Azrael Macool
06-20-2012, 05:37 PM
So, I've been working on a TMNT card game, Magic-style, for the Hell of it. I haven't gotten very far yet, but I've gotten the basic system at least mostly worked out. I still use a lot of Magic terms, mostly because that's what I know best, and I just haven't gotten around to coming up with original names for everything yet. But in general, there will be 6 kinds of cards, Character, Event, Location, Technique, Item, and Vehicle, although there may be more later (or potentially less). The Resource/Manna system I haven't got worked out very well yet. Right now I'm going with you having 1 max resource on your first turn, and every turn your max resources goes up by 1, so on the first turn you could play a 1 cost card, on the second a 2 cost card or two 1 cost cards, etc, with certain other cards potentially temporarily increasing your max resources (for instance, maybe a cannister of ooze grants you 1 resource to use to play a mutant, or something).
Characters of course would include guys like the turtles, Shredder, Foot Ninja, etc. They would each have a name, a cost, a list of keywords (such as robot, mutant, ninja, human, unique, etc.), special abilities, attack, defense, and icons representing faction (such as TMNT, foot clan, Mighty Mutanimals, etc), and on unique characters, an icon representing the universe they come from. The uniqueness rule states that you can't have 2 of the same character from the same universe, such as 2 Fred Wolf Dons, but you may have ones from different universes, such as a Fred Wolf Don and an Archie Don. Certain exceptions may exist (such as an Archie Future Don and regular Don, but such exceptions will be listed in the card's special abilities.
Locations are the various hide-outs and bases the characters may have. These might include such things as the Turtle's Lair, Oroku Saki's Tower, possibly the Technodrome (its kinda both a Location and a Vehicle. I may just make it both). They would have all the same things a character would have, except instead of attack and defense, they would have Stealth, Security, and Structure. Stealth represents how well hidden the location is. For every successful, non-blocked attack that is made on a location, subtract 1 from its Stealth. If its stealth is 0, then the character deals its attack to its Structure. If the location has 0 structure, it is discarded. If at the end of your turn you do not have a location in play, you lose. Some locations offer high structure with low stealth, some the opposite. Security is the location's attack score. Attackin characters take that much damage (generally negligible against competent characters like the turtles, but if you send waves of low cost Foot Soldiers or Purple Dragons, they very well may die in the attempt.) You start the game with one Location of your choice in play, possibly with some cost restrictions.
I'll finish explaining the rest later when I have time.
Characters of course would include guys like the turtles, Shredder, Foot Ninja, etc. They would each have a name, a cost, a list of keywords (such as robot, mutant, ninja, human, unique, etc.), special abilities, attack, defense, and icons representing faction (such as TMNT, foot clan, Mighty Mutanimals, etc), and on unique characters, an icon representing the universe they come from. The uniqueness rule states that you can't have 2 of the same character from the same universe, such as 2 Fred Wolf Dons, but you may have ones from different universes, such as a Fred Wolf Don and an Archie Don. Certain exceptions may exist (such as an Archie Future Don and regular Don, but such exceptions will be listed in the card's special abilities.
Locations are the various hide-outs and bases the characters may have. These might include such things as the Turtle's Lair, Oroku Saki's Tower, possibly the Technodrome (its kinda both a Location and a Vehicle. I may just make it both). They would have all the same things a character would have, except instead of attack and defense, they would have Stealth, Security, and Structure. Stealth represents how well hidden the location is. For every successful, non-blocked attack that is made on a location, subtract 1 from its Stealth. If its stealth is 0, then the character deals its attack to its Structure. If the location has 0 structure, it is discarded. If at the end of your turn you do not have a location in play, you lose. Some locations offer high structure with low stealth, some the opposite. Security is the location's attack score. Attackin characters take that much damage (generally negligible against competent characters like the turtles, but if you send waves of low cost Foot Soldiers or Purple Dragons, they very well may die in the attempt.) You start the game with one Location of your choice in play, possibly with some cost restrictions.
I'll finish explaining the rest later when I have time.