I’m trying to design a weapons based trading card game based on Kill Bill. I hope I can finish the rules and a card set for a Vol. 1 release before Vol. 2 comes out. And when it is released, make a Vol. 2 expansion pack. Then I will try to expand the game even more by incorporating the entire QT movie universe. Here is a quick gist of the game:
- Supports 2-4 players
- Each deck is comprised of 1 Character card, 10 Weapon cards, 30 Action Cards (all estimates at this point)
- Character cards have 3 features. A Kill #, Hand #, and a Special. Kill # is kind of like your life meter. Hand # is your starting hand size. Specials are special features a card can perform.
- Weapon cards are exactly that, weapons and they are used to deal damage. When attacking, the damage they deal out subtracts from your opponent’s Kill #. Whenever their Kill # is 0, they have to skip a turn (a combo). On their next turn, the Kill # is fully restored. You can only hold one weapon at a time.
- Action cards will let you do certain functions within the game not possible through the Weapon cards. This includes adding more damage to a weapon, the ability to hold multiple weapons, reviving players, etc.
Vague Gameplay (im still designing it):
- Let’s say 2 people are playing. Both lay their Character card down on the table. Then they draw however many cards their Character’s Hand # allows them to from their deck (which has a mix of Weapon and Action cards). If they don’t draw a Weapon within that hand, they put the hand back and reshuffle and deal again until they get at least one weapon.
- Whoever has the lower Kill # goes first. If the Kill is equal, it goes by the higher hand #.
- Now, Player 1 (who gets the first turn) puts down their weapon. It is a baseball bat and it deals +1 damage. Player 2 has a Kill # of 5. They can either: a) attack and end their turn or b) play Action cards. Player 1 decides to hell with it and attacks with the bat. Player 2 now has Kill #4. The bat had an attribute though: “When used on a player with an initial Kill # of 5 or higher, the bat breaks and is discarded.”. So now the bat can’t be used, but Player 1 can put another weapon in to replace it.
- Player 2 displays his weapon, a Mac-10. However, it reads “Roll a 6 sided die. If the result is higher than your opponent’s current Kill #, deal +3 damage. If it is lower, deal +1 damage.” Player 2 rolls and get’s a 4 which doesn’t beat Player 1’s Kill # of 4. Now Player 1’s Kill # is 3.
Anyways, this goes back and forth until someone runs out of cards in their deck… that is when they lose and “die.” I’m still trying designing the game and a lot of stuff will probably change. And I probably won’t end up even completing 50% of it but it’s going to be fun anyways.
