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Mechwarrior The Card Game


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#1 Brody319

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Posted 07 January 2015 - 10:18 PM

In another topic the idea of a mechwarrior card game was brought up. so I decided to flesh one out. This could work just as easily as a mobile game as an app, as a real card game.

There are 3 kinds of cards. unit, equip, and power point cards.

Unit cards are split into several catigories. troops, tanks, mechs, and aircraft.
Troops take half damage from all sources except anti-infantry weapons.

Tanks come in 3 forms, anti-troop, anti armor, and anti-air. each one giving bonuses at the cost of attack power vs something else.

Aircraft come in helicopter and jet form. Helicopters can remain in the air for several turns making them immune to most weapons besides anti-aircraft weapons and LRMs. Jets remain on the ground except when attacking making them vulnerable to all weapons, however they can change payloads without needing a different unit card meaning they can switch to what you need.

Mechs come split into weight classes.
Lights dealing more damage to tanks and troops but less to mechs.
mediums deal damage equally.
heavies deal damage equally except for aircraft where they do extra damage.
Assaults do regular damage to everything except troops where they deal half damage.

Units may be played in defense mode, they cannot attack in this state, and can only switch once per turn. if a lance with a defense unit is attacked, the defending unit may counter attack any attacking units besides Jets, for double the cost of power points.
Weapons are split into firing types.
Shots deal all their damage to one unit.
volleys deal a set amount of damage, but it may be divided up to any unit in the engaged lance.
All lasers are shots.

Examples of a blank card.
Posted Image

Red contains the picture of the mech. Yellow the missile hardpoints. Orange the Ballistic hardpoints. Bright Blue the energy hardpoints. Blue is the armor and health values. purple is the name and type of unit. Violet is the tonnage of the unit. Green is the loadout. and quirks.


here is one for the Atlas D
Posted Image


The Colors are just for visual reference and likely will be different for the real cards so please don't comment on the colors of the cards because they are just for ease of explanation.


Equip cards come as weapons, upgrades, dropships, or HQ boosts.

Weapons take up a slot permanently. So if I put another LRM 20 on that atlas, I can choose to replace the SRM or the LRM20. then that weapon is removed, and a missile is used up. You can no longer equip something to replace that used up hard point. So If I replace both missile hardpoints with SRM4s, then all those hardpoints are used and I cannot remove them or replace then.


Upgrades can improve damage resistance. FF, Endo, AMS, and other armors fall into this category. only one can be equipped. if a mech already has one then it cannot equip another.


HQ boosts can be used to heal an HQ or provide defenses such as walls to increase health or block lance attacks.


Dropship equip cards are a used only during the dropship phase.


Power cards contain Missile, Energy, and/or Ballistic points. These points may be added to a pool, then split between any lances and star. each attack with a weapon from a unit uses up some of the points
----------------------------------------------------------------------------------
First player cannot attack.

Draw phase is first. A player draws 5 cards from their deck.
Dropship phase. A player uses any dropship cards they have if they wish. Dropships have a limited tonnage. If a unit weights 10 tons, and you draw 5, you may drop all 5 if you want. Mechs and units must be assigned a lance or star. 3 lances and 2 stars per person. only clans units may go in the stars, only IS units may go in the lances. 4 units per IS lance, 5 units per Clan Star.
A player may then equip their units with any equip cards. Power point cards may be used to add to the total pool of energy points.

Attack phase. A player may engage any lance/star with units to enemy lances/stars. Engaged units will use up power points for each attack. The Atlas - D for example can fire all its medium lasers for 4 energy points, then its LRM20 for its missile cost. then the lance that atlas is in has those points subtracted from its pool.

If a lance is engaged to another lance, it cannot engage any other lance. Alpha lance cannot engage the enemy Alpha lance but cannot attack any of the other lances or stars.
HQ cannot be attacked as long as that player controls a unit.

End phase. The player may bank up to 3 cards they own. Banked cards must be instantly played and cannot be overridden. If all 3 slots are filled with unplayable cards you cannot bank any more. All other cards are discarded.


If the player runs out of cards in the deck they may use all Discarded cards to shuffle and make a new deck pile.
units destroyed go to the grave zone and cannot be revived or reshuffled in anyway.

A player loses when their HQ reaches 0 health, or they have no more possible players. IE no power points left, no playable cards in the draw or discard pile.

power points may be transferred from empty lances to any lance with a unit.


Criticisms, ideas, suggestions, blind hatred because you have a personal vendetta against me, questions?

