Fall From Heaven 2 - Card game

My ideology is:
give me a game / set of rules, which is exciting and fun to play and I will invest my time to supply you with art.

My philosophy is that our in-game art is so good you could just print out screen shots. :D

I've been noodling around with a board or card game set in the FfH 2 world but... while it would be a fun adaption, that's basically what Civ is already, so I probably wouldn't be improving anything, just using sub par components.
 
You know that Firaxis made a Civilization Card Game? Could look to that for some core ideas to simulate the basic Civilization feel of things. It'll help to pull your base gameplay away from Magic/YugiOh/Marvel/WoW/OnePiece or whatnot FIGHTING games, and instead develop a Civilization card game with fantasy elements.

I own the Civ CG, so I could post up the basic run-down of it if you need me to.

EDIT: Come to think of it they also made a board game just about the same time Civ 3 Play the World came out. Roomate back then had it. Wasn't bad, but I cannot remember all the rules. It was kinda like Risk, but with Tech research and Eras.
 
If you want my advice, make sure the game plays well for 2 people, and remember that you don't get a computer to do the scorekeeping. Veteran cards are fine, but trying to track a dozen or so combats would be pretty killer.

The hazard you need to look out for is that CG's have a tendency to want to unify the type of game play accross each different faction (At least, in loose terminology) which is the exact opposite of the core idea of FFH (That each civ is basically playing a different game).

It would likely behoove you to make each victory condition flexible enough to allow someone to win it in a variety of ways.

Lastly, I would suggest de-emphasis on 'towns' and 'civs' because those are more the core elements of Civ4, and instead focusing on the hero elements, the mana types, and the civ specific flavors.
 
This is a neat idea but i'd really be thrilled just to see Sominum printable and playable off-game. My 8yr old son loves to watch me play it and has the simple rules down.
 
@xienwolf, i thought about risk-type game at first, but there are many games like that and i want to create something different. It will Army Commanding game and in starter deck, (i think) it is very "easy-to-play" game. The hardest part of it is printing part :p

But i'll do some modules for the core game. Then players can easily customize their game. (I only planed 3 modules, "Map Module", "Religion Module" and "Alignment". But i'll add many if i find good ideas.)

@Zechnophobe, i trying to crate game which "easy-to-learn", i think i succeed at this. :)

(For 6 Civs of Starter Deck,) I create different civs with different starting. Every civ has some advantage to others, but i don't know it is too powerful or too weak. I'll re-balance this before first release. :crazyeye:

I didn't think about all victory conditions, i only think about 2 or 3 of them and in SD, there will be only Conquest-Type victory. I'll try it next packs. ;)

As i said, it will not a civilization creating game. There isn't any cities or towns but at "Map Module" i'll add them i think.
 
You know that Firaxis made a Civilization Card Game? Could look to that for some core ideas to simulate the basic Civilization feel of things. It'll help to pull your base gameplay away from Magic/YugiOh/Marvel/WoW/OnePiece or whatnot FIGHTING games, and instead develop a Civilization card game with fantasy elements.

I own the Civ CG, so I could post up the basic run-down of it if you need me to.

EDIT: Come to think of it they also made a board game just about the same time Civ 3 Play the World came out. Roomate back then had it. Wasn't bad, but I cannot remember all the rules. It was kinda like Risk, but with Tech research and Eras.

The original Civilization board game dates to the early 1980s, actually.

http://en.wikipedia.org/wiki/Civilization_(board_game)
 
I don't know how i can add AC to game, but i think there will be some cards, which modifies AC - or +. But i'll not add this to SD. This idea needs more improve.

(Damn! I forget my notebook at school! :cry: )

I updated first post.
 
I like the idea, sounds like it would be fun. PM me if you need help with anything. I have worked on several CCG's in the past. I would be happy to help you take the cardlist and artwork and merge it into a printable format.

Wiktin
 
I got idea to AC ... (I'll apply it on Magic tG)
AC 40 (blight)... destroy 40% of all players lands, 40% lands are tapped for one round
AC 52, 56, 60, 64 (4 horseman) ... discard one nonland pernament from your hand or game
AC 80 (avatar)... all units recieves -1 attack&defense point AND roll 1d20 for each your creature in game, if you got less than 5 destroy that creature (unit has been enraged by avatar of wrath - you know :)
AC 100 (armaggedon) ... all units recieves next -2 att&def point OR discard half of cards in hand and half of your pernaments in game
 
I got idea to AC ... (I'll apply it on Magic tG)
AC 40 ... destroy 40% of all players lands, 40% lands are tapped for one round
AC 52, 56, 60, 64 (4 horseman) ... discard one nonland pernament from your hand or game
AC 80 ... all units recieves -1 attack&defense point
AC 100 ... all units recieves next -2 att&def point OR discard half of cards in hand and half of your pernaments in game

Sounds good. :)
 
Hey man, great idea.

My company is in CCG development. I wouldnt mind helping out. Some card design etc. Let me know best way to discuss. Thanks man!

Also some connections. Anyway lemme know. thx
 
First post Updated. Until weekend i'll test the game. I think this saturday i'll release the SD. :)

Spoiler :
Basic Card List - SD

Unique Cards
Broken Sepulcher – Spawns Barbatos the Lich
Pool of Tears – Take 5 Cards from Graveyard to your army deck

Lairs
Lion Den– Spawns Lion(s)
Bear Den – Spawns Bear(s)
Barrow – Spawns Skeleton(s)
Ruin – Spawns Lizardman
Hidden Crypt – Spawns Gargoyle(s)

Improvements
Necrototem – Opponents can’t attack for 1 turns
Warning Post – Opponents can't attack 2 turns
Cooper Mine – All units gain +1str (except Arcane Units)
Iron Mine – All units gain +2str (except Arcane Units)
Mithril Mine – All units gain +3str, +1def (except Arcane Units)
Workshop – Upgrades 2 Units
Spell Academy – Player takes 1 Mage or Summoner
 
Im interested to see the rules. How do you balance weak cards (like the copper mine) vs stronger cards (like the mithril mine)? How is combat handled? How do you win? What is the strategy?
 
i'll send you unfinished rulebook today, it has all rules (but grammar mistakes too :p ) :)
 
i'll send you unfinished rulebook today, it has all rules (but grammar mistakes too :p ) :)

Full of grammar mistakes? It really is Fall from Heaven!
 
You'll have a example game soon. But now i need suggestions and/or judgment from big boss :)
 
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