I am designing games that (hopefully) I can get published by Wizards of the Coast or another big gaming company. I have a roleplaying game that I will probably pitch to someone soon, and also a miniature wargame, but what I've always wanted to do was design a card game. Right now I am having a tough time coming up with ideas and strategies / mechanics for the game. Anyone have any theme ideas for me? I don't want it to be similar to any popular card games now (Magic, Pokemon, Yugioh, etc). I also want you guys to tell me what you love so much about Magic, and I'll try to put some of those ideas into my game.
Also, I don't want this to be another Magic, and I want to have an original card game. I do however (if everything goes well) want this game to become big (like Magic). I know that it will be very hard, but I'm willing to put in the work.
Thanks so much! I look forward to hearing your ideas!
Here's one new concept I thought of.
It's a game that you can play solitaire or against others.
The theme is pinball machines.
Each "machine" comes in 9 parts (for binder pages) randomly distributed throughout packs.
Once assembled each machine takes up a whole binder page for viewing all the art.
Each machine is either an actual pinball machine that exists (for nostalgia highs)
Or a made up one since they are not making many these days.
Each card is a piece of a machine. On the face, art and on the back some simple icons, numbers, and basically how to score that piece.
The icons show which dice to roll and what you expect to happen. Multiball, multiplier, hold, tilt etc
Booster packs also randomly contain cards that interact with the table in some way. These maybe bump your opponent's table causing him to get TILT and lose a ball or grant an extra ball to your multiball bonus. These cards are kept in a small deck you prepare before hand.
High score wins.
Score is determined by the individual machine, die rolls, and how well the player interacts with the machine.
You can build your machine a few different ways thanks to promos, and alternative art. On your My Little Pony machine you might get a rainbow dash right flipper you like better than the fluttershy one you were using because it looks better, gives a d10 instead of d6, or lets you survive a harder bump.
You get expansions for Marvel, Walking Dead, Garbage pail kids, anything.
It's a licensing nightmare but a marketing giant. With opportunities to cross promote anything trendy.
Cards could represent giant magnets, sketchy repair jobs, well oiled parts, or anything else that could be funny or interesting.
Parts of a pinball machine are plungers, paddles, ramps, etc
Highly collectable, draftable, customizable, easily marketable.
Spikes will try to out sabotage their opponents
Johnnys will try crank out crazy multipliers with risky dice combos
Timmys will TILT so hard they are practically holding the table and shaking it
Vorthos will collect all the tables, and build flavorful decks to accompany each machine.
You can sell special dice with logos instead of 1s or 20s.
There is a solid concept here. I'll take a small %$ for thinking of it, some free product each release, and a job in R&D or some capacity until you/we sell it off.
I think the major key component for card game design is to emulate game play experience that stays true to the original source material while not trying too hard to be a clone of what's already been established as only a few Trading Card Games / Collectible Card Games succeeded in this practice within the last decade. Balancing out power creep issues is also important for maintaining stability for whatever card game you're designing as well not to mention public advertising for whatever you're trying to promote including a key focus on Organized Play in order to get official tournament support going.
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"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
I am designing games that (hopefully) I can get published by Wizards of the Coast or another big gaming company. I have a roleplaying game that I will probably pitch to someone soon, and also a miniature wargame, but what I've always wanted to do was design a card game. Right now I am having a tough time coming up with ideas and strategies / mechanics for the game. Anyone have any theme ideas for me? I don't want it to be similar to any popular card games now (Magic, Pokemon, Yugioh, etc). I also want you guys to tell me what you love so much about Magic, and I'll try to put some of those ideas into my game.
Also, I don't want this to be another Magic, and I want to have an original card game. I do however (if everything goes well) want this game to become big (like Magic). I know that it will be very hard, but I'm willing to put in the work.
Thanks so much! I look forward to hearing your ideas!
It's a game that you can play solitaire or against others.
The theme is pinball machines.
Each "machine" comes in 9 parts (for binder pages) randomly distributed throughout packs.
Once assembled each machine takes up a whole binder page for viewing all the art.
Each machine is either an actual pinball machine that exists (for nostalgia highs)
Or a made up one since they are not making many these days.
Each card is a piece of a machine. On the face, art and on the back some simple icons, numbers, and basically how to score that piece.
The icons show which dice to roll and what you expect to happen. Multiball, multiplier, hold, tilt etc
Booster packs also randomly contain cards that interact with the table in some way. These maybe bump your opponent's table causing him to get TILT and lose a ball or grant an extra ball to your multiball bonus. These cards are kept in a small deck you prepare before hand.
High score wins.
Score is determined by the individual machine, die rolls, and how well the player interacts with the machine.
You can build your machine a few different ways thanks to promos, and alternative art. On your My Little Pony machine you might get a rainbow dash right flipper you like better than the fluttershy one you were using because it looks better, gives a d10 instead of d6, or lets you survive a harder bump.
You get expansions for Marvel, Walking Dead, Garbage pail kids, anything.
It's a licensing nightmare but a marketing giant. With opportunities to cross promote anything trendy.
Cards could represent giant magnets, sketchy repair jobs, well oiled parts, or anything else that could be funny or interesting.
Parts of a pinball machine are plungers, paddles, ramps, etc
Highly collectable, draftable, customizable, easily marketable.
Spikes will try to out sabotage their opponents
Johnnys will try crank out crazy multipliers with risky dice combos
Timmys will TILT so hard they are practically holding the table and shaking it
Vorthos will collect all the tables, and build flavorful decks to accompany each machine.
You can sell special dice with logos instead of 1s or 20s.
There is a solid concept here. I'll take a small %$ for thinking of it, some free product each release, and a job in R&D or some capacity until you/we sell it off.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta