Greetings there! I am coming with something a bit different, after watching a fair bit of Solem playing niche card games, and also being a player of a few like Duelyst and Faeria. It's a concept of my own Collectible Card Game with the placeholder name Cyber Zone.
This picture shows what would separate my game from other card games. It has some elements of a Tower Defense game, played on a 8x5 grit (size subjective to change).
Troops are one of two minion types, marked by a beige dot, used to be summoned on your opponent's board, and once they reach the Nexus, they damage the opposing player for their Attack damage. They move one tile forward each turn. Heroes have 15 Health for now.
Turrets are the other minion type, marked by a dark blue dot, used to be summoned on your own board to prevent the enemy troops from reaching your Nexus. They can attack in straight lines as shown on the picture, but some will be able to bend those rules.
The yellow lines indicate how far and in which directions a turret can attack. On average, they can attack within a 3x3 area around themselves, like how King moves in Chess, and fire in straight lines. This picture shows an example card (Spiteful Flame Sentry) and from how afar it can attack the beige dot when positioned correctly, albeit my bad for slight misleading. The example cards are shown below (with obvious placeholder art and prototype covers).
Keywrords and more info here
Sentry Icon - for Turret cards. They can be only placed close to your track unless specified.
Solider Icon - for Troop cards. They come out of the Portal a turn after you play it.
Crystal Icon - for Pylon cards. These are like your Hero Powers that start in your hand like Quests. They can't be placed near the track, though, but can be placed everywhere.
Battery Icon - for Action cards. These are the equivalent of spells. For now, they are split by the same speed pattern from Legends of Runeterra (ignore Force Barrier and its inconsistent wording plz). Traps give a secret bonus to a tile of your choice, triggered when an enemy troop steps on it. They are always of Sharp speed, or otherwise Focus like in Exhaust.
Gear Icon - for Gear cards. These are the equivalent of weapons. You equip them on turrets. They have Attack and Durability.
There are six factions, five of which you can see on example cards (Fire, Thunder, Sun, Snowflake, Plasma) - the Squirrel's one is Neutral. Also, there are four rarities - Common, Rare, Epic and Legendary (may change names or add Mythic for Pylons).
Turn starts draw you a card, give a Crystal (Mana Crystal, up to 10) and move your Troops one tile. You start with 1 Crystals, and the player going second may get an equivalent to Coin.
There would be a casual gameplay mode, split into the equivalent of Hearthstone's Classic (only base set cards) and with all cards, and Ranked with all cards, MAYBE split into Standard and Wild once enough cards are created to warrant the separation.
Monetization system should be similar to LoR, as... come on, it's clearly the best and most f2p friendly so far on the market, so why not use it?
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
A few more ideas for cards, because I do have quite a lot of fun making them, which means the game could have a lot of potential in case it was in development. New keywords are explained in the document, aswell as further info.
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