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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.

psyrusly
06-20-2012, 07:46 PM
An interesting attempt. Lemme know if you need illustration for the cards, I'll be glad to help when free.

Azrael Macool
06-20-2012, 09:02 PM
Thanks, I probably will.

Luzmagica
06-20-2012, 11:51 PM
Sounds nice!!! Any pic/scan available? :tgrin::tgrin::tgrin:

Azrael Macool
06-21-2012, 02:10 AM
Unfortunately, no layouts or artwork yet; not exactly my forté.

So anyway, Items are usually weapons, but can include things like Donnie's Supercomputer, Canister of Mutagen, etc. If It's a weapon, it may have requirements on who can equip it; for instance, only ninja can equip ninja weapons. Certain characters have signature weapons, such as Leo and Swords, or Casey with Sports Weapons, or Splinter with all ninja weapons, and the cane. This will probably be noted in the special abilities of the characters, and on the weapon it'll show both its regular bonuses and its signature bonuses. I might do armor, but since in almost all cases armor is character-specific or only used in special circumstances, I might just do different versions of character cards. For instance, Shredder in or out of his armor, the turtles in their Samurai armor from the third movie, etc. There will also be some general equipmentx such as Climbing Claws. Some items would have Structure like Locations. These can be attacked and destroyedx while others generally cannot.

Vehicles... Well, there's none in the first set (based on issue one of the Mirage TMNT series), so I'll probably cross that bridge when I get there.

Techniques have a name, a cost, types, a trigger, and effect. Most Techs are used to attack, and replace a character's normal attacks. Some can be used defensively, when a character blocks another, etc. Only ninja can use ninja techs, only a character with the science type (such as Don, and some versions of April) can use science techs, etc. Many attack techs use the attack of the character using it, some can be used in conjunction with a weapon, all spelled out on the card.

Events are kinda the catch-all of anything else. They might have types, and they all have a trigger. If the trigger is met, they can be played (if no trigger is given, assume it can be played any time). Demand Suicide might force the opponent to sacrifice one of his ninja or samurai characters, Mouser Attack might bring 2 Mouser tokens onto the field (a token counts as a character, but are never in your hand or deck. You get them when a card tells you you can ft them, and anything that would send them off the battlefield removes them completely. They don't go into your hand, or graveyard, etc).

How combat works: you declare all your attackers, and what Location (or other legal target, such as an Item or Vehicle) they're targeting. The opponent then declares which of his characters are blocking which. In general, multiple characters can block the same character, but one character may not block multiple characters (although Techniques and Events can change that). The attacker then declares what he is using to attack with, his unarmed attack, an equipped weapon, or a Technique (although some techs must be declared beforehand, depending on triggers), and the defender responds back with his attack (or defending Tech). They then deal damage to each other at the same time. If a character takes more damage than its defense, it is KO'd; certain cards, such as Back Into the Fray, can regenerate a KO'd character back into play, some such as I Need a Minute keeps them KO'd. Unless something like that is in play, at the end of your turn, all KO'd characters are sent to the graveyard, where it is much harder to bring them back (but possible, with cards such as Mystic Worms).

Another incidental rule: robots and most other kinds of machinery, instead of attack and defense, have so many technology counters on them, granting them +1/+1 for each counter. When they take that much damage, you instead remove that many counters from the card. Certain other cards night add of remove counters in ways other than attacking. If its Defense is ever 0, the robot is KO'd (if it returns, its back at full health). Just a little detail I thought would make robots a little more fun. I've not even really made an specific cards yet, and one of my friends wants to make a Mouser deck.

I've got the first set at least partially worked out, but this is all subject to change.