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[Miscellanous / Other] Turn Based Card Game

Level 2
Joined
May 7, 2026
Messages
3
Hi guys, i'm creating a 1v1 turn based card game.

I would say the game is almost in BETA. The bare bones are done, the systems are done, minimum content is done, decent eye-candy is done, and i even added 2 NPCs to play on a casual format (basically you enter, you select any card you want and duel any of these NPCs). Balancing will be obviously an issue, but not right now. The long term vision would be also adding RPG elements (persistence, save/load, history, morality, etc) and short term would be adding tournament and drafting game types and more eye-candy (flashy effects, beautifying terrain, etc).

This game plays like a dumbed down Yu gi Oh, and is heavily influeced by it.

Your hand is your good old hero WC3 inventory and your deck, graveyard and storage (called "collection") are provided by a rudimentary but effective "interface" (they show in the hero command card). Frankly i prefer this interface to a clunky multiboard. Right now you add cards to your storage by going to "shops" (ie. buildings), you then select them and just browse and click the desired cards. Limit is up to 3 of the same card.

To play one round you do the following:

  • Add cards to your deck (you select your storage, and click the desired card). Limit is 22 cards. To remove a card, you select your deck and click the rejected card instead.
  • Select ONE ability (you select your hero, and click the ability "See abilities"). These are simple effects and i added them to give some flavour. Currently there are 10 abilities.
  • Duel some player or NPC.

Now, the game itself plays as following:

  • A player is given the role of attacker and draws a card.
  • You basically select any summon from your inventory to place it on your side. All summons have power, traits (ej. Knight, Mage, Beast) and some even special abilities. All these elements have interaction. See the tooltips...
  • If you already have a summon, it is either combined with the new (think of a "fusion") or is sacrificed (think of a "tribute"). Lots of fun fusions are already made (35+).
  • You can do summons, fusions, and tributes multiple times on a turn, but remember that in the end ONLY ONE summon will be on your side. You can also use your ability all the times you want. You can also just pass...
  • Then the other player is given initiative as "defender". He can do the same as the attacker (ej. fuse, use the ability, pass, etc.).
  • The summoned units clash in combat. The one with the highest power wins. Damage will persist, but power will not be reduced (ej. a summon with 50 power clashes with a summon with 40 power, the result would be: the first survives with 10 health, the other is destroyed, still the first will continue having 50 power but, for example, will be destroyed when clashing again with a 10+ powered summon).
  • If the ATTACKER won the combat, he also attacks the player directly.
  • Then the roles (attacker-defender) change.
  • You win the round by killing the player...

Below is a video showing a duel against AI Fat Tony. It was improvised but shows almost everything of the game: fusions, special effects of summons, use of abilities, even a fusion whiff at the 3:04 minute mark and the game played until my last card.


Below another video. Right now i'm adding some last mechanics (like returning cards from graveyard) and beautifying the game (a ritual must have mystical torches and such).


Tell me what you think, comments, ideas, etc.

God bless you all,
 
Last edited:
Dropping another video, showing more of the game: removing/adding cards to deck, more fusions, crazy hero abilities, crazy summon effects, and more cosmetic stuff (summons get bigger while stronger and smaller if weaker, new arena layouts).

 
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