History CCG
History CCG by amuseum
41 cards in Multiverse
41 with no rarity
37 colourless, 2 red, 2 green
15 comments total
New game in development, 4x card game
History CCG: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
The set creator would like to draw your attention to these comments:
On Brainstorm (long) (reply):
Brainstorm ideas (long) History of the World CCG Based on Civilization-like games Card types: Traits: 5 suits/alignments Ranks on cards: Terminology: -Actions: How cities and terrains work: How production works: How research works: How economy / commerce works: How policies work: How culture works: How combat works: How to win: Deckbuilding: General Design goals and constraints |
On History CCG (reply):
History of the World is a customizable card game in the 4x genre (like Civilization): explore, expand, exploit, and exterminate. Raise cities and population, gather resources, build armies and wonders, research techs, and develop culture and social policies. Guide your civilization through the ages of mankind. Notable features:
Posting this here since I'm not sure there's another platform for developing new CCGs. Also since this is an entirely new game, everyone is welcome to join in its development and provide feedback to help make it playable and fun. |
Recently active cards: (all recent activity)
CLOSING PHASE
At the end of each turn, all players simultaneously perform these actions.
ACTION PHASE
After all players are done with the maintenance phase, they move to the action phase. Starting with the player who won the initiative and going clockwise, that player may perform one of the following actions. Keep going around the table until no one wants to or cannot perform any actions, then the action phase ends.
MAINTENANCE PHASE
The maintenance phase consists of these steps. All players complete each step, starting with the player who won the initiative and moving clockwise, then move to the next step.
OPENING PHASE
At the beginning of each turn, all players simultaneously perform these actions.
In History CCG, all players take the same turn simultaneously. They go through each phase together until the entire turn is completed, then a new turn begins. Nevertheless, players vie for initiative so there is some order in how actions are resolved.
The phases of a turn are Opening Phase, Maintenance Phase, Action Phase, and Closing Phase.
PRE-GAME SET UP
All players shuffle their decks and put it into their treasury. Then consult 7. Each player may deploy a city card from their council and put a terrain card from their council adjacent to that city. Put one counter on the city to represent that it has a population of one. This is his capital city. A player wins if he is the last player to control his own capital city.
These are some of the commonly used terms and actions you'll see on the cards and in the rules.
All cards are placed in one of these zones:
Posted an initial bare list of cards. Basic terrains, 1st age techs and units.
v0.0 initial testing
Tested with standard playing cards. Results may not hold when using actual cards and constructed deck.
City building is the resource management engine in this game. Feels very much like a board game, which pays homage to other civilization games and differentiates it from other card games. More exciting here due to the "growth" mechanic: draw and reveal cards equal to your city size and food yields, then add their ranks. If the total is equal or greater than the city's population times 5, then increment the city's pop.
Research and production is just putting counters until it meets the cost. Need to decide the tempo for early and late game cards. Each player researches one tech at a time. Each city builds one thing at a time. So controlling more cities lets you build more things. But settling a new city means lowering another city's pop by 2. So you can't expand too fast.
Culture battles, separate from unit battles. Attacker and defender draws 5 cards, plus 1 more for each culture they have, like stud poker. Then they make the best 5-card poker hand. No flushes or straight flushes. Rainbow--all 5 suits--count as bonus. If attacker wins, they add 1 pop and defender loses 1 pop to the city of their choice. If defender wins, they draw a card. Obviously more culture gives you better chance of winning, but not guaranteed. So there's a risk of attacking with culture; don't want everybody to attack every turn without thought. Furthermore, must have 1 culture before you can start culture battle. Gives you time to build up your pop and defense.
Brainstorm ideas (long)
History of the World CCG
Based on Civilization-like games
Card types:
-City card: population, build stuff with material one at a time
-City subtypes: the name of the country where the city is located
-Terrain card: give yields: food, trade, material; adjacent to city, up to 4
-Terrain subtypes: names of different types of terrain, such as grassland, hill, forest, sea, etc.
-Unit card: combatants, utility, settle cities, work terrains, improve production, research, etc.
-Unit subtype: ground, aerial, naval, mounted, ranged, melee, motorized
-great people, specialists
-Event card: one-time effects: disasters, news, current events, etc.
-Event subtypes: "tactical", played during combat, influences combat outcomes; "diplomatic" spy games;
-Mod card: modifications, upgrades to other cards
-Mod subtypes: "resource" on terrains, such as cattle, iron, gems, bananas, fish; "upgrade" on units;
-Leader card: unique historical people, such as Julius Caesar, your allies
-Creation card: result of material and trade
-Creation subtypes: "building", "wonder", "work", "art"
-Tech card: research one at a time, pulling subgame, pull from deck, match alignment to tech's
-Tech subtypes: 1st age, 2nd age, 3rd age, etc.
-Policy card: governments, laws, social trends, diplomacy, spies
Traits:
-Units: offense, damage, hp, move?
