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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes III: the card game
Thread: Heroes III: the card game [ This thread is 2 pages long: (1) 2 ]
E-J
E-J


Known Hero
posted April 17, 2012 03:22 PM

Heroes III: the card game

I'm currently working on a card game based on H3 as a card game. Its gonna be close to the PC game but far less complicated. you have only one hero, creatures bought in a city will automatically transfer to the hero and the battles are far more simplified.
I took some inspiration from the settlers from catan card game (check it out, it is really fun!)



the idea is this: you start with your hero in your town and you have 3 cards in your hands (buildings, action cards. similar to settlers from catan) your hero may move x tiles. with every step you place one card on the table next to the previous one. you actually make the map by moving. the cards have no description but i don't think that is necessary because we all know what happens on these places, right?




types of cards:

- creatures (simplified, only attack and HP will matter, no dice or compicated math involved)
- rewards (money, rescources, items you name it!)
- chance (random events, rouges ambush, week of the ..., and other random stuff)
- spells (take a card when you visit a shrine or when you buy a mage guild)
- Houses (can be build with money and rescources. (only wood and stone to not overcomplicate it)

My ambition is to make a prototype with only rampart and stronghold and see if it works. if you have ideas, please share! thats why i posted this here! (if i remember correctly there was once a topic about this but it never came of the ground if i remember correctly)


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E-J
E-J


Known Hero
posted April 17, 2012 04:44 PM



The creatures look like this. I haven't figured out how to display the quantity of each unit. writing down is not fun. i think the best way is to place the cards on the table and use risk miniatures for the quantity. The size of the cards is ideal for homeprinting. just glue them on the back of a stock of cards.



i will soon explain how the battles work. I have an idea but not sure if it works. Please share your thoughts on this project.

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Un_notas
Un_notas


Hired Hero
posted April 17, 2012 06:52 PM

If your card game is a success and you want some cards looking like a real product I can recommend you www.artscow.com

I ordered two decks there because I made a new version of the HeroQuest board game (btw, it was a success, my friends enjoyed it a lot).

Anyway, my decks were fantastic but I find expensive this customize cards. In this webpage there are some discounts using coupons and i got my decks with a lower price.

By the way, I like your main idea. I also have got Catan (board game with cities and knights expansion and the card game too) and the game is nice. But, I think i would do a different card game with H3.

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E-J
E-J


Known Hero
posted April 20, 2012 01:56 PM
Edited by E-J at 13:58, 20 Apr 2012.

Ive been working on this project and i've made some new graphics.



first, the hero card. Every player starts with this card completely empty. on the left you see the attack, defence, knowledge and spellpower. Once you gain +1 on a primary skill you place a small fiche in one of the squares behind that skill. there will be fiches with +1, +5, +10 and +20 to make things fit on the hero card.
beneath that is a place called skills where you can place your secondary skills.

on the right you see your hero and the slots for items. it is undoable to make a version where you can actually place the items on the body of your hero so i decided to make a place to put all the item cards. the body of the hero is only shown to help the player to see what he is allowed to carry with him.

these are the skills i selected. when you level up you may choose between two cards from the skills deck. when you have one card from a certain skill you have a basic level, when you have 2 cards you have a advanced level in that skill, when 3 you have expert.

because its no fun to keep score of the exact amount of XP you've gained and to calculate if you are already level up i decided to simplify: after every victory you go up one level, the same goes for visiting the +1000xp stone and that Smiling Tree.
when you go level up you may not only choose a secondary skill but also take a prize from the prize deck. that deck contains gold, artifacts (not the super powerful ones obviously) and resources.
I also made some water tiles, haven't decided jet how to  do the shores and shipyards.


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E-J
E-J


Known Hero
posted April 22, 2012 09:45 AM
Edited by E-J at 09:46, 22 Apr 2012.

These are the rewards, when you level up or find some treasure on the map you may take a card. (resized by tinypic, original image is larger and more high res)



Next up: a impression of how the game looks like and the battling system.

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solitaire345
solitaire345


Promising
Famous Hero
posted April 22, 2012 10:25 AM

Quote:
it is undoable to make a version where you can actually place the items on the body of your hero so i decided to make a place to put all the item cards. the body of the hero is only shown to help the player to see what he is allowed to carry with him.


You could add an image to artifact cards of that paperdoll with a marker where it can be worn in a similar way they are done in HoMM IV CTG: link


Interesting job you're doing, by the way. I had similar idea few years ago, but didn't do very much about that.

It's a bit disappointing to see only wood and ore as resources. I have few questions too:
* How are buildings in towns going to be built? (especially the ones that need those 'rare' resources)

* I guess it would look quite unrealistic if there would be a tile with dendroid arches (last row, 2nd column) standing next to a tile with some building that looks like it's in the middle of a city (last row, 3rd column). Will there be some rules governing map creation?

* Will there be different movement costs for different terrains?
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E-J
E-J


Known Hero
posted April 22, 2012 12:31 PM

Thanks for the feedback solitaire345!

I like your idea about displaying the placement of the artefacts on the artefact card. there is enough space to left to do that. It only seems like a very time consuming task...

the idea is that every terrain has its own tileset. I see your point in tiles that don't fit properly. my proposition is this: when a hero moves he unveils terrain. (line of sight radius is one tile so he sees what is on the adjacent tiles). this way he will add like 2 or 3 squares at a time to the board. it is up to the player to decide what tile should be on what place. this way the player has a little input in how the map is made.

I think implementing every resource makes the game even larger than it already is. as you can see in the picture beneath that i made to illustrate how the game will look the game will need a very large surface to be played on and lots of cards.



