Inflation Card Game

I've been working on this card game for a while. I haven't quite found a way to play it but I have setup the cards pretty good. The cards that I'm about to have links to, I have permission from the artists to use their pictures for the cards shown. The blank example cards looks tacky but I didn't get permission from all the artists that I used for these cards and I don't want to offend them by posting their cards 'publicly.' I hope you enjoy the concept and if you have any ideas for the game let me know.

Inflation: The Bloating (in parody of Magic: The Gathering, since I used a program that makes Magic cards to produce these cards)

The Concept

The goal of the game is to inflate your opponent until they pop, run out of capacity points.

How to Play

Each player has seven cards they draw from their decks that they use on each other. At the end of each player’s turn they may discard as many cards as they’d like. At the beginning of their next turn they draw back up to seven cards. Each card is played using action points. A player gets one attack point at the beginning of their turn, unless a played card states otherwise. At the beginning of the game each player picks a number from one to six. At the beginning of their turns they roll a die and if it lands on their chosen number they gain an addition action point. If you play an Event card, the beginning of your next turn you cannot roll the die for an additional action point. The set number of capacity points for each player is twenty. When a player reaches or passes zero capacity points they lose.

Card Types

http://i959.photobucket.com/albums/ae75/nebbysims/Attacks.jpg

Attack cards are the primary cards used to inflate your opponent. So far they come in three types; Quick, Long, and Surprise. Quick attacks are the normal attacks and are usually the cheapest to play, although the higher costing cards remove lots of capacity points from opponents. Long attacks are more expensive, yet they work over time and can be used with Quick attacks. Surprise attacks are a bit cheaper than Long attacks, and catch your opponent off guard. Surprise attacks make your opponent unable to play an attack the next turn, although they still get to gain an action point and roll the die for a chance to gain an additional action point.

http://i959.photobucket.com/albums/ae75/nebbysims/Cramped.jpg

Event cards are cards that effect already inflated opponents. The price of these cards vary with the condition your opponent is required to be in for them to activate. The less capacity points your opponent has the cheaper the Event cards are to play. Event cards make your opponent unable to attack the next turn and lets your gain an addition action point next turn.

http://i959.photobucket.com/albums/ae75/nebbysims/AdditionExample.jpg

Addition cards are cards played with Quick attack cards. All addition cards are the same, for one action point you can play it with a Quick attack card and make your opponent unable to attack the next turn. Basically, turning any quick attack card into a surprise attack for an addition action point.

http://i959.photobucket.com/albums/ae75/nebbysims/ShrinkingSpell.jpg

Benefit cards help you gain capacity points so you can fight longer. Like Quick attacks they can vary in price and efficiency.

http://i959.photobucket.com/albums/ae75/nebbysims/Counters.jpg

Counter cards keep your opponent from effecting you. There are three types of counters; Counter Attack, Reversal, and Stop. Counter Attack counter cards make your opponent lose a turn if you lose as many capacity points a turn that the cards require to be played. The smaller the required loss of capacity points the more expensive the card. Reversal counter cards take whatever cards was just played on you and plays it on your opponent instead. Stop counter cards deactivate Long attack cards.

Clockwork

It's a fun concept. I'd like to see how this all develops. :)

Dsmitz

Hmmm... I like the idea and the fact that you can bring in several kinds of artists into the fold by using their art on the cards. The only problem I can see is that unless you are prepared to create booster packs and starter decks and what not, it's a bit of a dead end.
If at all possible, assuming you honestly want to follow through, make it a "digital" card game where people have virtual decks to play with online. That way you won't be required to actually print anything and you won't have to worry about copywrite infringments with Magic the Gthering.

I'm a revolutionary of sorts.

Auriga
Auriga's picture

Digital form of game doesn't require real life meetings, which is good as players are scattered all around the globe.
Anyway, good luck with that.