-terrain : food, trade, material
-creation, mod: cost, culture
-tech: cost, grants
5 suits/alignments
-Financial: gold, Agriculture, Mining, Currency, Bartering, Banking
-Cultural: black, Cave Painting, Storytelling, Dance, Music, Theater
-Martial: red, Archery, Bronze Working, Gunpowder, Swordmaking,
-Technological: blue, Wheel, Calendar, Physics, Biology, Medicine,
-Philosophical: green, Worship, Funeral Rites, Naturalism, Monotheism, Polytheism,
Ranks on cards:
-city: 7 - 12 (used as city growth)
-unit: 1 - 6 (used as costs and strength)
-terrain: 2, 3, 5, 7, 9 (high: grant food for city growth, low: grant material for combat)
-others: 1 - 12 (used as costs during production and research)
Terminology:
-Zones:
--Map = in play (on the map)
--Treasury = draw pile (library)
--Council = hand
--Landfill = discard pile
--Lab = current tech being researched
--Tech tree = all finished techs
-Actions:
--consult = draw a card
--discard = send a card to the landfill
--explore = reveal top N cards from treasury, play an appropriate card from among them, then discard the rest.
--exhaust = turned 90 degrees (tap), of units and creations
--heal = remove damage counters from unit
--yield = sth produced by terrain and cities. namely food, trade & material
How cities and terrains work:
-city and terrain give yields: food, trade, material
-each population works one terrain, up to 4 terrains
-population can go as high as 13?; each above 4 grants 1 yield of your choice
-how to grow population?
-at beginning of turn, for each city, tally food in surrounding terrains. reveal that many cards from deck, if suit matches city and rank higher than current population, then increment poplution
-basic terrains: forest, hill, mountain, grassland, river, sea, desert
-mods for terrains: cattle, gems, coal, iron, etc.
-suits of cities: financial, etc.
-1st city and terrain are free; thereafter, new terrains are explored with units and new cities settled by settlers
-when you explore a terrain or city grows a pop, you may put a Resource mod on it; pull cards or from hand
-join separate land masses by playing new terrain card
-minimum 2 terrains between cities
-explore by using a unit's turn
-population scale: 13=8m+, 12=4m+, 11=2m+, 10=1m+, 9=500k+, 8=250k+, 7<250k
How production works:
-put creation, unit, or mod card under city face up
-cost = rank
-must meet requirements, based on suits on finished techs
-look for suits: 1 matching suit = 1, every 2 unmatch suit = 1
-bonuses (like cribbage): 2 cards add to 15 = 1; 2 cards same rank = 1
-e.g. researching financial tech, see some financial symbols in poker hand, add to tech.
-e.g. making martial building, see some martial symbols, add to building
How research works:
-new tech face up in play
-at beginning of turn, spend trade yields and put research counter on tech
-when research cost met, gain tech, and play new tech
-may swap tech, but lose all research counters
How economy / commerce works:
-trade yields from terrains
-upkeep for units, creations, and research (i.e. divide trade yields among techs, buildings, and units)
How policies work:
-how to deploy?
-what kind of abilities?
-diplomats, spies, agents, cold war, threats
How culture works:
-requires you have 1 culture to start culture battle
-during upkeep, may spend 3 trade to gain 1 culture
-culture also provided by some creations
-as an action or event or trigger, draw a poker hand
-culture can steal population from each opponent once a turn
-compare best poker hand
-what modifies poker hand size and redraws?
-stud poker: each contestant draws 5 cards and 1 more for each culture they have
-attacker wins: gain 1 pop and defender loses 1 pop in the cities of their choice
-defender wins: defender draws a card
-no flush or straight flush
-rainbow (all 5 suits) count
How combat works:
-melee, ranged, ships, air
-movement
-explore terrain, chance of reward (poker hand?)
-barbarians?
-attack, defend
-unit traits: offense, defense, mobility
-mods for units: weapons, experience, abilities
-skill check to deal damage: if pulled card is lower than offense, success
-attack city, if pop > stregth, lose 1 pop, else take over city
-guardian style? Players match up attackers and defenders
-damage is permanent; use a turn to heal
-cannot attack same turn unit is produced
-units enter play stationed in a city
-units use a turn to move between cities
-units can attack any city from anywhere
-units can block only city where it's stationed
How to win:
-Population: reach 20 pop total in all your cities
-Domination (martial): control all capital cities
-Economic (financial): control buildings and wonders total value N
-Artistic (cultural): control works total value N
-Scientific (technological): research techs total value N = 30, minimum 2 techs per age
-Social (philosophical): control policies total value N
Deckbuilding:
-High rank good for: city growth, stronger cards
-Low rank good for: combat pulls, faster production and research
-Mixed rank: cribbage bonuses to production and research
-Suits: poker hands
-Same suits: city growth, culture poker,
-Different suits: different techs and production
-"Face" cards: ranks P, E, G (prince/ss, emperor/ess, god/dess): what bonuses or abilities?
-how to handle multiple suit decks or cards? e.g. power plant requires both financial and technology
-Ages: many cards have age requirements. They cannot be played until you have entered that age. 3 techs of the same age move you into the next age.
-60 card deck, max 3 of any card except basic terrains
-few deckbuilding rules (1 to 5 suits in same deck okay, mix nations okay, mix techs okay)
General Design goals and constraints
-cores of the game: city, control, tech, resource management
-game length: 15 - 30 minutes