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Forum Index > Games > Trading Card Games
>> Making Own Trading Card Game
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New Post! May 28, 2008 @ 22:45:10#1
vamp972

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24/M/Springfield,
Join Date: May 2008

Hey, I am trying to make my own trading card game like Magic and Yu-Gi-Oh just for an experiment and i was just wondering if you guys had any suggestions... like rules, hand limit... I can't think of anything, but I know that I don't want it too much like Magic...I wanna do something original

On August 19, 2009
New Post! May 28, 2008 @ 22:46:29#2
vamp972

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24/M/Springfield,
Join Date: May 2008

And this is just for me to play with friends. when it's complete, i'll post the rules and gameplay out for you guys

On August 19, 2009
New Post! May 28, 2008 @ 22:47:40#3
spicedsugar

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18/F/, California
Join Date: May 2008

Magic, as in Magic Gathering? O.o

huh...
no more than 8 cards per playable hand...
the more combos you make, the better your score...

hmm...
set types of decks?? for instance, being dominant in one area instead of all over? idk...




"Never fear dying, fear never living."
~ Talisa. My life motto.
On September 15, 2008
New Post! May 28, 2008 @ 23:06:53#4
knighthawk666

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38/M/Rio Rancho, New Mexico
Join Date: Apr 2008

do some like ps3 eye camara card gam.





Hey, Where is Perry
On August 08, 2009
New Post! May 29, 2008 @ 03:52:50#5
khonshu

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34/M/Richardson, Texas
Join Date: May 2008

If you're going to invent your own TCG just for fun, that's one thing, but making money off it is another.

Trust me. I'm going through the pre-production phase of publishing my own TCG from scratch and it is BRUTAL.

Print shop costs, artist wages, packaging, distribution, profit margins, futures forecasting.

Ugh. I've said too much already.

On June 15, 2008
New Post! Jun 24, 2008 @ 10:47:06#6
would_be_me

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28/NA/, Australia
Join Date: May 2008

Destroy 'life-points' - it's a dodgey idea.




TFS rules above this as well: link [amiabanana.topic-zone.com]
On October 07, 2008
New Post! Aug 31, 2008 @ 23:49:47#7
mrvariant

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23/NA/Brooklyn,
Join Date: Aug 2008

I made my own trading card game, apparently this site isn't letting me create a new topic. I could talk about it if you want. But general suggestions for a trading card game are: balance--do not make crappy cards that are impossible to use (fusionist in yugioh is a prime example as are probably over 1000 other cards in that game), and do not make cards that are too powerful for no cost either. You might want to think of a way to make resources to pay for your cards: discard, luck, etc.

On August 07, 2009
New Post! Mar 15, 2009 @ 06:47:22#9
me123abc9

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17/M/new york, New York
Join Date: Mar 2009

i also need some tips
like
1. rules if fantasy
2.what materials
3. what kind of pics should i draw
4.the rules like for winning n stuff

plz help me

On March 16, 2009
New Post! May 02, 2009 @ 07:05:08#12
Mazrocon

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15/M/boise, Idaho
Join Date: Apr 2009

I use to play yu gi oh alot. It was fun and all but it didn't seem like there was a great deal of strategy involved. Once you've strategically made your deck it starts turning into a luck game. In other card games it used more strategy but in an annoying way. Like pokemon using energy and stuff.

I think you're main focus is "what is going to make your card game stand out from other card games?". With yu gi oh it's based around lifepoints. With duel masters it's shields (basically the same thing).

It shouldn't be too hard to make it fun to play with your friends but if you are trying to sell the game then you are going to have to dedicate alot of time into it!

~TIMOTHY~

On May 07, 2009
New Post! May 07, 2009 @ 18:46:13#13
salamanderman117

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25/M/Tampa, Florida
Join Date: May 2009

-Get some friends in on it! the more brainpower the better and you'll need some play-testers.
-get a good picture editing program!!
-Pick out some good objectives and rules (dont set them in stone till you've done some play-testing)
-I suggest picking a popular show, movie, game, etc to start with simply because it is way easier to find art online and if you are just playing with friends you dont have to worry about copyrights. (and if is an awesome game the company whose thing your chose might lisence you to use their theme if it will make them money!)
-make and print! or just make and use Lackey CCG to test on!
-test, modify, test, modify, and test again!
-have fun!!!

On May 07, 2009
New Post! Jul 16, 2009 @ 16:12:39#16
CoConspiratorium

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29/M/Denville,
Join Date: Jul 2009

Great games have multiple ways to win, and can play out for an average of six rounds (using an "average" deck) before any given player has definite advantage. For example, your card game might have life points that, on average, can be lowered to a critical level by determined attacking by round five or six. Yu-Gi-Oh, Magic, and Epic feature this mechanic.
But also, a good rule for winning is the "deck out" strategy. If an opponent ever attempts to draw a card from his or her deck but cannot because that player is out of cards in the deck, that player loses the game. In games featuring decks with maximum card counts, this is particularly threatening. Many card games feature this mechanic.
If your deck represents a character (VFS, World of Warcraft, Naruto), then using a character card to represent the character and its abilities is also important. I like VFS for having each character bring his or her own maximum hand size to the table. Each character has it's own unique rules in certain cases, and special cards that only belong to it.
What's become very important to many people is how "resources" work in a game. I personally enjoy Magic's mana system (I understand that many people don't), and find improved game speed in World of Warcraft's resources system. I have also become a big fan of Epic's action point system, and find that using that system in particular is very easy. Round timing is the least popular way for any game to use resourcing (you just can't play a "3" until the third round or later, and you can't play a "9" until round nine) that I have witnessed, and I personally discourage it.
A great resource system a friend of mine created for his game is that you "commit" cards in your hand to play cards. To commit the cards, his rules state that you must remove the card(s) in your hand from the game face down until the end of turn. This makes discard decks devastating and draw decks powerful. Likewise, however, there is no need to worry about any other resources.
These tips are meant to help you with some basic guidelines. But as you know, there's a lot more to it. Have fun and I hope your results are satisfying!

On September 06, 2009
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