjacency-based games you might want to look at include Castle, Girl Genius: The Works, Maelstrom (which is now defunct), and Hecatomb. I'm sure there are others. A few of my own game designs use similar concepts, but I think there are still a lot of interesting possibilities that have yet to be tapped.

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