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VampireBuddha Calendar enthusiast from Ireland (Wise, aged troper) Relationship Status: Complex: I'm real, they are imaginary
Calendar enthusiast
#1: Feb 7th 2022 at 11:57:39 AM

Several years ago, I and some other tropers tried to design a collectible card game based on TV Tropes; naturally, all the cards (and a few other mechanics) were based on tropes. Unfortunately, the original thread descended into shouting and acrimony, and the project died.

But I still like the idea of a TVT CCG, so let's try it again!

Guidelines

Obviously, if this game ever really comes into existence, it will be played online, or at least electronically. However, I would like it to be practical to play with physical cards, if someone wants to go to the trouble of designing a bunch of cards and printing them off. To this end, there should be no more than two graveyards, and cards go to the graveyard individually rather than in blocks.

Also, it will almost certainly end up being a Deckbuilding Game rather than a true Collectible Card Game, but whatever.

Let's begin

One idea from the original thread the might be worth salvaging is the resource concept. We settled on the idea that the game represents two (or more!) writers, each trying to steer a story the way they want. As such, there are two resources: Inspiration and Influence.

  • Inspiration represents how many ideas the writer (player) can juggle at a time. Each player has a set amount of Inspiration, and better cards cost more Inspiration. A player can discard any card they currently have in play to regain the Inspiration needed to maintain it, if they want to play a new card but can't quite afford it.
  • Influence represents how much control the writer (player) has over the story. Each player starts with a certain amount of Influence, and cards drain Influence from the other player (so, for example, if a card says "Gain 2 Inf", your Influence increases by 2 and your opponent's decreases by 2).

There are three ways to win:

  1. One player gains all the Influence.
  2. One player decks out, at which point the player with the most Influence wins
  3. Certain cards represent story arcs. Fulfilling the conditions on an arc card rewards the player with significant Influence and automatically ends the game in a couple of more turns.

But, you know, that's just one way we could do it. If anybody has a better idea, I'm all ears. Or if people prefer, we can just go with a straightforward Card Battle Game a la Magic: The Gathering

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