LOL card game, Summoner's duel
For the past few months I have been working on a spin-off league TCG (trading card game) to play with my friends. I thought it would never extend beyond my group of friends, but with the reveal of mechs vs minions, I thought it would be worth putting on the boards.
Note that I put a lot of time and content into this, so this may be a long post.
First, I didn't know were to start with explaining: so I'll copy/ paste the rule book here
Turn organisation start of game: At the beginning of each game, both players who starts out as player 1 and 2 1: at the start of each turn, both players draw a card and gain 1000ip 2: On each turn the cards are played in this order: -player 1 plays champion and monster cards -player 2 plays champion and monster cards -player 1 plays status cards (spells), items, terrain and non-damaging champion abilities -player 2 plays status cards (spells), items, terrain and non-damaging champion abilities 3: then the battle phase occurs, each player chooses the targets for their cards to attack as well as damaging abilities to activate. 4: cards that have no ar or mr remaining will be put in the respected player’s discard pile and status from opposing cards are applied. 5: turns 3 and 4 repeat for slowed cards 6: player 1 and 2 change roles.
Bonuses (comes on specific cards when played) -aftermath: if a card with this looses all its ar or mr, it will perform an additional attack for a given amount -truestrike: this card can attack the enemy summoner no matter what -split push: this card deals bonus damage to the enemy summoner for a given amount -dragon slayer: this card deals bonus damage to monster cards for a given amount -hybrid: this card attacks with its ad and ap simultaneously -stealth: this card will be face down until it attacks or is attacks. In stealth a card can choose not to attack.
Crowd control (negative effects that weaken a card) -knock up: return the afflicted card to the enemies’ hand -stun: the afflicted card can’t attack or use abilities next turn -displace: the afflicted card can be attacked more than once each turn -silence: all text on the afflicted card is voided -suppress: the affected card cannot attack or use abilities until the card that suppressed it dies or is knocked up -slow: the afflicted card attacks later -taunt: the affected card can only attack the target it’s taunted to -feared: the affected card cannot attack the card it’s feared to -blinded: the afflicted card cannot attack unless an ability that changes its attack is used
Champions -Each champion has a role, this affects certain card effects -All champions and items have a “build” (ad, ap, tank or hybrid). An item can be equipped to any ally champion that matches its build. Hybrid counts as all builds.
Battle -The players choose attacks independently. -Attacks with ad will reduce ar, attacks with ap reduce mr -Effects cause by an enemy attack will apply at the end of the turn, while effects caused by an enemy attack will be applied for the current turn. -If a card receives bonus ar/ mr that prevent a death from an enemy attack, they will survive. -Each card can only be attacked once per turn, (aoe effects bypass this, unless they also have additional effects that hit only one card, in which case that card cannot be attacked again) and each card can only attack once per turn without bonus attacks from card effects. -If one side has no cards that can be attacked, all cards on the opposing side will attack the enemy summoner directly. The summoner has 30 health, ap and ad attacks simply reduce the same total. -Once one summoner has no health remaining, the other player wins.
There are 5 types of cards: -monsters (standard pawns) -champions (pawns with special abilities) -status (spells, No limit to what these can do) -items (equipable to increase the stats of a champion) -terrain (provides bonuses to both sides, lasts indefinitely, only 1 can be in play at once
All cards cost ip to play and champions can have abilities, which cost additional ip and preform an effect without needing to worry about being behind on cards
As for if this game became an online website, this is how I'd expect it to work:
each player has ip and rp, transferable with their main league game. They can spend 900ip to purchase packs, containing cards from the purchased faction (piltover pack, noxus pack, ect)
each pack contains 4 cards, consisting of 2 commons and 2 rares or better.
there are 4 rarities for cards, which I'll cover later.
players can enter deck builder, make decks, and challenge other players. The winner and looser both gain ip, just like in standard games, but not as muck as a full lol game.
Rarities:
common- these cards are the very basics, these act as a base to start your deck, and help support rarer cards examples:
Minion 100ip Monster card Factionless 1AD,0AP,1AR,1MR
Noxian artillery 300ip Status card Attack for 1 AD to 3 targets, the same target can be attacked multiple times Noxus Status
rare- these cards offer more focused effects, some can have simple synergies with other cards. They often are not strong enough to have decks built around them examples:
Black market brawlers 200ip Status card Summon all black market brawlers from your hand when played Bilgewater status
Varus swiftbolt 1,700ip Champion, marksman, AD Truestrike Piercing arrow: attack for 1+AD to 2 enemies (700ip) Surprise shot: preform a bonus attack (1,000ip) Ionia 5AD,0AP,2AR,3MR
super-rare- these cards are the focus of your deck, and their single-focus yet effective abilities can swing games if your deck has the right synergies to build off of their entrance examples:
Guarded treasure 500ip Status card Gain 2500ip, summon a 7/6/7/6 hoarding dragon on the enemies’ side Factionless status
Void serpent 2,200ip Monster card Whenever a card gets put in the discard pile while this is alive, this card gains 1 in each stat. This is immune to instant-kill effects. Void 1AD,1AP,2AR,2MR
legendary-these cards are rare, and usually only 1 will fit into your deck comp at most. The cards are all based off of major lore events of their faction, and usually offer effects no other card has examples:
Sun disk 1,000ip Status card Double the amount of ip you gain from card effects this turn Shurima status
Frozen watcher 6,000ip Monster card While alive all allies receive +3 in all 4 stats Freljord 5AD,5AP,5AR,5MR
That concludes this idea of mine, please comment any questions you have, I'll check up on this post so I'll keep your questions answered. If somebody at riot sees this, I hope you see some future in my work. Goodbye for now.