Hey all! Muffin here, the guy behind such classics as a WIP twine story and a visual novel that has yet to reveal an update to the public lol. Regardless, I wanted to offer a pitch for another idea I’ve been working on. While there’s no small shortage of trading card game pitches on WeightGaming, being a lifelong fanboy for all things TCG, I wanted to give my best shot at developing a card game for THIS community, and I’m proud of the concept I’ve come up with.
I’m just going to copy and paste a large block of text from the “design doc” that functions as a VERY early manual for learning how to play the game. There aren’t any cards yet because I lack any art talent lol, and I will have to work on finding a program to make the game digital, because the likelihood of a physical release is unlikely, as awesome as that would be for me personally. In short, this is my psychotic ramblings of how to play the game. If you have ANY questions or any interest, or would like to offer help, please let me know! Contact me here or you can join my discord.
EDIT: Here’s a VERY rough mockup of the card’s designs lol I slapped it together quickly to get the general idea across
Types of Monsters:
Flavors – Types of food the monsters like, functions as an Attribute/Element/Type (Pokémon)
- A fast, low level-high stats playstyle all about speed, value, and combos, but some cards have some elements of control through the mostly exclusive Freeze keyword
- Fruits & Veggies
- Like Wood/Druid/Grass in other games, a slower playstyle with lots of HP restoration and protection, and control effects.
- Reminiscent of Fire, an aggressive playstyle with high-risk high reward offense, high ATK, and burn damage
- A reliable mid-range playstyle with a somewhat neutral theming.
- Based on Water in other games, a slower playstyle about amassing resources and making late game swings but has some midrange elements and aggressive elements to it.
Faction – What is it? Functions as a Race, Type (Yugioh), etc. I’ve also included some sub-categories that are optionally on some monsters, if I believe they’ll be common enough, such as mermaids within the Fae faction or Ghosts/Spirits within the Undead Faction
- Fae & Demi-Humans
- Animal Girl/Demi-Human (Just the ears and tail)
Power Levels of Monsters:
- Grunt monsters can be played at up to 3 copies in a deck, unless otherwise stated, and will not have evolutions
- Boss monsters can be played at only 1 copy per deck, unless otherwise stated, and will have 1 or more evolutions
Goal of the Game:
The goal of the game is to, using your monster (placeholder tern)’s Attack points to wipe out your opponent’s Hit Points (HP.)
Each player requires a deck of 40-60 cards, consisting of monsters, food, and spells. At the start of the game, players shuffle their decks well before the game can begin. Players flip a coin to determine who goes first. At the start of the game, both players draw 5 cards from their deck.
Phases of Play:
At the start of every turn, except the first player’s first turn, the turn player draws 1 card. The turn player can play as many Food cards as they want from their hand into their Food Zone. Then, players can summon a monster from their hand by equipping Food from their Food Zone equal to the monster’s Hunger Level. Monsters can be summoned in Attack Mode or Defense Mode. Attack Mode monsters can attack, Defense Mode monsters cannot. You take Battle Damage from Attack Position monsters destroyed by battle, but not from your destroyed Defense Mode monsters. Monsters of equal Attack battling are both destroyed if they are in Attack Mode, but if either is in Defense Mode, neither monster is destroyed. Monsters on the turn they are summoned CAN declare an attack unless it is the first turn of the game. Monsters can also activate effects, though it may require additional costs such as discarding a card, detaching food, or equipping more food. If a monster you control was NOT summoned this turn, you can summon that monster’s evolution from your evolution deck, if you have an evolution for it in your ED, by equipping Food from your FZ until the base monster has food equipped to it equal to the HL of the evolution monster. You can freely attach food to monsters as much as you like, but you cannot detach food unless it is by a card effect. Detached food is placed at the bottom of your deck. Food is only sent to the Junkyard if it is destroyed while in your FZ, discarded from your hand, or if sent directly there via a card effect. Players can end their turn at any time.
Types of Spells:
Spells are cast by exhausting, rendering unusable until the end of this turn, food in your Food Zone equal to the number listed on the Spell as its Hunger Level
- Cast directly from the hand by exhausting the necessary Food, only on your turn, for an active effect that will USUALLY resolve instantly or by the end of the turn.
- Cast directly from the hand, but may not immediately activate, remain on field for you to trigger its effects throughout the game (unless destroyed)
- Set face-down in your Spell Zone, triggered by vague or specific stimuli, such as when your opponent declares an attack or whenever a monster you control would be destroyed, and allows you to activate effects in response – even on your opponent’s turn, you exhaust the food cost upon activation, not upon setting. CANNOT be activated without paying food cost.
- Can be activated directly from the hand during either player’s turn by exhausting the right number of food, often weaker or higher priced than Normal Spells and Counter Spells
- Equipped directly onto monsters by exhausting the appropriate food, give continuous passive or active effects to monsters. If a monster would be destroyed by battle or card effect, all Tool spells equipped are also destroyed, unless specified otherwise.
- Continuous effect Spells that affect both players, generally passively, as the terrain or field for the battle. There can only be one Arena Spell on the field at a time.
- Summon: Playing a monster onto the field
- Exhaust: Renders food unusable as a resource until the end of the turn
- Destroy: Sends the card to the Junkyard
- Bounce: Returns the card to its original controller’s hand
- Untargetable: This card cannot be targeted by card effects
- Indestructible: This card cannot be destroyed by battle or card effects
- Double-Faction: This monster is treated as a member of 2 Factions
- Double-Flavor: This monster is treated as a member of 2 Flavors
- Taunting: Monsters your opponent controls MUST target this monster for attacks
- Piercing Damage: Damage inflicted against a Defense Mode monster by the difference between the Attacking monster’s Attack and the Defending monster’s Defense
- Negate: Stops/cancels the effect(s) of a card
- Warp: Sends the card(s) to the Void Zone
- Void Zone: Cards removed from play, not in play on the field, hand, Junkyard, deck, etc., and are generally harder to interact with.
- Hunger Level: The cost, in food, of a card or card effect
- Weight Level: The level of evolutions a monster has gone through
Status Conditions (Keywords Cont.):
- Frozen: Prevents the monster from attacking or activating effects until the end of its controller’s next turn
- Stunned: Prevents the monster from attacking until the end of its controller’s next turn, but it can still activate effects
- Negated: The monster cannot activate its effects, but it can attack
- Poisonous: Poisonous monsters destroy the monsters they battle with after damage calculation, even if the target is immune to battle destruction, but not immune to effect destruction
- Aggressive: Aggressive monsters cannot be summoned in Defense Mode
- Defensive: Defensive monsters cannot be summoned in Attack Mode
Thanks for taking the time to check this project out! It’s very early on right now, if you hadn’t noticed, mostly conceptual. Some things are subject to change. The gender of monsters will most likely be women, but I’m more than willing to accommodate if there is interest in other genders.