I've owned this game for less than two weeks and I'm already blown away by what I've seen. I can't believe Card Hunter was originally a flash-based game on Kongregate. Card Hunter is great as is, but I would love to see some additions. I'll be touching a few different aspects of the game which will be included in separate posts below. Features: Potentium Currency Additional PvP Leagues: (working titles) Hot Soup Musical Squares (haha squares instead of chairs, I'm hilarious) New cards: Listed below
Features New Currency: Potentium - "With enough of this you could make anything... potentially." As stated, I've only played for about 2 weeks and I already have duplicates of too many cards to count! Most of these duplicates are common, uncommon, and rare, with a couple epics sprinkled in. I'm sure anyone who's played for any significant amount of time has a huge pool of cards just sitting and taking up space. Of course these can be sold (most for an insignificant amount of gold), but I think that's kind of boring. I'd like to see another option. This is where Potentium currency comes in. Aptly named, Potentium is a substance that has the potential to take on any shape or property. Cards would be "traded in" for Potentium at a special shop. This would work very similarly to selling cards, but for a different purpose. Potentium would be used in bulk to create random new cards based on the amount used. The level of the card would also be taken into consideration. For example, trading a common, uncommon, rare, epic, or legendary level 10 and under would net 1, 2, 5, 20, or 100. Potentium respectively. Trading in a card higher than level 10 would double the reward. Potentium would then be used to buy a random card of a specific rarity. Ex: Cards level 10 and under: Any common = 2, uncommon = 5, rare = 10, epic = 40, legendary = 200. Cards level 10 and above would cost twice as much. This would be a fun alternative to saving gold (which many people have too much of anyway) and waiting for your favorite rares to show up in Randimar's every week. It could also be really interesting if there a set of Potentium specific cards was available only through the use of this shop, though this isn't really a necessity.
Leagues These ideas are just abstracts for the time being while I hammer out some details and do research on existing cards. Hot Soup: Premade Deck // Preselected Characters Keep your team alive! Last man standing wins all. In this game mode there are no victory points. Every character is inflicted with an everlasting burning handicap. You cannot outrun death, but you're going to have to try. Victory squares are replaced with a single healing square you'll have to fight over to survive; however, even this won't be enough to prevent your health points from approaching zero. While there are no direct attacks in this mode, there's a healthy amount of tactical treachery to go around. Some key points are listed below: All 3 characters on either team are warriors while each character is a different race. Different races can draw the same cards, but they all have specialties. Elves will provide the majority of the healing spells and specialized movement. Humans will provide more utility than the others, such as the ability to draw armor which can be given to allies with Battlefield Training. Dwarves will be focused mainly on re-positioning the enemy team and keeping morale up with "Everybody Drink!" While there are no direct attacks, you can find other ways to gain the upper hand! Cast curse of fragility on an enemy and toss them a "Raging Strike" for safekeeping. Point and laugh while they cry and die. All characters have various armors in their decks to mitigate burning damage. Find clever ways to rid your enemies of them. Try muscling them into some of the handy and prevalent acid terrain nearby or perhaps get chummy chummy and offer them a drink; they may end up forgetting their troubles, and better yet, their breastplate. Healing won't be plentiful enough to keep your characters up forever, not even the healing tile will save you in the end. Musical Squares: Premade Deck (possibly forge) // Preselected Characters Musical Squares will play similarly to Hot Soup in some aspects. All squares on the board will become lava terrain while only a few squares remain safe to end your turn in. Your objective will be to force your opponent into the fiery abyss while trying to secure the safety squares for your team! When the music's over (and round ends), the number of safe squares decreases until there is only one left. Additionally, the locations of the safe squares will also change at the beginning of a new round. There will be no direct attacks; however, there will be plenty of movement options to go around. Healing doesn't exist in hell. Specialized cards will dictate this battle. Bashes, pushes, and frost spells will be less common and deal no damage, but what they lack in damage, they'll make up for in crushing your opponent's spirit. Safe areas may start as areas larger than 1 square in diameter, but will shrink as the rounds count down.
