Hello there, please take some time to read this stuff, ONLY if you are interested, this will be long, and will require a collaborative effort to put together more minds as possible.
This post is about a possible League of Legends Card game. I will divide all of this in sections to be more clear: Let's go!
**SECTION 1: Basic concept**
The game would be obviously a strategic card game, with a little bit of AI interactions as well, and would also have the purpose to get deeper into the lore and universe of LoL thanks to the infinite amounts of cards that you can have based on the world of Runeterra. The goal is to partially translate what we play in game into a card game, but also add something new. That basically means that we will find cards that you are familiar with (Ex. champions, items, monsters etc..) but also new faces, for example we could have some units cards based on a shuriman merchant, or a noxian warrior and so on.
**SECTION 2: Basic rules and playfield**
The goal of the game is very simple: Destroy all of the enemy champions.
The deck should be around 40 cards. Both players start with 200 Mana and 5 cards in hand. You consume mana to do various actions. You regenerate 20 Mana at the start of your turn.
On your side of the playfield you will have:
Up to 7 horizontal spots where you can place your Unit cards, behind those you have your 4 horizontal champions spots, where you place 4 champions card, that are of your choosing and are "separated from the deck". They are still part of it, but you just place all of them there at the start of the game. Champions are really important and are at the core of the game. On a side of the battlefield you can also put 3 other benched champions that you can swap with your active champions (more on that later).
At the center of the playfield we have the neutral zone: This is composed by 2 spots and here you have the jungle monsters cards. So at the start of the game 2 jungle monster cards (randomized) will appear here. Both players can play to defeat the jungle monsters and if you kill it, you gain something (Based on the card). After a monster dies the AI will make another randomized monster appear, in an endless loop. There are some restirctions tho.
It will be common for example to find Wolves and Razorbeaks cards, much more uncommon the Rift Herald or elemental drakes cards, and very rarely you'll find the Baron Nashor Card. As you can imagine it will be much harder to kill the Baron Card, as you will probably take considerable damage doing so, but the reward will be greater as well.
Another slot that we can find in the neutral zone is the Regional card slot. Here any of the 2 players can put a regional card, if they have it in their hand. A regional card is based on the places of the LoL lore (ex: the Demacian halls of valor) and have a persisting effect that is valid for both players. If a player play another regional card in that slot, the old one is destroyed and no longer active.
**SECTION 3: Champions cards.**
So look the the Kindred card i created up here while you read this part (really it took me some time do do that thing :D).
The champions are at the core of the game. You start with your 4 champions, and you can have up to 3 benched champions.
All the champions have Health, a passive ability, 2 active abilities that consume mana, an ultimate ability and stats.
So let's start with the passive:
The passive ability says something that you can do during your turn (sometimes the enemy turn as well), and has no cost. It's soemthing peculiar to that champion so 2 champions cards will never have the same passive.
Same thing for the abilities, they can be offensive or defensive abilities, but you can only use 1 of them per champion each turn.
All ultimates abilities of all champs cost 50 mana and all ultimates abilities have a 3 of your turns as recharge time as well.
Now the stats: All champions have variable stats that can be also be modified by other cards. In this case our Kindred has 60 AD (attack damage) 20 AP (ability power) 10 AR (armor) and 80 MS (Movement speed)
AD is what you use to do a basic attack: A basic attack is an attack that consume no mana, unlike abilities, but has no secondary effect.
AP is what many champions use to supplement the damage of their abilities.
AR is used to mitigate incoming damage. If a champions attack Kindred with a basic attack of 50 Kindred will prevent 10 damage from that and she would lose 40 HP. It mitigates any form of incoming damage unless it's true damage.
Movement speed is used for some other purposes (ex. in conjunction with items, abilities etc..).
**Section 4: Your turn**
At the start of your turn you pick the first card from your deck. The amount of actions you can do on your turn is limited only by your mana. If your mana reaches 0 you won't be able to do much (You can always do basic attacks or play some no cost cards). On the next turn your mana will stay 0, while the turn after it will be set back to 150.
at the start of the game you start with 200 mana, and you regenerate 20 mana each turn. You can't go higher then 200 mana unless special cards says so.
