I realize i haven't talked much in specifics after i have tested the game out, and i intend to put a pnp of it online soon.
It's fairly simple, you have 15 cards in your hand that are your available moves, and every turn you and your opponent will simultaneous put a card face-down, after both cards are in the table, they are flipped and the effects resolve. Cards have 2 main stats, Power and Speed. Attacks normally have both, defenses have power and dodge has speed. The results are pretty easy to understand:
you - your opponent = result
attack - defense = Opponent receives the difference in power as dmg, or nothing if his defense power is higher.
attack - dodge = Opponent receives no dmg if the speed of the dodge is equal higher than the attack.
attack - other skills that don't fit in the 3 main ones = If there is no power blocking, the opponent receives full dmg.
and
attack - faster attack = You receive the faster attack full dmg. Fast attacks usually are low power ones. Your attack doesn't enter the combo.
attack - same speed and more power = Both fighters receive dmg, but only the stronger one enters the combo.
This pretty much dictates the flow of the game, if someone is usually faster than you, you will try to go for buffs/counters or crowd control effects.
All cards have some small symbols on the up right corner, that demonstrate if the card is a shield move, a Weapon attack, a kick, a punch, a defense, a dodge...etc...This is main used to know how to use your card and if it's part of a combo(i'll post pictures of cards next post). And other 3 special symbols: Mana, Reaction, Replay.
-Mana Symbols indicates that this card gives you a Energy/mana, if there isn't anything written on the card, it means it'll give you mana just by playing it.
-Reaction symbols indicates that you can play that card at any time after you have already show your current card, enhancing your action( e.g. you attack someone, that person uses a bigger attack, you use a defense reaction that reduces dmg you receive or you attack and the target dodges, so you use a speed enhancing card to hit it).
-Replay symbols indicates that you can pick that card back from your card row, and replace it with a flipped card, you lose that card from your card row and any of it's effects, but you may play it again anytime.
This is the basic anatomy of the card.
Then comes the main effect of the game, the thing that makes this unique. The combo system. This uses 2 main keyword so far: Combo and link.
Combo: Is a sequence necessary in your card row for your move to have empowered effects(e.g. Shield bash is a simple slow attack using your shield, if u used any other shied card last turn, it ignores speed, raises power, and send the target backwards.).
Link: Is a pre-set combo that if it's met, it'll empower the attack.(e.g. Charge, let you move 1 range, and you cannot be pushed. If you use a Weapon attack next turn, it'll have +2 power.)
This creates the entire flow of the game, not only you have to be strategic as if you are faster or not than your opponent and maybe wait for him to waste all his good cards to do a good counter. But you have to keep an eye for possible combinations on your opponent card roll at the same time that you try to do it yourself as your most powerful skills need a Combo. This also creates that predicting and bluff feeling as in you may see a good sequence in your enemy row, that will lead this turn to a super attack, and you try to dodge, instead he throws away that combo to use something you couldn't dodge. I love mind games :D
Is it clear? it's actually a nice game to design. I'm trying to make it so you can fully customize your fighter too.
It's fairly simple, you have 15 cards in your hand that are your available moves, and every turn you and your opponent will simultaneous put a card face-down, after both cards are in the table, they are flipped and the effects resolve. Cards have 2 main stats, Power and Speed. Attacks normally have both, defenses have power and dodge has speed. The results are pretty easy to understand:
you - your opponent = result
attack - defense = Opponent receives the difference in power as dmg, or nothing if his defense power is higher.
attack - dodge = Opponent receives no dmg if the speed of the dodge is equal higher than the attack.
attack - other skills that don't fit in the 3 main ones = If there is no power blocking, the opponent receives full dmg.
and
attack - faster attack = You receive the faster attack full dmg. Fast attacks usually are low power ones. Your attack doesn't enter the combo.
attack - same speed and more power = Both fighters receive dmg, but only the stronger one enters the combo.
This pretty much dictates the flow of the game, if someone is usually faster than you, you will try to go for buffs/counters or crowd control effects.
All cards have some small symbols on the up right corner, that demonstrate if the card is a shield move, a Weapon attack, a kick, a punch, a defense, a dodge...etc...This is main used to know how to use your card and if it's part of a combo(i'll post pictures of cards next post). And other 3 special symbols: Mana, Reaction, Replay.
-Mana Symbols indicates that this card gives you a Energy/mana, if there isn't anything written on the card, it means it'll give you mana just by playing it.
-Reaction symbols indicates that you can play that card at any time after you have already show your current card, enhancing your action( e.g. you attack someone, that person uses a bigger attack, you use a defense reaction that reduces dmg you receive or you attack and the target dodges, so you use a speed enhancing card to hit it).
-Replay symbols indicates that you can pick that card back from your card row, and replace it with a flipped card, you lose that card from your card row and any of it's effects, but you may play it again anytime.
This is the basic anatomy of the card.
Then comes the main effect of the game, the thing that makes this unique. The combo system. This uses 2 main keyword so far: Combo and link.
Combo: Is a sequence necessary in your card row for your move to have empowered effects(e.g. Shield bash is a simple slow attack using your shield, if u used any other shied card last turn, it ignores speed, raises power, and send the target backwards.).
Link: Is a pre-set combo that if it's met, it'll empower the attack.(e.g. Charge, let you move 1 range, and you cannot be pushed. If you use a Weapon attack next turn, it'll have +2 power.)
This creates the entire flow of the game, not only you have to be strategic as if you are faster or not than your opponent and maybe wait for him to waste all his good cards to do a good counter. But you have to keep an eye for possible combinations on your opponent card roll at the same time that you try to do it yourself as your most powerful skills need a Combo. This also creates that predicting and bluff feeling as in you may see a good sequence in your enemy row, that will lead this turn to a super attack, and you try to dodge, instead he throws away that combo to use something you couldn't dodge. I love mind games :D
Is it clear? it's actually a nice game to design. I'm trying to make it so you can fully customize your fighter too.