Fanmade Wing Commander Card Game

Maj.Striker

Swabbie
Banned
Well everyone, I have never gotten a chance to play the Wing Commander card game so I have absolutely no idea how it works and what's involved. I however, do enjoy some great strategy board games so I decided that I would make my own custom WC cardish game. I have plans for a simple concept that can be expanded into a full blown out tactical game. Basically the simple game which is what I'm putting together now is based on the WC1 - WC2 era. (Right now it is a two person game that I'm hoping to expand as well). Each player receives 15 pilot cards. The confederation side has "aces" for every pilot card except for one generic pilot card. The Kilrathi side has 6 "aces", 5 drakhai elite pilots and 4 generic pilots. Each pilot has three values listed: attack modifiers, defense modifiers and wingman efficiency value. (I'll discuss this further in a minute).

Then each side is given 18 fighter cards. The Kilrathi has one extra ship type, the "Strakha." Each ship has an attack value and a defense modifier. These numbers are of course all subject to change based on playtesting.

A deck of random event cards is shuffled and each player is dealt 1 event card to start with. The event cards can vary from cards that must be played immediately to cards that can be played during the player's turn. Effects of the cards will range from horrible rotten luck :) which would be something like mechanical failure...lose one fighter to incredibly good luck...Ejected pilot recovered...gain one lost pilot back. Players are also given action cards. These are the meat of the game. Action cards will vary as well but typically will be something like: Attack with up to x number of fighters (the card will also list a defense minimum). The attacker can choose to bring as many fighters and accompanying pilots as the card allows but the defender can choose only to bring the minimum amount listed on the card. (Obviously the more fighters the better your odds of inflicting damage but if the defender is certain he'll lose he may choose to only put up minimal defense). The attacker and the defender each choose their fighter cards and pilot cards in secret and then reveal them to each other. Each side tallies their wingman efficiency totals and then roll two six sided dice to determine which side wins the battle initiative. The player with the highest roll (after adding wingman efficiency values) wins the iniative. Initiative is important as it allows the player with the initiative to decide if they want to leave the battle early (must fight one complete round before choosing to retreat). If the player with initiative decides to abandon the battle before either side has won then the remaining player may attempt pursuit. (for each fighter the remaining player has still alive in the combat he rolls one six sided dice...on a "6" one escaping fighter is considered destroyed without possibility of firing back).

Ok, combat is fairly simple. Each player arranges their fighter/pilot cards face down across from each other. Once both sides have placed their cards secretly...they reveal the cards. The attacker's cards face off against the defender's cards (i.e. if the attacker places a scimitar and Bossman on his left and the defender places a Jalthi and Bhurak Starkiller on his right then those cards will face each other). In the case that the attacker has more fighters/pilots then the defender then he must decide before both sides reveal their cards which section he wants to allocate the extra cards. (i.e. he could choose to place two fighters to attack on the left while the defender has only one fighter there).

Each fighter card has an attack value listed, the player must roll two six sided die that is equal to or higher than the value listed. The attack value of the fighter may be lowered (easier to hit with) depending on the pilot card the player has assigned to the fighter. The attack value may be raised (harder to hit) based on the defense value listed on the opponent's fighter card and the defense value listed on the opponent's pilot card. If the attacker's roll after all modifiers have been applied is equal to or above the modified attack value then a "hit" is scored and the defender's fighter and pilot are considered hit. the defender will get one chance to return fire with the hit fighter and pilot before removing them from the game. If the attacker is hit then he must remove the hit fighter/pilot immediately.

whew...that's the geist of it...there will be more complex things added but what do you think thus far?
 
Sounds great, but I have an uneasy standing to CCGs... balance of power is always shifted to rich nerds who buy everything the casual gamer can't get without Lady Luck's personal aid.
 
That doesn't have too much bearing on fan made ccgs or an online version of a real ccg. A lot of ccg stuff comes down to the luck of shuffling the deck. Someone with the hot rare cards also still has to find a way to pay for them in the game. There are usually expensive costs associated with deploying the best things.
 
Well this is not your typical card game. Unlike most that I know of...the whole game would be included in one set of decks...you wouldn't need to purchase other packs and so forth. For the simple two player game you would have the entire fighter fleets from WC1 through WC2 at your disposal (Kilrathi player would have all kilrathi fighters, confed would have all confed ships). The real strategy would be in knowing how many fighters you could bring to a battle, and picking the right pilots for the right ships. My long term goal for the game would be to allow up to 6 players to play with an expanded set of planet and fleet cards. My first major goal though is to find a card manufacturer that can make the custom cards at a reasonable rate.
 
Maj.Striker said:
My first major goal though is to find a card manufacturer that can make the custom cards at a reasonable rate.

That sounds a bit ambitious. Who's going to pay for the production run? How many people are actually going to be able to play physically? I figured it was an online project.
 
ChrisReid said:
That doesn't have too much bearing on fan made ccgs or an online version of a real ccg. A lot of ccg stuff comes down to the luck of shuffling the deck. Someone with the hot rare cards also still has to find a way to pay for them in the game. There are usually expensive costs associated with deploying the best things.

A good CCG doesn't need rarity as a form of game balance. Instead the game balances itself. Strong cards should have other weakness or a number limit. As such Magic was a rather bad CCG.

My current favourite is Blue Moon ( http://www.blue-moon-games.com ). Technically it isn't a CCG because there are no rare cards, however it plays very much like one.
 
ChrisReid said:
That sounds a bit ambitious. Who's going to pay for the production run? How many people are actually going to be able to play physically? I figured it was an online project.


Well I guess I should say that really my first major goal is flesh out the entire game and try to balance it as best I can. After that, then I will look a custom manufacturer to create the cards. I figure if I and some others can do all the artwork it shouldn't be that expensive. I've seen a couple of places online that say they'll do custom decks in low quanities for like $20 a deck. I expect it to cost much more than that since I will need about 100 custom faces but I'll just have to see. My plans for the expanded set would include fleets, planet cards and would probably play similar to Armada. :)
 
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