Spell Card Battle (Touhou Card Game)

digi-kun

Hourai NEET
  • 4,638
    Posts
    21
    Years
    • Age 35
    • Seen Mar 12, 2018
    Ok, so i generally have an idea of where i'm going with this, and this idea is nowhere near complete, and i don't have much free time (especially with finals coming up), so i'm gonna go ahead and put this out as it is and see what you guys think about it. To those touhou fans who actually look into this section

    Basics:
    1 Character Card
    Spell Card Deck:
    (4x each) Spell Cards
    (1x each) Minions/mid-boss/boss, etc. (still need name for card-type)
    Generic Danmaku
    Graze, Bomb, other such dodging tech​
    Ok, this part i pretty much have down. yet to figure out ideas for counts on the rest

    Spell Orbs / Shields:
    Used to pay for spells
    Used to prevent damage
    Each character has different amount
    So here's my idea for the payment system, pretty much stolen straight from SWR, but edited a bit.

    Deck size is undetermined
    Hand size is undetermined, maybe 5?
    The win condition will probably be damage, but i did consider using milling as the win condition (lycee), dunno, whatever seems more fun
    The biggest problem i'm having is with gameplay. I had this really complicated system that involved something that somewhat resembled PoFV, but it took up too much space, and again, it would be horribly complicated. Basically i need a way to simulate how a normal spell card battle (lots of grazing, blocking, relatively hard to deal damage) could carry out while at the same time not allow some idiot stock his deck up with only defense and win by stalling the opponent out
     
    The biggest problem i'm having is with gameplay. I had this really complicated system that involved something that somewhat resembled PoFV, but it took up too much space, and again, it would be horribly complicated.
    Hm... present your original idea anyway? There could well be room to thin it down or something... unless you've already tried and been unable to.

    Still, sounds like a good start...
    I'd like to see how Yuugen Magaan might work... as five cards? xO


    Just one real question, what is milling?
     
    Milling is to make the opponent decrease the number of cards in their deck (forcefully)

    So my idea is to make a 5x5 playing space (per player) in which they set danmaku onto a board, and have the danmaku slowly(or not depending on the card) and the player's card can move back and forth between the 5 paths at the end to see if the spell hits. or something like that
     
    5x10 isn't a greatly huge space, barly even large, but then it depends how big the cards are...

    Danmaku = counters? I'd assume so; so here's one idea based somewhat on the Warhammer games...
    Counters in same space as character = roll of X number of dice, where X is the number of danmaku counters in the single space. Depends on the spell card and whatnot on hit chance, and the character's hitbox as well perhaps — at least in PCB Reimu has a smaller hitbox.
    With another roll of the dice —one per shot that hit— is to determine the damage done.

    This tends to result in some constant referring to damage charts and so forth but at least it's relatively simple to grasp and with the right stats hopefully isn't so much based on random chance as it may seem to be.


    Basically i need a way to simulate how a normal spell card battle (lots of grazing, blocking, relatively hard to deal damage) could carry out while at the same time not allow some idiot stock his deck up with only defense and win by stalling the opponent out
    One could simply state in the rules that a specific minimum of each type of card is required.
    Or a maximum, if you want to work that way round.
     
    Back
    Top