I've been working on a CCG mainly out of boredom, and due to a combination of me not being sure where to take the game and me just being bored, I decided to post the game here.
The game focuses around a number of not-fully-decided factions, locked in a war for conquest, glory, and on rare occasion, morals. The races that I've tentatively decided on so far are the Humans, Elves, Ratmen, Fey, and Druids. The goal of the game is to kill your opponent's hero, which has a varying set of stats such as Damage and Health. They also have their own unique abilities, which can take a range of forms.
Cards are played with two currencies: Gold and Faction Influence. Gold is a simple representation of money, while Influence represents favors, connections, and general good standing within the given faction. Gold is produced in small amounts per turn by heroes (Usually one/turn, but some produce more) with no cap on them. However, most of your gold is going to be produced by other sources, such as cards or buildings. There is no limit on the amount of gold you can have. Influence works a little differently. Heroes will get 1 influence with their faction, but unlike gold, this does not compound over multiple turns; instead, at the end of each turn your Influence is set to 0, and you then receive influence according to what cards you have in play. Both are spent in order to play cards. You can spend two influence for one gold, or two gold for one influence.
Humans are fairly standard, though they have a fairly strong early game and weak late game. They command units such as Cannons, Riflemen, Knights, and Horsemen. They also produce gold and influence well, with several of their creatures, such as Guarded Caravan, producing it.
Elves have powerful Skills, but their creatures tend to be frail, though they have high damage output. In addition, they can play creatures to increase the power of their Skills. They aren't fully fleshed out, so I can't give a sample creature list.
Ratmen use a combination of large, cheap hordes, and a few expensive warmachines. They can produce gold very well, but tend to be poor at generating Influence. To offset this, one of their heroes lowers the cost of all cards by -1 ratmen Influence, making some of their weaker, swarmier cards only cost gold. (The other focuses on warmachines)
The Fey and Druids aren't really fleshed out yet, but in broad terms, the Fey specialize in debuffs, while the druids use powerful beasts bolstered with magic.
One of the major things that I've been unable to decide on is whether to have it take place on a grid, similar to Mage Wars (If you haven't seen that game before, I recommend you try it out.), or in a more abstracted format, similar to Magic: The Gathering. Care to give your thoughts?