Cards I'm trying to organize these ideas as neatly as possible. I've created small subsections based on what I believe to be similar types of cards. Any and all criticism is welcome! Offensive Cards: Flaming Rapier (Melee Attack): Damage 7, Range 1, Add Burning 3 duration 1. Riposte (Additional Effect): Roll >= 5. Parry a melee attack and immediately attack with this weapon. Cannot be parried. Keep if Roll=>6. Immediately discard if blocked. Mini Flamethrower(Magic Fire): Cone. Range 4. Damage 1. Burning 1. Duration 1. This spell can be used 3 times. (similar to the effects of Jim's Magic Missile on "The Twins". Big Flamethrower (Magic Fire): Cone. Range 3. Damage 2. Burning 2. Duration 1. This spell can be used 2 times. Unwieldy Flamethrower (Magic Fire): Cone. Range 2. Damage 3. Burning 3. Duration 1. If roll <= 2 Target random direction. Power Transfer (Magic Unholy): Range 2. Remove all boosts and handicaps from target. Every boost removed this way deals 3 damage. Every handicap removed this way heals you for 2. If this spell is blocked, it affects the caster instead. Angular Momentum 1(Move): Slide 5. Move in straight line, if there is a character in the next square do 2 crushing melee damage for each square moved this way. Slide back target number of squares traveled. If there is blocking terrain in the next square Stun target 1. Another option for Angular Momentum would be: Angular Momentum 2(Move): Slide 5. Move in straight line, do 2 crushing damage per square traveled to every adjacent character after moving. Slide back target(s) 1. Defensive Cards: Holy Sacrifice (Block): Block any. Roll >=7. If the base damage of the blocked card is greater than or equal to your current health add 6 to roll. Upon blocking take unblockable penetrating damage equal to your current health. Attacker gains Halt duration 1. Allies within 3 squares are healed 6. Healed allies freedraw a card immediately. This card's effects are triggered immediately upon death. (Because the roll requires a 7 or higher this block cannot be triggered unless fatal damage is taken.) (Death by effects such as burning, poison, etc. and caused by terrain such as lava also trigger this card; however, Halt would not affect any one in this case) Retaliatory Block (Block): Block any. Roll >=4. Deal damage equal to block roll to target. Return Fire (Block): Block magic and projectile. Roll >=6. Deal an amount and type of damage equal to that of the blocked attack to the target. Add 1 to block roll for every square between yourself and the target. Utility Cards: Oil Spill (Magic Arcane): Burst 1. Duration 2. Stop. Affected squares become Oiled Terrain. At the beginning of each round, targets draw combustible trait card (Free Draw). At the beginning of each round target gains 1 duration to all burning effects. Oiled Terrain does not stop sliding characters. Optional altered effect: At the beginning of each round target draws Oiled trait card. Oiled (Trait): Duration 3.Increases burning damage and duration by 1. Encumber 1. +1 to all slide effects against target. Duration reduced every time burning damage is dealt. I'd be very interested to see Oiled used competitively, I think it has a lot of potential as part of an offensive combo and a defensive enemy deterrent; however, I'd be most excited to see how people would use and abuse the additional slide range, on both enemy and ally alike. Water Grenade (Magic Arcane): Range 4. Burst 1. Remove burning cards from all targets. No effect against Oiled targets. Unblockable. Holy Water Grenade (Holy Magic): Range 4. Burst 1. Heal 2. Remove burning cards from all targets. Heal 1 for every burning effect removed this way. No effect against Oiled targets. Unblockable. Magic Containment Field (Magic Arcane): Range 3. Burst 1. Duration 3. Create containment field terrain on target squares. Characters on containment terrain cannot be targeted by magic from characters who do not also occupy containment terrain.
I'm glad that you're enjoying Card Hunter! Welcome to the community. The league ideas sound fun to me. Unfortunately, at the moment, there is no way to start a battle with cards already attached to players or terrain attachments already in place. There already a whole thread for posting card ideas: http://forums.cardhunter.com/threads/card-ideas.6795/page-53#post-123818 I don't think Potentium would work well in Card Hunter. Finding rare items is a key feature of the game, and Potentium would make it that much easier to get the ones you want, making Card Hunter less satisfying. Sorry, I don't have time to write any more - I just wanted to put my opinion across.
I agree with everything adajon has said, and for clarity in your Potentium post the "cards" you stated are actually not referred to as cards but items. Cards make up an item. I'll talk about your cards then. For Riposte, "parry a melee attack" meaning you block a melee attack, or you have the effect of Parry after blocking an attack? (Drawing a card) I believe you meant it to be the former. Also, it "cannot be parried". So any other block card that is not Parry can block it? Holy Sacrifice is too complicated, just make it a boost card that triggers when you die. For your Oiled card, if it encumbers why does it make the target easier to slide too? So is this oil sticky or slippery? Also it is way too complicated, although the effects all make sense. For the water grenade cards, note that there are currently no cards that have a specific effect against a particular card. Other than that, I quite like your flamethrower ideas. And as adajon pointed out you can post your card ideas in the card ideas thread. They are probably never going to be implemented, but you came at the right time, as this month's Aloyzo's Arsenal allows the community to sort of create a card.
Thanks for your replies, I'll have to change up the verbiage a bit. Riposte is meant to block, no additional cards should be drawn. As far as oil is concerned, the encumber effect is merely optional. I figured if I was covered in thick oil, I'd be a little bogged down, though now that you've pointed it out, it is pretty contradictory. Holy Sacrifice was just an off the wall idea, thinking about it now, I suppose it could be changed to a Lifesaving Block with a usable boost effect. The problem I had with this design was that it wasn't guaranteed to work. Boosts can be purged and even when active, they usually have short durations. You're both right about the card thread, I should have seen that before I posted this thread.
Boosts cannot be purged. Boost cards stay in your hand till activated, for example Quick Reactions. I assume you are thinking of Traits.
Actually many traits are also boosts. A boost is any orange card (e.g. Immovable is a boost and a trait). A trait is a card that must be played right away, draws another card, and may be attached to a character (there are plenty of traits that do not attach, e.g. Traveling Curse). So actually the proper name for that which can be purged would be character attachments (there are also terrain attachments which can be cleansed, so as long as we're trying to be technically correct, merely saying "attachments" would still be insufficient, even though for general discussion it's probably accurate enough).
My apologies, I forgot that helpful traits were also boost cards, and that some traits aren't attached. Thanks for clearing that up.
Welcome! I commend to you the Card Ideas thread where we love to post card ideas that almost never get made. I also commend to you the mapmaking editor under casual game. Therein you can make mods similar to hot soup or musical squares. Of course you only get to work with monsters. No terrain attachments can be placed unfortunately. You have some interesting ideas for card ideas but here's some of my response: Flaming Rapier Riposte Mini flamethrower Big Flamethrower Angular Momentum is pretty similar to: Holy sacrifice does three cards worth of stuff: I understand it doesn't save your life though, but it is a block. And for multiple reasons, lifesaving block doesn't always save your life. Return fire is pretty similar to: The oiled mechanic can be manufactured with the following combo: or try this: This is a little more utilitarian than a water grenade: Art for Magic containment field would have to constantly change based upon whether parts of the containment field had been switched to a different type of terrain attachment or remove altogether. I would try this mechanic instead: