Back to Community

Card Game Design

about 8 years

The Demiurge Nexion

Unlike conventional traditional card games where the player has to win by killing the other player, the player has to win in this game by defeating themselves. Each player is a Demiurge of a planet who is trying to become the new Sun. In order to do this, they have to create creatures who have wisdom and kill them while they are under their control. The more wisdom a unit has, the more points the player gains when the character dies. The catch is that it isn't always easy to kill units, as some units can live forever while other units die. There are two types of wisdom cards. Causal and Acausal. Both cards can be used against the other player or against yourself. Causal creatures can only gain knowledge through Causal means while Acausal wisdom hurts their wisdom instead. Cards like "False Prophet" can lead units to join the other team, while cards like human die in two turns with one knowledge gained every turn they live. Units can be used to kill each other as well or kill enemy units if they become a threat. If you gain more wisdom from units dying, you have to give them great amounts of wisdom before letting them die, but, if you don't watch it, the other player will have them join their team or turn them into an acausal creature, causing you to lose wisdom instead when they die. Truth cards are like trap cards, but, can also be effect cards that have a more universal effect over everything.

Types of Decks

Mercury: Red skin colored humanoids and conscious fundamental shapes of geometry or primal forces of nature. (Special Ability: None. Units are normally more powerful then normal units.)

Venus: Angelic creatures and angel like beast. (Special Ability: Gets to kill its own cards any time the owner wants, even during an enemy card being played. Can act before the enemy card is acted, even while the enemy plays it, but, cannot after the next turn or card is being played.)

Earth: Humans, animals, and planets. (Special Ability: Earth units naturally gain Causal wisdom each turn.)

Tiamat: Demonic humans, Jinn, and Golems. (Special Ability: Tiamat units gain wisdom by Acausal instead of Causal.)

Mars: Technically advanced creatures, science fiction beast, and super humans. (Special Ability: Gets to kill all units in both planets once per game.)

Types of Cards

Wisdom: Causal or Acausal gain of wisdom that the player can only gain if the unit under their control dies with that wisdom. The Tiamat Demiurge is the only Demiurge that can gain Acausal wisdom and still gain wisdom points if a unit with Acausal wisdom dies. These cards are effect cards which generally gain wisdom to the units or lose wisdom in the enemy units.

Truth: Trap cards that can be played similar to how Venus Demiurges special ability can be used. Can negate wisdom card effects, destroy units, create universal effects, bring units back from the grave, and things of that nature.

Unit: These cards can be equip with truth like effects, but, cannot be played face down and are always in both defense and attack mode at the same time.

Abyss Dwellers: These cards are units which can only be played by sacrificing other units, wisdom, a universal property, or all of the above.

Special Notes

Tiamat is a planet rumored by theologist and gnostics to have been located between earth and mars, which is now the astroid belt, so you can guess what happened to it. In the lore of the card game, it still exist, but, in another realm. In order to attack or be attacked by regular units, Tiamat or the enemy of Tiamat has to use the Acausal gateway card. Wisdom cards can still be used against Tiamat, but, regular units cannot attack or be attacked by Tiamat without it. Creature special effects can also not effect Tiamat. Creatures sided with Tiamat that aren't from Tiamat will die after two turns unless immortal, in which case Tiamat immortal cards can be used to replace it or it is discarded without any wisdom being gained.

Last Rule: If you win the game, the enemy has one more turn. If they make you lose enough wisdom in that turn to not be able to win, you don't win the game just yet. If they get enough points to win also, it becomes a stale mate and rematch. If you run out of cards in less turns then the other player, you lose the game. If you lose all your cards to draw in the same number of turns, you both get a stale mate.

deletedabout 8 years

Golbolco says

I have a better idea for a card game. There's a set of little creatures that you trade for and use items to power up, heal, or "evolve" (transform into other creatures.) I call it "purse beasts".


A game is like this called evolution... you have to make creatures with different traits and stuff
about 8 years

Golbolco says

I have a better idea for a card game. There's a set of little creatures that you trade for and use items to power up, heal, or "evolve" (transform into other creatures.) I call it "purse beasts".


sounds almost copyrightedly familiar.
hmmm.
about 8 years
I have a better idea for a card game. There's a set of little creatures that you trade for and use items to power up, heal, or "evolve" (transform into other creatures.) I call it "purse beasts".
about 8 years
sounds very confusing