This also shows how the movement on the map works. rules about terrain bonuses can be implemented but would make it a bit more complicated. i think that moving 4 tiles/day is about right for a hero because you otherwise need very, very much tiles. with boots of speed and logistics this can of course be increased.

i also made these fiches. you place them on the hero card as shown in the picture above. this is about the amount of fiches you need for a 2 player game.


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And111
And111

Tavern Dweller
posted April 23, 2012 02:22 PM

Im really hooked about that idea.
Respect, looks great so far.

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packa
packa


Adventuring Hero
posted April 24, 2012 12:27 PM
Edited by packa at 12:29, 24 Apr 2012.

Will this card game be on PC?

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majaczek
majaczek


Famous Hero
Work at Magic Dimmension
posted April 27, 2012 03:23 PM
Edited by majaczek at 15:30, 27 Apr 2012.

I love this Idea!

@packa
why not? we have arcomage on PC or many other Collective Card Games in this way. The only problem would be Copyright on graphics (they are highly H3 based and having it in computer game not owned by Heroes of Might and Magic trademark owner can make problems, especially since the game wouldn't require you to buy Heroes3).

@back to main topic
I would like to play similair game with my friends during "Non-Charged" actions. But you surely should prepare some rule book as pdf. For experience I suggest rounding it to 500 points and make Experience Tokens and Level Tokens (please retain current exp values for levelup from orginal Heroes), as this would keep the Tree of Knowledge more valuable than Learning Stone. You should also prepare a deck for stationary monsters (a deck for each terrain type with blank ones to mean no monster, once Scouting new terrain one card according to terrain would be choosen - blank instantly get back to deck, monster one would get back to deck once chalenged). You need also Visited Tokens for places visitable.

@Shipyards
Of course edges between water and no-water are considered coastial, and you need Coastial Deck whic would include random things placed on coastial. They would include objects like Haunted Ships, Shipyards, Shipyard To-Be-Built areas (like in heroes2 or it was only for mines), normal coastial terrain, Rocks (which would make unavailible to land/board). Make the ship like artifact needed to travel via sea but left on landing (or any action leaving the sea). Of course if water is next-to a town shipyard could be build by town owner.

EDIT: you need flag tokens for owning mines/towns.

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E-J
E-J


Known Hero
posted May 04, 2012 04:38 PM

thanks for the feedback, i will make some tokens and your idea about wandering packs of monsters will be implemented. i have a feeling this is going to be really great!

some new graphics. i improved the hero cards by adding the town card. i also made the buildings. you can improve the buildings when you have another one in your hand and can afford the price. this works as follows. say i have 2 mage guilds and a third mage guild in my hand. to buy it i have to pay the price on the card + the price of the previous two. (andvanced stuff is more expensive this way)





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E-J
E-J


Known Hero
posted May 06, 2012 07:56 AM


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packa
packa


Adventuring Hero
posted May 09, 2012 12:58 PM

I'd like to ask you again, have you thought about electronic version of the game?
Do you have the skills to create such a version?

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E-J
E-J


Known Hero
posted May 09, 2012 01:14 PM

I don't have any programming skills (except some gamemaker 6.0 skills from when i was young) and no ambition to make such a game. If you want to play this on the PC, go play the real heroes III because the card game will be a inferior version of it, if you want to play heroes without the PC, play this game.

the to do list:
- work out the combat system and strategic descisions
- write the manual
- buildings rampart
- wandering monsters
- more landscape tiles/objects
- start printing/testing!

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tomkomaster
tomkomaster

Tavern Dweller
posted May 16, 2012 08:03 AM
Edited by tomkomaster at 08:56, 16 May 2012.

card game

Your card game sounds awesome. Could you please post the rules for combat? I and my friends wants to try this.
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Adrius
Adrius


Honorable
Undefeatable Hero
Inkhornate
posted May 16, 2012 04:33 PM
Edited by Adrius at 16:35, 16 May 2012.

I was gonna offer my photoshooping skills to this project but it seems ya got it covered, very nice simplistic design you have going.

Looks pretty nice so far

I really like the idea of creating the map by placing cards, sounds very tactical.
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"I like the patriarchy. I like women." - JeremiahEmo

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RedXRobin
RedXRobin

Tavern Dweller
posted May 17, 2012 12:09 AM

you have my respect

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E-J
E-J


Known Hero
posted June 17, 2012 12:57 PM

I've been thinking about the battle station but it's not that good at all. i don't want it to become too complicated. you shouldn't need a calculator to play this game. but on the other hand: there have to be strategical choices.

choices i need to make: battle on a battlefield or a bit like trading card games?
how do i make the difference between shooters and non shooters in a non spatial battling system? does speed even matter anymore?
i was thinking of adding luck and morale in the form of action cards that can be played in the battle, this gives an extra strategical dimension to the game.

I look forward to proposals for the battleing system. I need some help and creativity in this issue

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CRW
CRW

Tavern Dweller
posted June 17, 2012 05:50 PM

I think the game should focus on managing small armies, like max 3 stacks of units (may be based on Leadership skill) with limited nb of units. Also a system from H:K where ranged > melee > cavalry > ranged would be nice.

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Spatiphillum
Spatiphillum


Hired Hero
Phytohobbit
posted June 18, 2012 06:01 AM

Quote:
I think the game should focus on managing small armies, like max 3 stacks of units (may be based on Leadership skill) with limited nb of units. Also a system from H:K where ranged > melee > cavalry > ranged would be nice.


Double this.
I think creature population in towns should be seriously reduced, it will be difficult to operate with huge numbers after some rounds (or you should make cards for parameters like in D&D).
Also, if I have free time, I should try to draw cards' backsides in vector and other stuff.

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