So all the manacosts of the cards you play draw all from your same mana pool.
You can play a variety of cards (more on that later) and if you want you can attack the enemy units or champions or jungle monsters. You can also swap a benched champion with one of your active champions but that cot 100 mana. Simple right?!
**Section 5: Other Card Types:**
**- Units Cards:** You can have up to 7 units cards active. These cards are like "mini-champions" and add variety to the battlefield. They are weaker then champions, cost mana to be played, have no active abilities or ultimate, they also have only 2 stats: AD and HP. They can however have passive abilities or special effects.
For example a Shuriman Merchant units can have low health and stats, but be useful for his special effect: Enemy Units costs 10 more mana to be played.
Units cannot attack champions, but can attack other units, while champions can attack both units or enemy champions.
**- Action card:** These are cards that have an immediate effect on the game then are destroyed.
Example: Ignite: Deal 30 true damage to an enemy champion .
**- Regional cards: **When you play these cards you place them on the Regional Card slot in the neutral zone (near the jungle monsters basically). It's neutral because it adds an effect valid for both players and is persistent until destroyed. These are places of runeterra.
Example: Demacian Halls of Valor: Whenever a demacian units or champion dies, all other demacian units and champions gets +20 HP.
**- Item cards: **All the champions can be equipped with max 2 items. The items take insipiration from the real items in game. They cost mana to be played and you assign them to one of your champions gaining benefits.
Example: Doran's Shield: +10 HP, +10 AR. Prevent 10 damage from basic attacks dealt to this champion.
- Skin cards:** We all love skins don't we? Skins are special cards that replace the champion they are about, with some changes. They have no mana costs
Example: Shadowflame Kindred has the exact same abilities of base kindred, but can have different mana costs and different stats. Once you put a skin on a champion you cannot revert back, but you can change the skin again wtih another skin card for that champion.
**Section 6: COMBAT:**
If you decide to engage in combat with the enemy it works like this:
First we have the units. You decide what enemy units to attack and with who. (Example." I attack your Shuriman merchant with my Voidling") You subtract the attacker units AD to the defending units health. You cant attack the same unit with more then 1 unit.
Then we have he champions. Champions can choose to use an ability or a basic attack. Champions can also choose to attack a unit, a enemy champion OR a jungle monster.
If you choose an enemy unit you subtract the dmg you deal to their health. If you choose an enemy champion same thing but the damage is mitigated by the enemy AR. If you choose a jungle monster you will deal your damage but also get counter attacked by the monster, and you'll have to subract his AD stat to your health. You can attack the same jungle monster with multiple champions (killing wolves may require only 1 attack from 1 of your champions, but Baron will definetly require all of your champs), but you can only attack 1 unique enemy unit or champion with each one of your champs.
**Section 7 Conclusions:**
This game in my mind would prove extremely strategic, taking concepts from the real game and adding some new stuff as well. jsut like in Summoners rift you can build your deck based on what composition you want to run, each champion combination will have different results. For example Ivern could have a passive that says:" Ivern can free 1 jungle monster card (exept drakes, Herlad and baron) instead of attacking it. Ivern will deal 20 DMG to himself and consume 10 of your mana doing so" that can completely change the way you appreach the jungle monster cards in the game. Or then you could have an all AD team, with many items focusing on increasing their AD, or a balanced composition with mages, tanks and ad, just like the regular game. The units are what we can use to go deeper into the lore of runeterra since they are mostly just creatures that live in it. But we can also have items that spawn units, or champions abilities that spawn units (malzahar voidlings, Illaoi tentacles, TIBBERS!) and so on.
The possibilities are endless and i will try to create more cards if you want to have a clearer idea.§
Thank you for your time, please tell me what you think of it.
**Section 7: Additional Informations**
Jungle monsters do not regenerate health. If you attack a jungle monster card and leave it at low health, the enemy can kill it as well on his next turn stealing the benefit from you.
If you have no more cards to pick from your deck you still continue to play normally. The game ends only when the champions of one players are all dead.
Swapping a benched champion for an active champion won't heal the active champ from the damage he took (unless special cards says so)