PRJT - 0 ["Materium"]

 Materium - TCG
STFU, know I've been dead my latest post has been in draft hell because I accidentally spilled my vindication and trying to get it back. [Also I accidentally spelled it PRGT which would be...Progect, not...Project...kill me]  This one is a TCG which the original projects were called "CALAMITY" and "Colours of the human heart" which are kinda gonna be combined into one game since CoHH was getting just into MTG 2.0 and Calamity...might still get its own due one day, these are all [the projects] in my google docs anyways but I figured I work best when bouncing of someone even if thats a parasocial relationship with the void and plus some of the mechanics that made CoHH would've been unique have ended up implemented some TCG elsewhere anyways also I was still worried about making it "Approachable" but nah Materiam is gonna be full post just whatever I think is based. Also like any tweenager with an OC if you're deadset on taking it, talk to me and we can work in tandem at minimum

Aight, aight I got a working idea for now on how the game works so theres only two card types, and two decks first the two cards types: [Spheres of] Influence sort of like continous objects in Yugioh or permanents in MTG, Influence create a proxy zone where if Materiam is added/tucked in the area it does X effect for example if the Sphere is a token small boi generator then Materiam added to the Proxy Zone manifest as a boi, or if its a big boi then X materiam may need to be tucked under. This is the main resource, Materiam and we'll get into it after the next card type, Intent [the theme is old school occulty] intent cards haave X amount of uses on them and do their effect usually without consuming Materiam, however they can Exceed themselves [exile/banish] and then they're out of game, no graveyard is gonna exist in the game since graveyards just end up being "summon for free/extended hand" zones so instead things will either be recursive to hand/deck or be sent facedown/up [rarely] to Exceed and be removed from the game. So now our two decks we have our main deck which is for working name [EGO] the Ego deck is where our Influence and Intent cards are in. The secondary deck is Materiam, our measured connection to [REDACTED] this deck is both your ability to affect the world [This is your resource for Influences and rarely Intent cards] and your vitality, if all of your Materiam is Exceeded then you've lost the game and severed connection to the [REDACTED] as well is fuel for impulse actions. As for exceed there will be two piles, Exceed for Materiam known as [Winnowed] and Exceed for Non-materium [Lost] [This is work in process as well as interruption style cards like traps/instants might be added, still feeling that out not tryna meet a quota here] [Also other more complicated "Edict" dual sided cards]

Impulse Actions
Impulse actions are [5] actions that you can do at anytime [like counter/split second speeds] that cost Materiam but they prevent easy ways to trap players that I've seen in other games, more importantly add to the "Blood Magic" vibe of the game, that your magic is deep and actually arcane and not so sanitized. Fun lore names will be added to them later
Impulse One:  Exceed a Materium, return all attached Materiums on your board to your Materium deck
Impulse Two: Exceed a Materiam that you currently control and own, draw two cards
Impulse Three: Exceed a Materiam, add three Materiums from your Materium deck to your hand
Impulse Four: Exceed a Materiam, return four stolen Materiums into your Materiam deck
Impulse Five: Exceed a Materiam, then search choose Three Lost cards, add one shuffled into your deck and place the other two back into lost


Fleeting Card ideas b4 I forget
So we don't have life so "healing" doesn't work because it would take away from the permanence of damage instead there's mostly ways to "Catch" cards that would be Exceeded or Prevent Exceed in X situations, very much more have the right defensive answer/interruption.

Concept workspace
So something "Arguably" important in TCGs is...the ability to play them, the flow it creates and the atmosphere it ends up evolving into. So all this is just ThEoReTicaL, gotta figure out the phases, card main designs. so we're gonna start first with the most essential parts: Deck Size[s], phases, turn styles. I'm thinking just classic coin flip for who goes first, draw...six cards? anyways gonna rip apart some og my old card games for ideas

New Idea: Sealing; When you use tis ability you cannot have played cards before or after for the remainder of the turn.

Game Rules
Game Starting: Flip a coin, tails goes first. Both Players draw 6 cards, second player adds a Materium to their hand, drawing is only enabled by affects and impulses that allow or demand it. 

Enactment: Enactments are different parts of your turn, some optional, some by force.
Enact Genesis: Start of turn, before you can commit any choices.
??
Enact Violence: Commit a violent act
??
Enact Summary: End your Turn, add a Materium to your hand.



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