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Dota 2 Mid Wars: The Trading Card Game

Blogs > Shaddar
Post a Reply
Shaddar
Profile Blog Joined January 2012
675 Posts
January 13 2013 03:51 GMT
#1
Introduction

Love Dota 2? Love trading card games? Well now you can have the best of both worlds with Dota 2 Mid Wars: the Trading Card game. Select your hero and battle an opponent for supremacy. Kill the enemy hero two times to win, or push down both of their mid towers. The choice is yours.

Hero cards

Choose your hero from powerful mids like Shadowfiend. Gain experience as you kill enemy creeps and heroes to increase the power of your abilities.

[image loading]

Creep cards

Just like in a real Dota 2 game, your hero will have creep waves to back them up in the fight against the enemy. Creeps can be killed for gold and experience, and will respawn every few turns.

[image loading]

Tower cards

Begin the game with two tower cards. Protect your towers and destroy your opponent's towers to win.

[image loading]

Rune cards

Control powerful runes to boost your hero's abilities

[image loading]

Item cards

Use your gold to buy items to increase your hero's power.

[image loading]

Action cards

Use action cards to make plays to control the lane.

[image loading]

Dota 2 Mid Wars: The TCG, coming soon!



**
Why is Check 6 afraid of Infinity Seven? Because Infinity Seven Team 8 Day [9]
Coagulation
Profile Blog Joined July 2006
United States9633 Posts
January 13 2013 04:43 GMT
#2
Thats a pretty clever idea. The card borders/setup could use a bit of a facelift tho. Theres a ton of empty space kinda.
Brindled
Profile Blog Joined July 2011
United States508 Posts
January 13 2013 05:03 GMT
#3
I am interested to see how this plays out with a turn based system. Looks very cool at first glance!
Ua Mau ke Ea o ka ʻĀina i ka Pono @TL_Brindled11
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
January 13 2013 07:49 GMT
#4
Isn't this process backwards?
Shouldn't you begin by making rules, then cards. It seems obvious to me you didn't have any rules when you made the cards. All descriptions are so close to gameplay that last hitting will probably be done on a per creep basis.

I mean, what cards exactly will you be drawing in the game? Creeps spawn automatic, you only have 1 hero. You can probably draw ganks, but it looks like items will be bought with costs. Since sacrificing towers or hp for makes few sense, the only reasonable other thing would be to discard from your hand.

Very interested to see what will come out of this.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
January 13 2013 08:07 GMT
#5
pretty awesome idea.
but as mataza said, you should come up with the rules, then get into nuance. not the other way round
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
Shaddar
Profile Blog Joined January 2012
675 Posts
Last Edited: 2013-01-13 09:02:01
January 13 2013 08:27 GMT
#6
On January 13 2013 16:49 Mataza wrote:
Isn't this process backwards?
Shouldn't you begin by making rules, then cards. It seems obvious to me you didn't have any rules when you made the cards. All descriptions are so close to gameplay that last hitting will probably be done on a per creep basis.

I mean, what cards exactly will you be drawing in the game? Creeps spawn automatic, you only have 1 hero. You can probably draw ganks, but it looks like items will be bought with costs. Since sacrificing towers or hp for makes few sense, the only reasonable other thing would be to discard from your hand.

Very interested to see what will come out of this.


I had some ideas about the rules but haven't worked out anything too concrete. Just made the cards for a bit of fun as I wasn't sure how far in depth I wanted to go into it.

The idea is that the main deck of cards you draw from will be the 'Action' cards, with creep cards being independent and automatically being brought into play every certain number of turns. As far as items go, I'm not sure, perhaps having a set item stack before the game, and as your gold increases you can take items from this, with some sort of delay before you can use them to represent the courier.

As far as the rest goes some ideas are:
-On each players turn, the opposing player can autoattack but only the player whose turn it is can use hero abilities and action cards etc.
-One attack per hero per turn might not be enough or the game will be too slow moving
-Not sure whether hero skills should be on the hero, and the hero has mana, or be draws from the deck
-Ally hero cards in the deck that can be brought in for ganks . Would almost certainly have to be weaker than the main hero card
-Rune cards placed randomly from a shared deck on the table every few turns
Why is Check 6 afraid of Infinity Seven? Because Infinity Seven Team 8 Day [9]
Anthonie
Profile Blog Joined November 2010
Netherlands220 Posts
January 13 2013 12:11 GMT
#7
Looks very cool, in fact, wouldn't a board game work out too? One that has mid wars as an alternative gameplay? Regardless, I'm pretty interested in this ;3 My friends and I love tabletop games and we play lots of DOTA, soooo
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