This game came from a desire to create my own card. I drew influence from some of my favorite games including Stratego, Weiss Schwarz, Magic; The Gathering, Android NetRunner, League of Legends, and Hearthstone, Fire Emblem, and Valkyria Chronicles.
In game creation their the balancing of luck and skill is one of the major problems at hand. Especially in a card game. Where both elements of luck and skill are necessary.
If you enjoy making games I encourage you to watch this video from creator of the ever popular Magic: The Gathering and his lecture on Luck and Skill in Game Design.
Goddess Wars
(Working Title)
In this game players find themselves battling over whose (Waifu, Goddess) reigns supreme. Using identical decks players must send forth their soldiers to overcome and defeat their opponents false diety.
In this game players find themselves battling over whose (Waifu, Goddess) reigns supreme. Using identical decks players must send forth their soldiers to overcome and defeat their opponents false diety.
Materials: Basic Deck of Playing cards, 5x5 Game board, Additional Cards to act as markers or tokens, Card Sleeves. Dice for counting
Setup: Split the deck
of cards by color to create two separate decks of 26 deck of cards. In each
deck include 1 joker to create 2 decks of (27) cards. Each must also create or
use another unique card to act as their main Goddess card.
Once both players have
created two identical decks, they place their goddess card onto the table in
the zone designated by the letter G. Players than shuffle and randomize each
others decks.
Goddess – The
goddess card is a unique card or token that begins in play in the goddess zone.
The Goddess is representation of your character and has a basic stat of 5
Attack and 30 Health. (X/30)
Unit Cards – Units
whose health reaches 0 are discard zone
2 – Cavalry (1Attack/1Health) – If this unit is face up this
unit may move two spaces if alone.
3 – Basic Soldier (2Attack/2Health)
4 – Attacking Soldier (3Attack/1Health)
5 – Defensive Soldier (0Attack/4Health)
6 – Ranged Soldier (1Attack/ 1 Health) This unit may conflict a unit two spaces away, if conflict is done this way this unit does not receive damage. (When this unit is rallied with another it may use this ability)
6 – Ranged Soldier (1Attack/ 1 Health) This unit may conflict a unit two spaces away, if conflict is done this way this unit does not receive damage. (When this unit is rallied with another it may use this ability)
7 – Pawn (Attack) 2/2 Health – This unit may move diagonally to conflict. (When this unit is rallied
with another it may not use this ability)
8 – Support – (1Attack/3Health)
9 – Mid range (3Attack/3Health) – When this card is revealed, discard a card.
10 – Heavy – (5Attack/5Health) – This must be played face up and cannot Rally with other cards
Ace – (0Attack/1Health) – Whenever conflict is done with this card place all cards in conflict
are discarded.
Unique Cards – Upon
resolving of effects cards are placed into the discard zone.
Jack – You may reveal
one of your opponents cards on the field.
Queen – Remove 2
damage counters from a card (Heal)
King – Draw 2 cards,
then discard 1
Joker – Spy – When
this card is played you may take one card from your opponent’s hand, your
opponent then draws a new card.
Simulated Play: Both
players roll a dice to determine who goes first. The player who rolls the
higher number plays first and the person going second draws an additional card.
Players than take turns achieve victory.
Turn Simulation
Turn Simulation
Players may perform 3 actions during their turn.
Reinforce – Draw
an additional Card
Deploy – Place a
Card on a summoning zone, designated by a green X in their area. Cards may
either be played face down or face up.
Rally – Cards that are adjacent to one another may combine to create a single unit
(Rallying, when 2 cards are rallied together their total
(attack and health stat are added together)
Move – Move a card one space (Up,down,left,right)
Move – Move a card one space (Up,down,left,right)
Reveal – Players
may reveal a face down card to activate its ability or effect.
Play a Unique Card -
(Joker, Jack, Queen, King,)
Attack/Encounter – Move
a unit onto a space occupied by an enemy unit. To go to a state of Conflict (See Conflict sub=section for
phase additional information)
Rules of Conflict –
Conflict: Move a unit into space occupied by an opponent’s unit. When
Conflict occurs all cards engaged in conflict are turned face up. Compare
Health and Attack totals subtracting total health and attack from the
opponents. Units are given damage counters (dice) equal to the amount of the
opposing attack value. Each marker is equal to one (-1 Health). Units whose
health totals are reduced to 0 are discarded.
Special Rules.
Refresh - When a
player’s deck reaches 0 cards the player, takes all cards in their discard pile
and reforms a new deck, the player then puts 1 damage counter on their Goddess
Card.
Session 1 - V.0 Brainstorming - First Draft
In this session I had already decided on what type of game that I wanted to create. A card game. Having played several kinds of card games over the years, the strategy, skill, and mechanics have always been an appealing game archetype.
