My original goal was to create a card based game that combines Magic: The Gathering and Dominion. I wanted to make the game fast and light like Dominion without losing all of the awesome creature and spell tactics of MtG. After several iterations, forum posts and chatting with my gamer group and the users here I've come up with the game below. I would really appreciate any thoughts and/or suggestions on mechanics and rules before I head off to play test this weekend.
You are a wizard participating in a wizards duel.
You enter the arena with your magical shield and runes ready to go.
Rules are chosen for today's duel and the fight begins.
Game Contents - 350 Cards
Game is comprised entirely of cards for 2-5 players:
1 Set of Rune cards - 35 cards total
1 Set of Shield cards - 15 cards total
6 Sets of Wound cards - 6 sets of 10 cards - 60 total
24 Sets of Spell cards - 24 sets of 10 cards - 240 cards total
Choose 12 stacks of spell cards and place them in the center of the table face-up. Shuffle the wound cards and create a stack of 10 cards per player in the center of the table face-down (Ex: 3 players = 30 card stack). The cards in the center of the table will be called the supply for now. Deal each player 3 shield and 7 rune cards. Players shuffle their decks and draw an initial hand of 5 cards.
Any creatures you have in play attack the players you choose, combat is resolved and the creatures are discarded
You may play 1 chain (will explain in a bit)
You can use your runes to buy as many spells as you like from the supply (note that you can not buy more runes)
Discard all non-creature cards you've played and all cards you've purchased
Discard your remaining hand and draw a new hand of 5 cards (any time your deck runs out you shuffle your discard pile into a new deck and finish drawing if needed)
Spells belong to 1 of the 6 elements and are labeled with 2 other elements that they can be chained with. Spells also specify an element that gives the card a bonus.
Arc (Thunder spell)
Deal 2 damage to target player
Deal 3 damage instead
Chain: Earth or Fire
In this example you can play Arc to begin your chain and then respond to it with either an earth or a fire spell. Normally when you play Arc it will deal 2 damage to someone, but if you had played a water spell first and chained Arc to the water spell it would deal 3 damage instead. Anyone can add spells to the chain so long as they meet the chaining requirements (See note below). Once everyone is done chaining spells the entire chain is resolved in the opposite order of how it was played (cards played last resolve first).
Creature spells are also played this way, however, they will stay in play at the end of your turn and if still in play at the beginning of your next turn they will get to attack.
Note: When someone begins to chain spells they get to cast all of the cards they would like before anyone else is allowed to add to the chain. Chaining always has a clockwise preference for who can chain next, so the player to the left of the one who has last played will have first chance to add more cards to the stack.
Shields are special spells that absorb damage that is targeted at you. Shields can be chained on any element, but only another shield is able to chained after a shield spell. Shield cards are able to absorb 2 damage each and are destroyed if they absorb their full 2 damage. If a shield absorbs 1 damage, turn it sideways to indicate the damage done.
Tom has all 3 of his shield cards in play
Dave casts 5 damage at Tom
2 of Tom's shields are destroyed and the 3rd shield is turned sideways to show that it has absorbed the 5th point of damage
If more damage is dealt then what your shields can handle then the remaining damage is dealt to you (In the example above it would take 7 damage to actually hit Tom). When you are dealt damage you gain 1 wound card for each point of damage you were dealt.
In this game your deck represents you. When you are hit you gain wound cards to symbolize the damage. Wound cards are able to be chained, but only after a specific element which allows them to be healed (and thus removed from your deck). Wound cards that are healed are removed from the game.
At the beginning of your turn any creatures you have in play attack the players you choose. The players you attack can assign blocking creatures if they have any in play. Any damage done that is not blocked is treated the same as spell damage (apply to shields first then player). If your creature is blocked then your creature deals no damage to the player and if the defending creature had equal or less strength compared to your attacking creature then the defending creature is discarded as well.
There are two ways to win:
Be the first player to deal 10 damage to a single player in a single turn (think KO)
When the wound stack runs out each player searches their deck and the player with the fewest wounds wins.
Many thanks to
for giving the ideas for temporary creatures and the wound cards.
EDIT: Updated the rules to reflect some minor changes made during play testing.
- Last edited Mon Mar 15, 2010 4:00 pm (Total Number of Edits: 6)
- Posted Tue Mar 9, 2010 2:36 pm
Discussing this with others in the BGDF forum right now.
I mentioned to David that I see no point in having six elements instead of five, and having the wound cards represent what equates to colorless mana (so they have purchasing power, but aren't great).
Enjoyed chatting with you! Hoping to find the source as to why the numbers 3, 5 and 7 were important to gaming.
Also to note, shields and wounds are currently effectively an action that also gives +1 action, but is unable to trigger the bonuses of following cards. I intend to limit the play of creatures, shields and wounds to your turns only to prevent abuse.
Also, see my comment to the element wheel to see how I use 6 elements:
Method to my Madness
- Last edited Thu Mar 11, 2010 12:29 pm (Total Number of Edits: 1)
- Posted Thu Mar 11, 2010 12:16 pm