First of all, I have little to no knowledge of what the hell I'm doing.
With that out of the way, this is my attempt at making a card game-esque situation.
With that out of the way as well, with something reminiscent of a plot.
Now that I have Reduced the potential readers of this to about 5, You should be pleased to know that there is no real learning curve, more like a learning pebble which may be a relief since our minds are most likely occupied with Dwarf fortress.
And 4.
As well as this being like a card game, it is largely based off of Dwarf fortress itself, with several references I have included.
There is actual strategy which I will post, and then explain.
Dwarf: H-8 D-3 E-3 C-Elf/Kobold
Human: H-8 D-2 E-4 C-Goblin
Elf: H-7 D-2 E-5 C- Human
Goblin: H-7 D-2 E-4 C-Dwarf
Kobold: H-6 D-1 E-5 C-Construct/Golem
Golem: H-10 D-3 E-3 C-Demon
Demon: H-8 D-2 E-4 C-Animal man
Animal Man: H-6 D-1 E-6 C-Golem
Elemental: H-7 D-2 E-5 C-None
Construct: H-8 D-2 E-3 C-Human
Kobold Divine: H-12 D-2 E-7 C-Construct
Battleaxe-Mace
Mace-Bow
Bow-Pike
Pike-Crossbow
Crossbow-Whip
Whip-Fist
Fist-Knife
Knife-Sword
Sword-Warhammer
Warhammer-Battleaxe
Now, for the races, H is HP, or health. D is damage, and E is energy. C is critical
The first two are obvious
Energy use- 2 to attack, use 1 to block 1 damage from next attack- max attacks after defending on same turn is one, (max of reduce to 1) spend 1 energy to switch places. Spend 3 energy to swap out for another random card (emphasis on random), the card swapped to can attack (HP does not regenerate if card returns.)
Criticals are quite simple, you just add +1 damage to whatever you attack. Dwarves do extra damage to Elves, 1 extra damage. If it is an Axedwarf facing a Mace Elf, +2 damage is afflicted. If the Elf attacks the Dwarf however, there is no modification to damage. Unless the weapon it uses is critical against the Dwarf's
What is Switching? Well, each "battle" has only two cards out at one time, each 'deck' has a maximum of six cards. The cards are on either left or right, and can only attack the opposing card directly in front of them. energy is used to switch, only one of the cards needs energy to do so.
Energy does not save up after turns, and always is restored to full at the next turn.
What is Swapping? Well, if you don't like the lineup in the battle, you can swap out the card if it has at least 3 energy, and a random card shall be chosen from the deck. Of course, the card that is swapped to cannot attack. The card though, can be attacked on the enemy's turn.
Kobold Divine? What? That is a specific type of card, master rarity (hard to obtain.) these cards take up a seventh slot in the deck, once all but one cards are left on one side, the master (or legendary, but those have a 2% chance for obtaining.) will fill the empty slot.
These are much more powerful than regular (basic rarity) cards. Uncommons are stronger than basics, rares are stronger than uncommons, masters are stronger than rares, and legendaries are very strong (dragons and the like.) Legendary cards also have abilities, only one master card has an ability, and that is a rare form of kobold divine.
there are also 'packs', to obtain said cards, which are worth 500 "coins" obtained from random battles, and 'quests" which are story-wise. Also, each pack contains only 3 'cards'
I probably forgot something, and I'll edit whatever that is into this later.
EDIT: Yes, Yes I did. Criticals, heheh.
Now, there is some form of plot, but before I get the initial story/game-esque post, who's interested?
One last thing, you all control the same deck. Yeah, have fun with that. (You can appoint one person to control it for one battle, but wheres the fun (and !FUN!) in that?
P.S. the only reason I developed this is because I have a lot of free time for the next week, and I need something to do other than Dwarf fortress.