We created a game using only cards from a basic 52 card deck. However in this version we removed all cards without a number and only used the basic 2-10 and the Ace. So we each had a 20 card deck.
the field was set at 4x3 and at this point no Goddess there was no goddess.
To be honest we just wanted to create a system of battle and game play and made rules as we went along to work out any major kinks.
In this session we created the 3 Action system, Area of Play, Battle System v.1, The Rally system, and the Ace System.
- 3 Action system - players perform 3 actions per turn
- Area of Play - 3x4 grid, with zones for summoning
- Battle System v.1 - Battle is similar to Hearthstone, health and attack are basic sum totals according to card 2/2, 3/3, 4/4 etc. Damage is permanent.
- Rally System - the main system of our game, where players may combine cards in order to create a more powerful card
- Ace System - developed after seeing the first major first order victory strategy, the ace became the card to prevent this strategy from occuring
Of course this version of the game was broken in so many ways. We didn't actually have an end game objective. But what we found was that our simulation of play was both fun and engaging.
We implemented the concepts of Hand Management, Area Control, and Deception.
Session 2 - V.3 - Playing with the Less experienced
Having mulled over the game I upgraded the game a little more with the creation of the Goddess System, First turn Advantage Fix, Victory Condition, Event Card System and made changes to the Area of Play as well as making adding fixes to basic card game rulings and zones and system of order.
Goddess System - The main victory condition and thematic focus, players fight to defeat the
opposing goddess
First Turn Advantage Fix - turn player going second draws and additional card to stipulate disadvantage
Victory Condition - Defeat the enemy goddess, reduce their health to 0.
Event System - The face cards now have special abilities, such as Peek, Charity, Healing, and Traitor.
Area of Play v.2 - Field is now 5x5, Summon zones and Goddess Zones Designated.
This session was actually both a failure and eye-opener. The tester whom I was paired with had no actual experience with game design and mechanics of a card game so I was poised with explaining everything. I reduced some of the mechanics down to the first version and only implemented the Goddess System, First Turn Advantage Fix, and Victory Condition. At first it was very confusing for my tester as they did not understand the concepts of card advantage or battle mechanics and subtraction. The play we got through was not the best but I was able to get a rough grasp of the gameplay time 20+ minutes. Most importantly I discovered just how difficult my game was and how
much more I needed to flesh out.
Session 3 - V.2.1 - FishBowling
A type of session that I use to make decks for other collectible card games where I play the game by myself to create a system of worst possible scenarios. I added sleeves to the cards and fleshed out a few rules. Nothing major but just personal testing.
Session 4 - V.3 - Playing with the Weebs
The best way for me to get testing done was to play with my own group of card game nerds. This play was actually one of the best and helped me work out a few major kinks and develop new ideas for the game.
The games played were using version 2. After several games we discovered that the number system combined with the battle system was too hard to keep track of, a little boring, and lacked interest. We however found the event cards to be the the most fun aspect of the game as it often threw a in a mix to the basics of battle.
As the sessions went on we created a rough list of units for each card.
Unit Cards – Units
whose health reaches 0 are discard zone
2 – Cavalry (1Attack/1Health) – If this unit is face up this
unit may move two spaces if alone.
3 – Basic Soldier (2Attack/2Health)
4 – Attacking Soldier (3Attack/1Health)
5 – Defensive Soldier (0Attack/4Health)
6 – Ranged Soldier (1Attack/ 1 Health) This unit may conflict a unit two spaces away, if conflict is done this way this unit does not receive damage. (When this unit is rallied with another it may use this ability)
6 – Ranged Soldier (1Attack/ 1 Health) This unit may conflict a unit two spaces away, if conflict is done this way this unit does not receive damage. (When this unit is rallied with another it may use this ability)
7 – Pawn (Attack) 2/2 Health – This unit may move diagonally to conflict. (When this unit is rallied
with another it may not use this ability)
8 – Support – (1Attack/3Health)
9 – Mid range (3Attack/3Health) – When this card is revealed, discard a card.
10 – Heavy – (5Attack/5Health) – This must be played face up and cannot Rally with other cards
Ace – (0Attack/1Health) – Whenever conflict is done with this card place all cards in conflict are
discarded.
Unique Cards – Upon
resolving of effects cards are placed into the discard zone.
Jack – You may reveal
one of your opponents cards on the field.
Queen – Remove 2
damage counters from a card (Heal)
King – Draw 2 cards, then
discard 1
Joker – Spy – When this
card is played you may take one card from your opponent’s hand, your opponent
then draws a new card.
We used this first draft of unique units and found varying degrees of success and failure.
We also came up with the idea of Unique Goddess Ability - not all Goddess are the same to simulate different types of decks and strategies.
The Future
I plan to continue developing this game even further. Having gone through several sessions I believe this is definitely something that can garner interest. However in order to make this playable I need to create playable cards and assets for use rather than playing cards.









