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Staredit Network -> Ideas -> CardCraft
Report, edit, etc...Posted by Alex Lifeson on 2005-11-17 at 16:35:20
Okay, card games on StarCraft are pretty horrible. But that won't stop me from posting crazy idea #52!

Idea: A game where players choose thier StarCraft race and they use the units as "cards". Each turn would progress like this:
1. Draw card from resource pool
2. Place Attacker card or Defender card (up to two, altogether)
3. Attack the enemy!

There would also be spell cards, based off of SC spells. Each player would have 8 special Spell card variants, and they may be used any time in the game, any phase, any player, but only one card per player per turn. Playing cards at any time will cause havoc upon the other player, who doesn't suspect thier draw step to be interupted so fast.

You attack with one attacker per turn, and you defend with one defender per turn. When you attack the enemy, you take your attack score, subtract your opponent's defence from your attack, and whatever is left over is subtracted as Discards from the opponent. After the attack, both players discard thier attacker and defender, respectivly. So...

Player A uses a 3 damage attacker. Player B defends with a 1 armour defender. The damage of A is now reduced to 2. Player B discards 2 cards. He may discard them from his hand, or his deck, or both. Then, both players discard thier used units. Afterwards, it's Player B's turn.

When one player runs out of cards, it's game over for him. That's basically how it works.

These are the unit stats and spells of each race. If a spell says to discard, unless it states specifically the attacker or defender, it discards from the hand or deck:

Unit Cards

Terran Level 1: Firebat/2 Attack, Marine/1 Defence
Terran Level 2: Vulture/3 Attack, Wraith/2 Defence
Terran Level 3: Goliath/4 Attack, Arclite/4 Defence
Terran Level 4: Valkyrie/5 Attack, Battlecruiser/6 Defence

Protoss Level 1: Zealot/2 Attack, Dragoon/2 Defence
Protoss Level 2: Dark Templar/3 Attack, Scout/3 Defence
Protoss Level 3: Reaver/4 Attack, Corsair/4 Defence
Protoss Level 4: Carrier/6 Attack, Archon/6 Defence

Zerg Level 1: Zergling/1 Attack, Hydralisk/2 Defence
Zerg Level 2: Mutalisk/2 Attack, Lurker/3 Defence
Zerg Level 3: Scourge/4 Attack, Ultralisk/4 Defence
Zerg Level 4: Guardian/6 Attack, Devourer/5 Defence

Terran Spell Cards:
Medic Heal: Recover the last 3 discards. If one of these is a Heal, immediatly discard it
Medic Optical Flare: Lowers an enemy Unit’s level by 1
Infantry Stim Packs: Upgrades one Unit’s level by 1
Explorer Irradiate: Increase damage vs. enemy by 2
Explorer Defence Matrix: Decrease damage vs. self by 2
Explorer EMP Shockwave: Nullify a Spell
Ghost Lockdown: Cancel the enemy’s attack. Discard enemy attack card
Personal Cloaking Field: Cancel the enemy’s defence. Discard enemy defence card
Terran Weapons: Advance all Attack Units owned by the user to the next level.
Terran Armour: Advance all Defence Units owned by the user to the next level.

Protoss Spell Cards:
High Templar Psi Storm: Destroy enemy Unit card
High Templar Hallucinate: Prevent the discard of your used Attack or Defence Unit
Dark Archon Mind Control: Transfer enemy Unit to your side of the field. Discard one Unit card of user from play
Dark Archon Maelstrom: Cancel an Attack or Defence. Discard enemy Unit card that attacked/defended
Dark Archon Feedback: Cancels a Spell. Enemy discards 3 cards
Corsair Disruption Web: Prevents a specific Unit from attacking/defending this turn.
Arbiter Stasis Field: Freezes the enemy turn to the current phase, whether it is defence, attack, play, or draw. Take one free turn before your opponent
Arbiter Recall: User draws one card
Protoss Weapons: Advance all Attack Units owned by the user to the next level.
Protoss Shields: Advance all Defence Units owned by the user to the next level.

