I like making card games and designing cards for said games, and I think it would be fun to create a collaborative CWC CCG. This idea is mostly just for fun, I think it would be neat to make a bunch of fake cards that still all share the same coherent game mechanics (as they can act as a springboard for jokes), but if we did amass a large enough card base I know of a POD website where we could get individual decks printed up. Obviously, owing to the tangle of copyright that is CWCville, we couldn't ever sell any of this (and why would we?) but I don't think anyone's going to care if we print up cards for our personal use. We could also find one of the more programmable card-game-playing programs and play the game over the net.
I'd be happy to make the card border templates (as I don't know how many more people have experience with this sort of thing), or that could be a communal decision. Really I'm willing to do as much or as little of the work as people want me to. I just think this is a really fun idea and I've love to get some other people involved and see what cards they come up with.
Rather than lazily just using art from Sonichu, I'd like to have each card have original fan art (both because the quality will be better and because it's more interesting).
So if this sounds interesting to you please let me know.
Here's what I have in mind, I'd love to hear any comments, suggestions or criticisms. This is all a heavily based on an extremely old CCG I used to play in the 90s called Ani-Mayhem.
The Big Idea
Example of Play
I'd love to hear any suggestions, criticism or comments regarding these rules. I'd like to hammer something out quick (hence being heavily based on an old game) so we can get to making cards faster. It wouldn't be efficient to start making cards prior to a consensus on the rules.
I'd be happy to make the card border templates (as I don't know how many more people have experience with this sort of thing), or that could be a communal decision. Really I'm willing to do as much or as little of the work as people want me to. I just think this is a really fun idea and I've love to get some other people involved and see what cards they come up with.
Rather than lazily just using art from Sonichu, I'd like to have each card have original fan art (both because the quality will be better and because it's more interesting).
So if this sounds interesting to you please let me know.
Here's what I have in mind, I'd love to hear any comments, suggestions or criticisms. This is all a heavily based on an extremely old CCG I used to play in the 90s called Ani-Mayhem.
The Big Idea
There are 7 types of cards: Personalities, Transformations, Locations, Items, Stressors, Attacks and Actions
Personality Cards
These represent various characters from the CWCverse. This includes real people, but only people who voluntarily entered Chris's world (trolls and fake gal-pals are fine, but no highschool gal-pals or other innocents whom Chris latched onto. When it doubt, leave them out.)
Personalities have a value for Strength, Charge and Heart Level. Strength is a measure of physical prowess and hand-to-hand combat, Charge is a resource used to fuel attacks and certain other abilities, and Heart Level acts as hit points; once your heart has been shattered to 0% your character crashes into slumber, and returns to your starting location (to be revived the next turn).
Personalities will also have a number of traits. These are keywords associated with the personality, such as Electric Hedgehog, JERK or Boyfriend-Free Girl. Certain cards have special interactions that look for the presence or absence of certain traits (such as, for example, an Action Card "Virginia is for Virgins" that discards a personality with the Boyfriend-Free Girl trait.) Traits are also used to scavenge locations, which is one of the most important actions in the game.
A single person could have multiple personality cards. Just off the top of my head we have Classic Chris, Tomgirl Chris, Jenkin Jinkies...
Transformation Cards
Transformations are special, high level personality cards are set aside from the normal deck at the beginning of play. Under certain circumstances (usually playing an appropriate Action Card or using an appropriate Item Card) the main personality associated with the transformation can be replaced with the transformation. Once the transformed character crashes into slumber they return to their original form, and the transformation is discarded.
Location Cards
Locations are different places within CWCville (and possibly the rest of Chris's world). Each will have a number of traits, and sufficient personalities must be gathered together in a location to match all the traits before it can be scavenged. Scavenging locations, and retrieving the items they hold, is the primary point of the game. At the start of the game each location will have two stressors placed underneath it, and an item underneath the stressors. When scavenging a location the player reveals the next card on the pile and deals with it. Once all the stressors from a location have been dealt with, the final scavenging reveals the item card, which may then be given to any Personality present at the location.
