Guild Wars 2 Card Game

Guild Wars 2 Card Game

in Community Creations

Posted by: Norngolian.8216

Norngolian.8216

Ok, This is a revised idea about Guild Wars 2 Trading Card Game,
although it’s more about playing than trading.

I was not active in this section so I don’t know if there are other TCG ideas, similar or not.
If you know of something similar please post a link.

So… to the game:

In short, you control a team of four characters. There is limited movement, strategic dodge rolls, a lot of unique skills, conditions and boons. Very similar and true to the real Guild Wars 2 gameplay.

Note that numbers stated in the text below are not final.

The playground:

It consists of each players side. Each side has any number of character slots, designated space for permanent AoEs, deck and graveyard.

Types of cards:

There are two types of cards, characters and skills.

Character cards are a base of every deck and do not need to be drawn, they are rather set before the game. Each represents one character with defined race, profession, first and second weapon set and hit points.

Skill cards have defined profession or race required, weapon needed (if any) and what it does.

There will be examples of both character and skill cards at the end.

Set up:

Each player starts with a deck of 60 skill cards and four character cards.

Each player then sets his characters on the character slots in his side of the field.
One players sets his characters straight (Position 1).
Other player sets his characters sideways (Position 2).

Order of the characters in slots is irrelevant.

They each draw 4 cards as a starting hand.
After deciding who plays first they alternate turns and play their cards as explained below.

Your turn:

At the beginning of your turn draw one card for each of your live characters.

Every one of your characters can either move (change position), use one skill or dodge roll and use one skill.

Using a skill:

To use a skill a player must play a card.
He can discard any card to do a default skill or he can play a skill card.

Every character card has two default skills: attack with either weapon set.
Note that characters can have two ranged and two melee sets as well as one ranged and one melee. But they will always have different weapons in each set.

Ranged attacks:
If a character has a ranged weapon set it can target any enemy character for 1 damage.

Melee attacks:
If character has melee weapon set it can target enemy character that is in the same position for 2 damage.

Rather than using it’s default skills you can play one skill card if it meets the requirements: profession/race, weapons, etc.
Those skills can be from simple damage, different effects (knockback, knockdown, poison, etc.), AoEs, permanent AoEs…

As the game progresses characters will change their position and that affects skill range:
Characters in the same position are in melee range (they can use any skills against each other) and characters and characters in different position are not (they can only use ranged skills against each other).

Moving:

Change your character’s position.

Important for getting into melee range (or avoiding it), getting out of AoEs, etc.
There are skills that are more useful when your team is all in one position and others that benefit from diverse positioning.

Dodge roll:

Discard one card from your hand to move one of your characters, and you can still use a skill with that character during the same turn. Negate any damage or new effects until the end of turn (at the end of turn apply effects from permanent AoEs in the position the character ended in). This does not negate the effects of already applied conditions.

Note that you need to move to benefit from the negate effect.

Opponent’s turn:

You can’t use any skills during this time, you can only dodge roll for the negate effect.

Dodge roll:

At any time during your opponent’s turn you can discard one card from your hand to move one of your characters.
Negate any damage or effects until the end of turn.

This action is instant, so you can do it in response to opponent’s attack.

Victory conditions:

The goal of the game is to defeat all enemy characters.

Used skills and discarded cards go to the graveyard. Defeated characters are removed from play.

That’s all the rules.
Simple, right? Yes, but I think it offers a great deal of playstiles, especially with good skill texts.

Read the examples below to get a better picture of the game and then comment with any questions and thoughts.

(edited by Norngolian.8216)

Guild Wars 2 Card Game

in Community Creations

Posted by: Norngolian.8216

Norngolian.8216

Now for some examples…

Character examples:

Ash Blazeborn: Charr, Warrior, 10hp, Greatsword, Hammer

Norngolian: Norn, Ranger, 9hp, Shortbow, Greatsword

Messmeress: Sylvari, Mesmer, 7hp, Sword/Pistol, Staff

Etc.
Characters are simple.

Skills example:

Staggering Blow: Warrior, Hammer, Melee, “Do 2 damage and knockback target character”
Knockback: Move target character into another position.

Serpent’s Strike: Ranger, Sword, Melee, “Do a dodge roll, inflict 2 damage and poison your target”
Poison: Poisoned character can’t use heal skills in his next turn, at the end of that turn it takes 1 damage and is no longer poisoned.
Dodge rolls done through skills don’t require discarding a card.

Hornet Sting: Ranger, Sword, Melee, “Do 2 damage and dodge roll.”

Monarch’s Leap: Ranger, Sword, Ranged, “Dodge roll into melee range, do 2 damage and cripple target. Use only if used hornet sting with this character last turn”
Cripple: Target character is crippled until the end of owner’s turn, he can’t move.

Fireball: Elementalist, Staff, Ranged, “Target a position and all enemies in that position take 2 damage.”

Call to Arms: Warrior, Warhorn, PBAoE, “Ally characters in the same position as the caster are granted vigor. Enemy characters in that position are weakened.”
Vigor: For every one of your character affected by vigor draw a card.
Weakness: Target character is weakened until the end of owners next turn. Each time they would take damage, they take 1 additional damage.

Glyph of Lesser Elementals: Elementalist, No weapon needed, Summon, “Summon an ally with default attack skills and 3hp.”
Summon: Place this card as a character in the same position as the caster. It can attack on the turn it is summoned. At the end of your next turn move it to the graveyard

Mark of Blood: Necromancer, Staff, Permanent AoE, "Target a position. Every enemy that is affected starts bleeding, every ally that is affected has regeneration.
Permanent AoE: Place this card at your permanent AoE slot (in the same position as the target position), it affects all character that are in that position or who enter that position during it’s duration.
Bleed: Character bleeds until the end of it’s owner turn. It takes 1 damage at the end of each players turn. (total 2 damage)
Regeneration: Character regenerates until the end of owner’s next turn. It heals 1 damage at the end of each players turn. (total 3 hp healed)

Prayer to Kormir: Human, No weapon needed, Utility, “Remove three conditions from character that uses this skill.”