Zerg Spell Cards:
Zerg Burrow: Prevents Spells from being used on your Unit cards this turn
Queen Parasite: Cancels all Cancel or Prevent Spells. This includes Lockdown, Cloaking, Hallucinate, Maelstrom, Disruption Web, Stasis Field
Queen Spawn Broodling: Destroy enemy Unit card. Immediately use the attack or defend step for your current upgrade level
Queen Ensnare: Prevents enemy from using a Spell for the turn
Defiler Dark Swarm: Prevents Unit damage. Spells are unaffected
Defiler Plague: Increases damage to enemy by 1 per every Unit card you have in play
Queen Infestation: Use an enemy’s just played spell card as your own, instead of your enemy’s
Ultralisk Chitnous Plating: Decrease damage vs. self to 1 if the damage is over 1
Evolve Zerg Attacks: Advance all Attack Units owned by the user to the next level.
Evolve Zerg Carapace: Advance all Defence Units owned by the use to the next level.



Crazy idea, or what?
Report, edit, etc...Posted by Rantent on 2005-11-18 at 00:26:18
Neat Idea, You should make it so that the cards in your hand are made up of units on the minimap. And then battles would happen in a small arena.

Good luck triggering this.
Report, edit, etc...Posted by RetardedGoliath on 2005-11-19 at 12:03:20
seems like youve really thought this through... the idea is... well i guess its alright and triggers would be really hard... good luck
Report, edit, etc...Posted by Alex Lifeson on 2005-11-19 at 16:10:42
Thoght it through? I took one hour in school to come up with everything. That's all. Good thing Dr. Braginsky doesn't pay much attention to people, just his own thoughts.
Report, edit, etc...Posted by dumbducky on 2005-11-19 at 17:48:50
or you could have player place cards in one of several arenas. Then when someone else plays a card in an arena you can have all the cards in that arena fight each other. It would be a micro and card game! WOAH!!!!!!!!!!!!!
Report, edit, etc...Posted by Frozen-rpg on 2005-12-05 at 16:32:09
how would the upgrades work?
Report, edit, etc...Posted by fm47 on 2005-12-07 at 06:26:18
Whoa, really nice list you have going on there. I was thinking of an actual Magic the Gathering type of a game, but there are just way to many cards with magic the gathering, and even if you premade decks with each color, you would have to make sure they balance so well they they will all be able to fight each other and have different gaming results and experiences as you play...

So I thought of Pokemon, if it hasn't change from... 5-6 years ago, the cards in there are less if you stuck with just the older cards (around 100-150 characters) which you could carefully select characters and premake decks... but again the balancing on that would be insane.

Having a little battle animation seems way cool though happy.gif you just have to make sure the stronger unit wins. But then you have to consider- does the winning unit HEAL, or since he's damaged, he's simply weaker for the next battle. That's important because you could have a ghost run around all day and fire at your zealot if your zealot wasn't fast enough (which I doubt there will be much problems but you get the point). Or will you simply show the animation simply for looks and then go on with the game?
If so you could just do

cond.
any player brings in marine
any player brings in zergling
battle begin is cleared
act.
set battle begin
modify marine hp to 1%
preserve trigger

cond.
any player brings in ghost
any player brings in zergling
battle begin is cleared
act.
set battle begin
modify zergling h p to 1%
preserve trigger

just a quick model but you get the point.

Since you seem to be make your own card game, the unit choices seem like they'd work better for you.

edit==
Also for the spells, you could just give your unit a certain amount of gas or minerals. For example if you were to do it like MtG style, you would lay down land for Mana, and you they become tapped once you use them. In starcraft, that would mean you would have an area that determines how much mana you have (let say you have 6 sunkens on the playing field) so you have six mana. Then when you use your mana (to cast a marine for example) will cost 2 mana, then to create a firebat, it would cost 4 mana, all your mana is used up, you would have to wait till the beginning of next round for it to "untap" or come back.

The only way I could think of you using armor levels is by switching your "monster" with a computer with the upgrade (so you would need at least 3 free computers for each level of upgrades, unless you use a different editor to make that higher), which will cost you mana as well.
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