#2 Escef

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Posted 07 January 2015 - 10:24 PM

Have you looked into the old CCG made by Wizards of the Coast?

http://www.sarna.net...ading_Card_Game

Posted Image

#3 Brody319

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Posted 07 January 2015 - 10:31 PM

View PostEscef, on 07 January 2015 - 10:24 PM, said:

Have you looked into the old CCG made by Wizards of the Coast?

http://www.sarna.net...ading_Card_Game

Posted Image


EW Magic the Gathering! I wouldn't even concider those cards for a coaster for my drink. I used yu-gi-oh and the pokemon card game for my basis and rules.

#4 Escef

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Posted 07 January 2015 - 10:54 PM

View PostBrody319, on 07 January 2015 - 10:31 PM, said:

EW Magic the Gathering! I wouldn't even concider those cards for a coaster for my drink. I used yu-gi-oh and the pokemon card game for my basis and rules.


Um, ok? I never bothered with the Pokemon card game, and every review I've ever seen for Yu-Gi-Oh comes out and says that the gameplay is pretty boring. But not every game is for everyone.

#5 Brody319

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Posted 08 January 2015 - 09:06 AM

View PostEscef, on 07 January 2015 - 10:54 PM, said:


Um, ok? I never bothered with the Pokemon card game, and every review I've ever seen for Yu-Gi-Oh comes out and says that the gameplay is pretty boring. But not every game is for everyone.



Yu-gi-oh is not boring. its just vastly different compared to other card games. It is dominated by a boring meta like every game but there are plenty of fun games. Especially when you turn it around with one card.

Yea it comes down to preference but I'd rather play a new an unique card game rather than the 30-40 based on MTG which I find boring.

#6 luigi256

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Posted 08 January 2015 - 09:17 AM

Let's all be card nerds right now. I'll play mine with not only Yugi and Magic but with the Vs. system.
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Not to say I don't enjoy the other two big ones but this was my favorite until it died.

And after looking over your set up for MW it does pull from Yugioh a lot more which is fine. If they made a MW card game I would love to try it.

#7 Brody319

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Posted 08 January 2015 - 09:29 AM

View Postluigi256, on 08 January 2015 - 09:17 AM, said:

Let's all be card nerds right now. I'll play mine with not only Yugi and Magic but with the Vs. system.
Posted Image

Not to say I don't enjoy the other two big ones but this was my favorite until it died.

And after looking over your set up for MW it does pull from Yugioh a lot more which is fine. If they made a MW card game I would love to try it.



looks interesting. I never heard of it. I've played yugioh, MTG, Hearthstone, and the pokemon one but only yugioh stuck with me which is probably because I watched they yugioh anime a lot as a kid.

Edited by Brody319, 08 January 2015 - 09:30 AM.


#8 Lily from animove

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Posted 08 January 2015 - 09:30 AM

View PostBrody319, on 08 January 2015 - 09:06 AM, said:



Yu-gi-oh is not boring. its just vastly different compared to other card games. It is dominated by a boring meta like every game but there are plenty of fun games. Especially when you turn it around with one card.

Yea it comes down to preference but I'd rather play a new an unique card game rather than the 30-40 based on MTG which I find boring.


the question is , how to make it different and not utterly comlicatd.

I mean i played MTG a laod on PC; but in RL all the stages and stuff to pay attention to of all phases was too annoying to wanting play it.

but maybe, mechwarrior isn't even a good base for a TGC?

I mena it already sounds way to complex, putting this on the mech and that, thats not really TGC like anymore.

there are some free TGC simulators out there, we only would need the cards made to be able playing this.
and fr an easy way to make first testcards, we could use the mechs we have here and the icons of the mechs

https://static.mwome...hs/as7-d-dc.png

Posted Image

this should easily allow creatign a prototype with some basic graphical cards.

Edited by Lily from animove, 08 January 2015 - 09:32 AM.


#9 FupDup

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Posted 08 January 2015 - 09:31 AM

Posted Image

#10 Roadkill

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Posted 08 January 2015 - 09:45 AM

View PostEscef, on 07 January 2015 - 10:24 PM, said:

Have you looked into the old CCG made by Wizards of the Coast?

http://www.sarna.net...ading_Card_Game

Posted Image

I have... a lot of those cards. :) Including a few unopened decks, but mostly a dropship full of booster packs from various sets.

#11 BourbonFaucet

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Posted 08 January 2015 - 09:50 AM

It's an interesting idea, but as someone who works on homebrew games, including board and card, as a hobby, it seems like it's rather complex and focuses a lot on equipping cards and managing the energy pool, which could be a nightmare for players.

Here's what I'd do instead to help simplify the game and make it more fun:

Each 'mech card would instead have these values:

In the colored boxes above the green box:

- Armor (total HP)
- Heat (explained below)
- Tonnage
- Class
- Speed (A number)

In the green box:
- List of weapons. Weapons have two numbers in parentheses, or you can have a table for players to consult. A weapon deals damage and generates heat based on numbers in the parenthesis. So for example, a medium laser might be a (3/1) weapon (Deals 3 damage, generates 1 heat). A number before the weapon indicates the number of weapons of that type the 'mech has.