Item Cards
Items are how you win the game. The point is to acquire 50% +1 of the total items in the game (which will be equal to half the locations +1). Many items will have special abilities, but some will not. All count equally towards a players score.
Stressor Cards
These cards represent things that Chris does not like. They can either be minor trolls (such as devil trolls or jerkops, which are treated like personalities that immediately attack and fight to the death) or other situations that, unless negated with the appropriate traits, items or action cards, cause something bad to happen. Each location contains a number of stressor cards equal to the number of players, one contributed from each. Exploring a location always reveals a Stressor card if there are any left. Only once the location is clear of stressors can items be scavenged.
Attack Cards
Attack cards represents various anime attacks from the CWCverse. Playing these cards allows one personality to fight another personality or stressor. When two characters intend to fight a random Attack Card is drawn for both of them, and any decisions on the card are made by the player of the personality (or the next player to the left in the case of a stressor). Once this is resolved, the character with the highest Strength (including bonuses from the attack card) "hits" the other character, and they lose a heart level. Once all heart levels are gone the heart is shattered and the character crashes into slumber.
Action Cards
Action Cards cause something to happen outside of the normal bounds of the rules. For example Steel Plated Heart might be playable when a personality would crash into slumber, and cause them to be discarded instead.
Summary
Players take turns moving their party from location to location, defeating stressors and scavenging items. Once one player has 50% +1 of the total items in the game, they win. Players can also engage in combat against one another using their personalities. At the start of the game, each player contributes 4 locations, 4 items, and 8 stressors. A sort of game board is created from these locations. Any player may scavenge any location for which their party has the appropriate traits, not just their own.
Personality Cards
These represent various characters from the CWCverse. This includes real people, but only people who voluntarily entered Chris's world (trolls and fake gal-pals are fine, but no highschool gal-pals or other innocents whom Chris latched onto. When it doubt, leave them out.)
Personalities have a value for Strength, Charge and Heart Level. Strength is a measure of physical prowess and hand-to-hand combat, Charge is a resource used to fuel attacks and certain other abilities, and Heart Level acts as hit points; once your heart has been shattered to 0% your character crashes into slumber, and returns to your starting location (to be revived the next turn).
Personalities will also have a number of traits. These are keywords associated with the personality, such as Electric Hedgehog, JERK or Boyfriend-Free Girl. Certain cards have special interactions that look for the presence or absence of certain traits (such as, for example, an Action Card "Virginia is for Virgins" that discards a personality with the Boyfriend-Free Girl trait.) Traits are also used to scavenge locations, which is one of the most important actions in the game.
A single person could have multiple personality cards. Just off the top of my head we have Classic Chris, Tomgirl Chris, Jenkin Jinkies...
Transformation Cards
Transformations are special, high level personality cards are set aside from the normal deck at the beginning of play. Under certain circumstances (usually playing an appropriate Action Card or using an appropriate Item Card) the main personality associated with the transformation can be replaced with the transformation. Once the transformed character crashes into slumber they return to their original form, and the transformation is discarded.
Location Cards
Locations are different places within CWCville (and possibly the rest of Chris's world). Each will have a number of traits, and sufficient personalities must be gathered together in a location to match all the traits before it can be scavenged. Scavenging locations, and retrieving the items they hold, is the primary point of the game. At the start of the game each location will have two stressors placed underneath it, and an item underneath the stressors. When scavenging a location the player reveals the next card on the pile and deals with it. Once all the stressors from a location have been dealt with, the final scavenging reveals the item card, which may then be given to any Personality present at the location.
Item Cards
Items are how you win the game. The point is to acquire 50% +1 of the total items in the game (which will be equal to half the locations +1). Many items will have special abilities, but some will not. All count equally towards a players score.
Stressor Cards
These cards represent things that Chris does not like. They can either be minor trolls (such as devil trolls or jerkops, which are treated like personalities that immediately attack and fight to the death) or other situations that, unless negated with the appropriate traits, items or action cards, cause something bad to happen. Each location contains a number of stressor cards equal to the number of players, one contributed from each. Exploring a location always reveals a Stressor card if there are any left. Only once the location is clear of stressors can items be scavenged.
