Community Card Game?

Started by Renven, July 27, 2017, 09:15:18 PM

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Renven

Was watching the co-optional podcast and heard about a darkest dungeon hearthstone like physical card game. Wanna make one for RimWorld my dudes?

HexCube

Sounds like a good idea, how are you thinking it would work? I don't have much free time at the moment, due to school but I can certainly help you try to develop it (template design, etc.) if you have some ideas, I'd love to hear them. How would it work? What would be the aim of the game? etc. Cheers :)

lunaticneko

For a settlement building game like this, I think a building focused kind of game would be fun. Players would place and spend cards such as pawns, animals, weapons, and resources and be the first to reach one of the victory rules, such as being the last one standing (defeat conditions should exist, like deck exhausted or no pawns in play for three consecutive turns, etc.), building a spaceship (requires resources and hard to defend, if destroyed it goes back into the deck and you reshuffle, etc.), or until someone rolls a planetkiller in which case the player with the highest in-game value is the winner.

By building focused I mean attacks would not happen every turn, but rather players spend their available actions trying to build up resources and defenses.

There might be standard storyteller decks in play, too, where a player about to begin his turn must draw one and take its effects, and reshuffled after every few rounds. They could be used to increase replayability and prevent gold meta standards.

HexCube

Sounds like a good idea, are you thinking something along the lines of requiring different structures and things, in order to make others? Like having certain workbenches would be required to build the ship, or a planetkiller? How about status effect cards too? Like a volcanic winter that lasts x turns, or something that effects only some players, and can be beneficial or not. With regards to attacks, it could be a roll of a dice, with different outcomes for players, depending on weapons and things, and maybe attacks could only be triggered when an "attack" card or something is drawn/played? Do you think it would be best for each player to be provided with a deck, and to have another deck of different cards, for the end of each 'round' (once each player has had a turn). How about also having different decks for players playing different factions, so things for tribal players, etc. And why not have something of a research thing in place, maybe as another deck still, that allows certain things to be built by all players, once flipped, or drawn?

JimmyAgnt007

I think there should be 'event' cards for a storyteller stack, how quickly you draw them depends on how difficult you want the game to be.

Individual gear and such might be a bit tedious to manage so maybe take the 'name in game' pawns, kit them out with something appropriate to their childhood and occupation and just use those.

I see resources being managed like Settlers of Catan.

Im most familiar with 90's Magic the gathering for combat so i see it going down that way.