





Designing a game to minimize "memory issues" – Meet Conduit!
I don't know what I'm going to do with this game yet, but I definitely wanted to start talking about it first in this wholesome community. Thank you all for keeping it fun and helpful for all CCG/TCG creators!
I've attached a few of the prototype cards and below are some key things to know. (All design is prototype drafts, and card images are random temp images just to help differentiate when playing.)
After reading you can also watch a quick VIDEO I made (link in the comments if those are allowed) where I go through a couple simple turns. It will definitely make more sense after reading the key rules below I think.
The game is called Conduit and it's about taming a newly discovered wild and unforgiving form of raw energy. The win condition resembles keys in Keyforge, but otherwise I think the game is something a bit different from your usual TCG. (I guess it takes a step towards being a board game in many ways, but I think it's still safely in card game territory.)
I wanted to minimize "memory issues", so triggers like "when you play a red card, this card gains X". I tend to easily forget these kinds of effects. In Conduit, things usually happen when you naturally look at the card, so on play, activation, damaged, destroyed etc.
The game has one resource (Energy) that you accumulate on your cards. You use Energy to play and activate cards, as well as progress towards winning.
Energy is always in danger, because you lose it if the card is destroyed, and the opponent can steal it. Also some cards can move Energy between your cards, and having the Energy when and where you need it is an important strategic element in Conduit.
Cards have "Activate" and "Passive" abilities. You can activate as many cards on your turn as you want / can afford. At the end of your turn, ALL cards you didn't activate trigger their Passive abilities.
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Few key rules:
- You generate Energy with cards and try to bank it. If there are 6 Energy in your bank at the start of your turn, you create a Power Core. When you create your third Core, you win. In order to create the last core, you also need a "conduit", which is any card with 3 Energy on it.
- A card can never have more than 3 Energy on it.
- If your card is removed from game and had Energy on it, that Energy goes to Lingering Energy pool and is usable from there on your next turn. Lingering Energy always empties at the end of your turn.
- "Activate" abilities need to be paid from the card that uses the ability unless stated otherwise.
- Energy stays on cards. When you play cards, you can use Energy from any card to pay its cost.
- You play 1 card per turn unless something lets you play more.
- When there are a total of 2 Power Cores in game, an end game state of HIGH VOLTAGE begins. It alters some costs and effects. (Basically makes cards more powerful and speeds up the game.)
- There is no attack state, but abilities can deal direct damage.
- Card types are Creature, Building, Attachment, Condition and Reaction.
- In general, non-stunned Creatures protect Buildings, so you must deal damage to opponent's Creatures first.
- Conditions are more complex triggers and cards that alter the rules in big ways. You can only have 1 Condition in play (per player).
- Attachments are played under other cards and give them bonuses.
- Reactions are only cards you can play on opponent's turn, and the card states the opportunity to play it (for example "When a card of yours is damaged...")
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I'd be super interested in hearing any thoughts you might have, and I'm happy to answer any questions.