Talk:RTS CCG card set

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Revision as of 13:41, 14 November 2008 by Xahn Borealis (talk | contribs)
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My ideas

I want this to be have some way to take distance into account, i.e. Infantry moving slower than Ground Vehicles.

Any tips you have

Some basic tips based on my experiences making Chronogeddon and playing other CCGs:

  • Keep pacing in mind when you generate the rules. If you keep the default rules, you'll only be able to use one Action ability per turn, which means only your best Thing acts each turn, which in turn makes Action-based combat really slow. Chronogeddon manages anyways by a)being really defensive and b)having some cards which let you take extra actions. If you want a fast-paced game, either have cards for extra Actions or use things with Action abilities sparingly.
  • Choose you combat mechanics carefully. As is, it looks like combat will devolve either to "Card type rock-paper-scissors" or "First attack always wins". Neither are particularly interesting from a tactical standpoint.
  • Not really relevant, but I have a set of RTS-themed cards in the Infinite Dvorak Deck. Feel free to reuse their main mechanic. (They're about halfway down the page.)
  • Try to build two different decks as soon as you have a deep enough cardpool, and bash them against each other a few times. It'll help you get a handle on the set. Also, building two viable decks more or less forces you to make a diverse card set where deck-building is more interesting than simply grabbing the 40-60 best individual cards.

-Bucky 23:42, 13 November 2008 (UTC)