Gaming > Game Design
Heaven's Gate
Minister Polarius:
This is my new card game I've been working on for a while. I think it's got some super-unique, possibly very fun elements that set it apart from other card games. I'll introduce the game in stages, starting with concept and setting. Then I'll move on to card types, gameplay, etc. Please comment a lot, like, don't like, but don't just read and then move on.
Minister Polarius:
Heaven's Gate is a card game set in a far, far distant future. Colonists from Earth made inroads into other planets thousands of years ago, and now the people on those planets have all but forgotten Earth. The game takes place when the new civilizations are once again reaching their zenith and rediscovering the ability to traverse the stars. Only this time, they're not alone.
The goal of the game is to either defeat your opponent by capturing (or exterminating) his planet, or by achieving transcendence on your own. This is accomplished through research, devotion, space travel, and battles both on the ground and in the skies. Gameplay is specifically designed to provide Spikes, Johnny's, and Timmy's an opportunity to enjoy the game no matter who they are playing, and the turtle/control/aggro triangle is recognized and encouraged. Gameplay moves fast enough that games don't drag on, but slowly enough that it is impossible to win within 20 minutes, even if both players are running aggro.
There are three civilizations with distinct, seeded home planets which provide advantages specifically geared toward one of the T/C/A choices. There are also three focuses common to all three civilization: faith, science, and warfare. Each of these is also geared toward one of the types, but balance is necessary. A Malacan deck running nothing but military will be torn to shreds by even a balanced Paralan deck. And it can forget about ever even making landfall on a good Candran deck.
While luck-of-the-draw does play a large part in Heaven's Gate, it does so in a different way than most card games. Due to a complete and total absence of any tutoring or drawing cards, deckbuilding will determine the winner more often than Lady Luck. Do you stack your 50-card deck full of Anti-Orbital Cannons to make sure you don't get rushed, missing out on the opportunity to use some of the more devastating cards? Do you include level 3 Basilicas and level 3 Devotion cards, praying that you'll draw them at the right time? Do you attempt to overwhelm your opponent and fill your slots with Ion Thrusters and Malacandran Raiders? Do you ignore your opponent entirely and focus on unlocking the 5th dimension, relying on your remote location and permanent Anti-Orbital cannon? Do you use soldiers or viruses? If you're using viruses, do you rely on Aether-Borne illness or the more deadly pandemics that must be delivered Fed-Ex style? Do you send one scout over quickly to do some quick damage and wait for the rest of your fleet? Do you wait until you have an armada that can survive most orbital defenses, and hope your opponent hasn't drawn Solar Flare or Digital Virus?
If testing does well, once I've released Contact (the base set) and the first two expansions (Space Oddity, adding more battle mechanics; and Rebirth of the Nephilim, adding a fourth Civilization based on combos), there is also a series of novellas in the works to compliment the atmosphere of the stories, and explain how all of this could be possible without contradicting the Bible.
Like I said in my first post, thoughts, likes, dislikes, anything but apathy :)
JSB23:
When are you going to have the online stuff up and running?
Cuz I got's to get me some of that!
(Seriously though great idea sounds like a combination of Starcraft and Race for the Galaxy in CCG form)
TheKarazyvicePresidentRR:
Apathy is death. With that being said id like to beta this when the time comes
Red:
+1 And why no tutors? They ADD skilll not interduce luck.
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