Aha well I suppose I probably wouldn't have posted at all if I didn't have any interest. Maybe I was playing hard to get? Anywho the idea is quite interesting, between what you have set for the mechanics so far as well as the game itself. I do like card games and am not playing in something like this at the moment, so consider me interested.
Hard to get, Hot. ;) All joking aside good to have you
We’ll break it down into parts;
Goal - To defeat the other person’s leader to win. Other win conditions if they have no other cards to draw or to clear their board.
BasicsLeader - The Leader is your starting engine. It is the card that leads your units.
Units - Your leader’s army in an essence. They have cards that help each other, help the leader, or even work in conjunction with your utilities.
Utilities - Are spells, utilities, or traps. Which will be indicated on the card. Utilities give additional support to your Units, like giving them a shield or giving them an upgrade to their weapons. Spells are spells they activate magical effects written on the spellcard doing things your units cannot with their abilities. And Traps are cards set face down and sprung either at the end of your next turn or when something triggers them.
Deck - is where your deck goes
Grave - is where cards go when they are destroyed
Abyss - is where cards go when they are banished from the game.
Initiation Phase -
The Initiation Phase is the phase that determines who will be going first and who will be going second in the dual. Each player places down their leader card, starting at power 0. All Leader cards Evolve into higher powers, 10 being their highest limit.
Leader cards determine who will go first and second based on the abilities written on their card marked by their Determination ability.
Evolve Phase -
The Evolve Phase begins when the round starts. You only get 1 evolve phase and can choose to either Evolve your Leader or any Units on the field to their next level of power.
Summon Phase -
The Summon phase allows you to summon a Unit and activate its power upon summoning.
Utility Phase -
The utility phase allows you to play a utility card of any kind.
Final Phase -
The final phase is an optional step, often activated when a card goes off at the end of the phase.
There are 6 rounds in the game. 6 being the level of power your Units and Leader can have going from 0, to 1, to 3, to 5, to 9, and then finally 10 being the highest value of power.
In a post your post will look like this;
Indicate the Round [1-6] depending on what round you are on. If you are the beginning player you will always be the turn of the Round.
So Player Going First passes Round 1 to Second Player who is on Round 1 when they pass First player is on Round 2.
Duels work with Abilities against Abilities. The Power Level determines the strength and level of these Abilities. So one Ability might banish a Unit for 2 rounds and then play it back on the field, while another ability may allow you to destroy someone else’s unit.
A unit may allow you to resurrect or resurrect a card from the grave. The goal is to either destroy the person’s leader or them to have nothing on the field to evolve.
You can have several different types of units, but only 1 Leader Type card. Indicated on the Unit of the Card.
The game will be based not on rolls, but how well you play smart with the cards given to you. This is why I want to help design decks for you guys that you can understand and you have some part in their understanding. That’s the strategy part. Duels will be done in co-post. We’ll figure out where, maybe on Discord or Google Docs. I can use both. It’s more what the other person is comfortable with, PMs also work.