[Ultraviolet]

[Ultraviolet] is a trick-taking monster battling card game. 

It’s called Glitch and I saved this domain and social media for it: 

https://glitchtcg.com/

https://www.instagram.com/glitchcardgame/

 

Category: 
Adventure | Card Game | Trick-Taking

Theme:
Adventure | Horror | Space

The aim is for 2 modes of play: Adventure and Competitive

Competitive:
Players build a 30 card deck before the match, then competing between 2+ players, each aims to earn the most Echo Points by the time a player is eliminated. (This is like other dueling card games. Instead of draining an opponent’s life total down and player elimination, the game end is triggered when a player can’t replace their ghost, and the winner is the player who scored the most echo points.)

Adventure:
The ‘main’ way to play the game. A solo experience, where a player starts with a very small deck, works their way through the countryside building a team and a powerful deck to take on a big contest. (with plans for 10 expansions/continued story)

Setup:

(In adventure mode, you begin the game with 10 cards and as you play you’ll add more to your decks)

In competitive mode, players will assemble a 40-42 card deck prior to the match. This deck is split into 3 piles, a trick deck(18), a glitch deck(18), and your team of ghosts(4-6).
The deck has these limitations: 

You need 3 sets of trick cards numbered 1-6. (so 3x 1s, 2s, 3s, 4s, 5s, and 6s) (Cards come in a variety of colors, but color doesn’t limit deck building, it’s just synergy in play) Trick cards are the actions a player can take in the game. 

-The bottom of the trick cards have 3 suit symbols. If these line up with the same shapes in your RAM you get to take another action. 

You need 18 glitch cards. Some combination of Nerds and Tech cards. Nerds are memories of characters (like good advice cards) that will help in powerful ways. Tech cards are items and gears that will help you pull off powerful combos if the timing is right. These will make the majority of a player’s deck. 

You need 4-6 Ghosts. These are the creatures in the game. They aren’t included in the piles above, and instead sit on the side of the playing field, and kind of act as a player’s life total overall. When you can’t play a ghost card when you need to, the game ends. You will always have 1 ghost out on the field during the entire game. 

Players Turn:

Still WIP. 

a ‘turn’ is the action a player takes during the round. The round begins with the lead player, playing a card into the trick. (You can play a face up trick card, or a face down glitch card) Then each player, in turn order, plays a card into the trick (or top of a deck if they have no cards) After everyone has played a card, the winner of the round is the player who played the highest value trick card that matches the color of the card the lead player played. (If lead played a red 3, and player 2 played a blue 5, and player 3 played a red 4, player 3 would win, because they played a higher value card that matches the lead color)

This determines the turn order this round. Beginning with the winner (new lead player) and continuing clockwise players take the actions on the cards they contributed to the trick. 

players will be manipulating tokens on a shared board (these represent the ghosts) and attacking other ghosts, while managing the static their building up (similar to mana), when a player’s static reaches 10, their ghost fades away and must be replaced. 

Adventure Situations:

What makes GLITCH interesting: 

Adventure mode. A solo card game experience, where players work through a (soft) story, building up a team/deck to take on the conflicts in the campaign. 

Competitive. plays 2+ (likely capping at around 6 at most) without player elimination. When the game end is triggered (a player can’t play anymore ghosts) players then count up their echo points (points on cards that were ‘exiled’ in play) the winner is the player who earned the most points. (a player’s pile of echo points, is actually the score of their neighbor in a multiplayer game. in a 1v1 it’s just the other player’s pile)

Set card pool limit. Other card games like this, have no set ending. Glitch has an aim for around 1000 cards (about 10 expansions) and then ending the story/game expansions. 

No random purchases. Rather than booster packs, players can simply purchase a set that includes a copy of each card. The mechanics of the game does not allow for multiples of a card to be in a deck, so there should be very little waste of cards. 

Tactical combat. Unlike most other card games, Glitch has a central battleground board where players manipulate tokens that represent their ghosts. Attacking another player not only requires power but also proximity. (Instead of ghosts having defense, their distance is their defense, if a ghost attacks you for 5, but you’re 3 spaces away, it only deals you 2 damage) We think this will make combat a little more interesting than just comparing numbers. 

Multiple Points of Entry (but also affordable). Most trading card games offer booster packs as an affordable entry point (usually about $5 a pack, usually need 3 to put together to trial play a game) instead, our ‘core’ initial set is divided into 3 products. a Red, Blue or Yellow box. Each has enough cards and components to explore 3 or so tournament competitors, and many cards of that box’s color. No repeated cards between each box! Each box features and follows a character in the story. (Games from FFG have a similar model where a game/expansion releases without randomized cards, but comes in a $60+ box) We aim to offer smaller packages, around $30 price range, splitting the core set up into 3 products allows us to offer more affordable entry points for players. Each initial box includes enough cards that players can play a solo adventure campaign and/or make 2 decks to trial competitive mode with a friend. We also aim to offer a draft mode. 

Trick Taking dueling game! Likely one of the firsts in this category of card game. The tricks players play, are the actions they can take on their turn.  We think this will be an exciting/different enough experience to really stand out in a pretty crowded space.