For example, using the limits of the text, Here's what the Catapult C-1 would have on its card:
<card>
Catapult C-1

> Pic<

[40 AP][6 H][65 T][64 S][Heavy]

- 4 Medium Lasers (3/1)
- 2 LRM-15 (3*/3)
- Jump Jets - unit may use 2 Heat to avoid 4 damage,
or gain 10 Speed this turn.
- LRM Rain - unit may fire LRM's twice in one turn.
</card>

So with this, rather than having to manage an energy pool per lance, you can do whatever you want on a per-'mech basis to the limit that its heat value provides.

The purpose of the speed value is to eliminate the complex rules of what weight classes deal what kind of damage to which units. During each turn, both players get to attack using the units they have available, and whichever unit has the highest speed value gets to go first, going down to the slowest. In the event of a tie, whoever's turn it ISN'T gets to go first with the equally speedy unit.

If you would like me to continue with my re-work idea, I'd be happy to do so. Looks like this has some potential!

#12 Mercules

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Posted 08 January 2015 - 09:53 AM

View PostBrody319, on 07 January 2015 - 10:31 PM, said:


EW Magic the Gathering! I wouldn't even concider those cards for a coaster for my drink. I used yu-gi-oh and the pokemon card game for my basis and rules.


Yu-Gi-Oh?

Posted Image

Okay, I guess if you want a card system to play with a bunch of 6-year-olds. I'd just stick with War and Go Fish in that case and save the money on the graphics for the cards.

#13 CDLord HHGD

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Posted 08 January 2015 - 09:58 AM

You mean these?

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#14 Brody319

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Posted 08 January 2015 - 10:00 AM

View PostMercules, on 08 January 2015 - 09:53 AM, said:


Yu-Gi-Oh?

Posted Image

Okay, I guess if you want a card system to play with a bunch of 6-year-olds. I'd just stick with War and Go Fish in that case and save the money on the graphics for the cards.


bro, bro. Yu-gi-oh = best card game ever.

#15 Joseph Mallan

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Posted 08 January 2015 - 10:04 AM

View PostBrody319, on 07 January 2015 - 10:31 PM, said:


EW Magic the Gathering! I wouldn't even concider those cards for a coaster for my drink. I used yu-gi-oh and the pokemon card game for my basis and rules.

Funny I have used Magic Cards for a coaster before. :P

View PostBrody319, on 08 January 2015 - 10:00 AM, said:


bro, bro. Yu-gi-oh = best card game ever.

Dude Euchre is the best card game ever!

#16 Mercules

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Posted 08 January 2015 - 10:06 AM

View PostBrody319, on 08 January 2015 - 10:00 AM, said:


bro, bro. Yu-gi-oh = best card game ever.


Dealt with it on a weekly basis at a gaming shop. It was "okay" but it was hardly worth playing. There is very little actual strategy to it and the player base was probably the worst I've ever met and trust me Friday Night Magic was no picnic. Heck, Dragonball was a better CCG than it.

Vampire: The Masquerade was probably the best CCG game out there. Multiple ways to win the game and an excellent game that would work with 2 players but got even better as you added in more.

#17 Roadkill

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Posted 08 January 2015 - 10:14 AM

View PostJoseph Mallan, on 08 January 2015 - 10:04 AM, said:

Funny I have used Magic Cards for a coaster before. :P

Need more coasters?
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#18 Mechteric

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Posted 08 January 2015 - 10:17 AM

I really liked MtG back in the day, but for some reason the BTech CCG I felt was missing something and we lost interest in it (probably part of the reason it didn't last very long).

#19 AlphaToaster

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Posted 08 January 2015 - 10:25 AM

I enjoyed Vampire, MTG, and their attempt at MechWarrior.

The MechWarrior game was fun at first, but they were a little brutal with the power-creep from expansion sets.

The game was based around having a base, and some mechs to defend it, you could attack the opponents mechs if they were slower than the mech you had attacking, or you could chose to attack the base, and the opponent could pick a mech to defend.

The expansion added VTOLs and Commandos. If you didn't have anti-air or another VTOL, you couldn't block a VTOL. A commando card would piggy back on the VTOL, hit their base and kill it. You win. The card game version of the zerg rush.

#20 Roadkill

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Posted 08 January 2015 - 10:33 AM

View PostAlphaToaster, on 08 January 2015 - 10:25 AM, said:

The expansion added VTOLs and Commandos. If you didn't have anti-air or another VTOL, you couldn't block a VTOL. A commando card would piggy back on the VTOL, hit their base and kill it. You win. The card game version of the zerg rush.

Or you could, you know, guard your Stockpile.





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