Attack Cards
Attack cards represents various anime attacks from the CWCverse. Playing these cards allows one personality to fight another personality or stressor. When two characters intend to fight a random Attack Card is drawn for both of them, and any decisions on the card are made by the player of the personality (or the next player to the left in the case of a stressor). Once this is resolved, the character with the highest Strength (including bonuses from the attack card) "hits" the other character, and they lose a heart level. Once all heart levels are gone the heart is shattered and the character crashes into slumber.
Action Cards
Action Cards cause something to happen outside of the normal bounds of the rules. For example Steel Plated Heart might be playable when a personality would crash into slumber, and cause them to be discarded instead.
Summary
Players take turns moving their party from location to location, defeating stressors and scavenging items. Once one player has 50% +1 of the total items in the game, they win. Players can also engage in combat against one another using their personalities. At the start of the game, each player contributes 4 locations, 4 items, and 8 stressors. A sort of game board is created from these locations. Any player may scavenge any location for which their party has the appropriate traits, not just their own.
Example of Play
Let's say I'm playing and I have a card representing Tomgirl Chris. I want to scavenge a location called The Hoard. The Hoard requires the traits "Chandler", "Disgusting" and "Courage" to scavenge. Tomgirl Chris only has Chandler and Disgusting, so he can't scavenge it by himself. However during my turn I add Sonichu to the party, and Sonichu we'll say has the "Courage" trait. So now I have all three traits present at the location and can scavenge.
There are two stressors under the location, and one item. I want the item but I can't get at it while there are still stressors on the location, so I scavenge the location and reveal the first stressor. Let's say I reveal "infinitely high boyfriend factor", which requires that I discard all male personalities without the Chandler trait unless there is a female personality in my party. Now maybe Tomgirl Chris has a trait that makes him count as a girl, so I defeat the stressor. Otherwise I'd have to discard Sonichu. That uses my turn.
On my next turn I reveal the next stressor, which is a Manajerk, who immediately attacks my party. I choose a personality to challenge him and turn over a random attack card for both sides. This continues until the Manajerk has his heart shattered and crashes into slumber.
Now, on my next turn, the location is free of stressors so I can scavenge the item. I now have the Sonichu Medallion, which I equip to Tomgirl Chris. Now I can replace Tomgirl Chris with Chris-Chan Sonichu at the time of my choosing, since I set that card aside at the beginning of the game.
Once one player has a number of items equal to 50% of the total +1, they are declared the winner. It is possible to attack other player's personalities, and (if you win) steal any items they have.
There are two stressors under the location, and one item. I want the item but I can't get at it while there are still stressors on the location, so I scavenge the location and reveal the first stressor. Let's say I reveal "infinitely high boyfriend factor", which requires that I discard all male personalities without the Chandler trait unless there is a female personality in my party. Now maybe Tomgirl Chris has a trait that makes him count as a girl, so I defeat the stressor. Otherwise I'd have to discard Sonichu. That uses my turn.
On my next turn I reveal the next stressor, which is a Manajerk, who immediately attacks my party. I choose a personality to challenge him and turn over a random attack card for both sides. This continues until the Manajerk has his heart shattered and crashes into slumber.
Now, on my next turn, the location is free of stressors so I can scavenge the item. I now have the Sonichu Medallion, which I equip to Tomgirl Chris. Now I can replace Tomgirl Chris with Chris-Chan Sonichu at the time of my choosing, since I set that card aside at the beginning of the game.
Once one player has a number of items equal to 50% of the total +1, they are declared the winner. It is possible to attack other player's personalities, and (if you win) steal any items they have.
I'd love to hear any suggestions, criticism or comments regarding these rules. I'd like to hammer something out quick (hence being heavily based on an old game) so we can get to making cards faster. It wouldn't be efficient to start making cards prior to a consensus on the rules.