Ether Feast: Mesmer, No weapon needed, Heal, “Heal 2 damage. Heal 1 additional damage for every active illusion”

Healing Breeze: Guardian, No weapon needed, Heal, “Heal 3 damage. Heal 1 damage from one ally in another position.”

Etc.
So you see, a lot of diversity, a lot of possibilities.

What are your thoughts about the game, ideas, questions? Do you like it, or what would you change?
Do you have any ideas for skill or character cards?

Post any and all!

(edited by Norngolian.8216)

Guild Wars 2 Card Game

in Community Creations

Posted by: Norngolian.8216

Norngolian.8216

Addition idea #1:

Trait cards:

Decks can have skill and trait cards.

They define a passive ability and are attached permanently to a character, and come in three types: Adept, Master and Grandmaster. Every character can hold one of each type of traits and they must be equipped in that order.

Trait cards can be played during your turn, one per character, regardless of movement or other played cards.

Traits example:

Piercing Arrows: Ranger, Master trait, “This characters arrow attacks now hit up to two enemies that are in different positions.”

Etc.

Addition idea #2:

Downed state:

When a character reaches 0hp it goes to downed state. Turn character card over to indicate this. Also remove any conditions from it when this happens.

When this happens you can, on your turn, forfeit action with one other character to attempt to heal the downed character. If the heal is successful the downed character rallies at the beginning of your next turn with half hp (?).

While a character is downed it can’t move or play any cards. It has only the default ranged attack skill.

If a downed character receives 3 or more damage in one turn while it is downed it dies and is sent to graveyard.

(edited by Norngolian.8216)

Guild Wars 2 Card Game

in Community Creations

Posted by: Norngolian.8216

Norngolian.8216

I see this is not a popular thread and I’m basically talking to myself, but I did give it a little thought again after some time…
There was a problem with no. of cards per turn but I think I removed it.

And I wanted to share the two turn scenarios below with you.
//note that skill cards would be the mostly used action (instead of standard action like in the scenarios – it was to avoid crowded pictures)
Basically a player has more or less 8 cards per turn: 4 to play as skills and the rest for dodging or planing ahead.

The only undetermined thing is what happens when a player runs out of cards in his deck?
Two options are: he looses or he turns his graveyard over and uses it as his deck.
First one does sound a little lame but if there are ever some perma-tank builds the second one isn’t viable.
What do you think?

Attachments:

(edited by Norngolian.8216)

Guild Wars 2 Card Game

in Community Creations

Posted by: Alissah.9281

Alissah.9281

-How big is the playing field :o?

-Im not really into card games, but for some reason i enjoy making rules up xD.
You made weakness “take 1 extra damage the next tiem you take damage”,but maybe you should call it vulnerability as in the real game?

-I think the trait points would make it too complicated though.

-dont forget stun breakers and other instant skills

-heres an idea for the downed state: downed characters have 3 health, they have to reach 6 health to recover from downed. A downed character can heal 1 per turn (instead of attacking), but when they take damage, heal goes on 2 turns cooldown, if they dont take damage they continue healing. An allied character can heal a downed 2 per turn in melee range. I also think the basic ranged attack should have a shorter range (but im not sure how big the whole field is)
When going down, characters gain 1 downed penalty. Each point of downed penalty decreases health the next time they go down by 1(must have atleast 1 downed hp), and decreases health the next time they recover by 25%(base is 75%, must be atleast 1 hp), decreases maximum health by 20%, can only get a max of 3 downed penalty and it doesn’t recover in any way.
example: my character has 10hp and just goes down for the first time, she has 3 downed hp, but in my turn another character can immediatally revive and she bandages herself, she recovers with 5hp, her maximum hp is 8 (can reach this through healing skills). If she goes down again shell have 2 downed hp, still needs 6 to recover, recovers with 2 hp, has a maximum of 6 hp, etc!
Maybe recovering with 2 hp is a bit harsh… An alternative would be, recover with 50%, but gain X turns of bleeding(condition) based on downed penalty. I think the maximum health decrease is balanced though.

-I do have a random idea for the traits though, every character can get 30 in a certain tree and get a signature trait (the one that most people use that tree for). Like elementalists in arcana will get evasive arcana, Mesmers in duelling will get clone on dodge, mesmers in inspiration can get feedback on res, thieves in shadow arts will remove conditions in stealth etc. It would still allow choices (5 per profession) without making it super complicated. Or maybe make the 30 points alreayd allocated per character, but give the player some choices which trait to actually choose :o. like your character “messmeress” whom has 30 inspiration, The player would be able to choose between “remove conditions when shattering”,“phantasms have 1 more health”,“feedback for 1 turn when reviving”
-Maybe change some conditions and boons to be abit more like in game? Vigor “next tactical dodge doesnt discard a card”, Poisoned “for the duration all healing is halved, always rounded down and must be atleast 1”, bleeding “does damage”weakness “attacks do only half damage and dodges discared 2 cards”,quickness “can use 2 skills per turn”

Ok, so i never really played trading card games, except for those times where my friends basically forced me to, so my advice may be complete garbage xD. But i hope this helps anyway!

Oh, i also have an idea for a character ^^.
Name: Alissah
Race: Sylvari
Profession: Mesmer
Traits: 30 Illusions

Attachments:

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.

Guild Wars 2 Card Game

in Community Creations

Posted by: Leon Might.6210

Leon Might.6210

It can be a little like hearthstone. I would love that.