General Discussions

Firefly Online CCG

POSTED BY: rklenseth
UPDATED: Thursday, June 10, 2004 02:46
VIEWED: 8252
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Wednesday, January 28, 2004 3:23 PM

You have probably seen the cards already.

Is anyone interested in something like this?

If so then rules will have to be made up, more cards, and someone will have to program the game (not me though; any good programmers willing to do this?)

Let me hear your ideas.

Oh, and play Cantr II at www.cantr.net.

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Wednesday, January 28, 2004 6:33 PM

Well I play some CCGs and I would love to help create this game. I could help create the rules and some card text.

For the basis of the game I think each player should get a amound of credit points for playing cards. The credit point total could be determiand by a base number they get each turn and by their characters etc that would have a amount printed on them (For example a trasport ship would give a player X number of credits from trasporting cargo each turn). Also a player would get a one time bonus when compleating a "Job" (Better term for FF than Mission I think).

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Wednesday, January 28, 2004 9:13 PM

So would there be only one "way" to win -- amassing credits? For some reason, I find myself more drawn to the model exemplified in the "Legend of the Five Rings" CCG. There are multiple ways to win there -- destroy all your opponents through military might, achieve sufficient amounts of "honor" that your political influence grants you command of your opponents, or reach an "enlightenment victory" where your mastery of philosophy/theology advances you to the front of the competition.

Along those lines, there might be multiple ways to win in this potential game.

What would the types of cards be? Perhaps there could be multiple "base types" -- each of which would be a class of transport, with a particular set of characteristics. Say, maximum range, speed, cargo capacity, hull structural value, those sorts of things. Probably you'd want no more than three or so characteristics to keep track of.

Cards you could attach to this basic card would include crew, unusual equipment (both for ship and for crew), and so forth. Additionally, there would be "job" cards (both legal and illegal), event cards (getting stopped by the Alliance patrols, ambushed by Reavers, etc), actions that could be performed either on yourself or on other crews (a bit of libel to downplay the reputation of a crew, or perhaps some sabotage while they're docked somewhere). Hell, arguably a ship could even try to go pirate and destroy/loot other ships in the game.

I find myself quite drawn in by this possibility. Anyone got other ideas they'd like to air in this forum?

History doesn't always repeat itself. Sometimes it merely shouts "Weren't you listening the first time?!?" and lets fly with a club.

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Wednesday, January 28, 2004 9:17 PM

More thoughts.

Certain jobs would require a certain level of reputation for you to take them... either good or bad (i.e., are you well loved by the Alliance, or do you possess a solid rep in the black/grey market?). Most likely everyone would start the game with the same reputation, and the more reputation you got the better jobs you could pull, and the more credits you could amass.

Another type of card you might be able to put in would be contacts. You know, people like fences, or dependable sources of information, or a good mechanic at an out of the way repair facility.

History doesn't always repeat itself. Sometimes it merely shouts "Weren't you listening the first time?!?" and lets fly with a club.

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Wednesday, January 28, 2004 9:19 PM

I'm not really sure... the only card game even remotely like this that I'm familiar with is Magic: The Gathering. Is that the kind of thing we're talking about here?

~A~

...I'm still free,
You can't take the sky from me.

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Wednesday, January 28, 2004 9:27 PM

Vaguely, though Magic is pretty simplistic in its game structure.

History doesn't always repeat itself. Sometimes it merely shouts "Weren't you listening the first time?!?" and lets fly with a club.

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Wednesday, January 28, 2004 9:32 PM

I'm thinking more of a combination of card games but I think the best model that could work with Firefly is the old Star Wars CCG. There are multiple ways to play and win as well as tons of different types of card. The one thing I always liked about the old Star Wars CCG was that they weren't afraid to add new rules and more stuff to the game with each expansion. Magic is the opposite of that where every expansion is the almost the same as the next and the game gets redundant.



Oh, and play Cantr II at www.cantr.net.

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Wednesday, January 28, 2004 9:35 PM

The one thing I wouldn't do that the old Star Wars did was have sides (ie. the Dark Side and the Light Side). You can have any card in your deck. Obviously there would be advantages to playing an all Alliance Deck or an all Independent Deck ect...

Oh, and play Cantr II at www.cantr.net.

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Wednesday, January 28, 2004 9:36 PM

Just to clarify what I previously posted; I didn't mean that amassing credits would be the only way to win I was talking about earning credits as the main way to play cards.

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Wednesday, January 28, 2004 10:23 PM

Quote:

Originally posted by GunRunner:
Just to clarify what I previously posted; I didn't mean that amassing credits would be the only way to win I was talking about earning credits as the main way to play cards.



Like what Force was in SW CCG.

I was thinking of a certain card type that allows you to gain credits (sort of like lands and mana from Magic). The card type could be something like jobs (ie. Train Job) and every turn so many credits get put into your bank. Unlike Magic, you won't have to use the credits at the end of your turn but let them amass to use when you like. Jobs could be something you do that has a limited effect. Lets say you have to do something in order to get the credits from the card while there would be other types that brings in credits for a longer time.

Just some thoughts that I thought would fit with a Firefly CCG.

Oh, and play Cantr II at www.cantr.net.

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