An idea for a card and dice game of vortex wars (which coincidentally could be more profitable than the online game).
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Vortex Wars Card & Dice Game Rules
Materials:
15 race cards minimum
Attack tokens
Defense tokens
Boost cards
Dice2 players
Card Types
Race Card:
Elves: Standard
Snow Giants: Standard
Legionnaires: Standard
Soliders: Standard
Robots: Standard
Elementals: Standard
Pirates: Standard
Ninjas: Standard
Angels: +1 Def
Demons: +1 Att
Insectoids: +1 die
Arachnids: +1 Att +1 Die
Reptiles: +1 Def +1 Die
Dragons: +1 Def +1 Att +1 Die
Natives: +1 Def
Undead: +1 Boost limit
Terminators: +2 Att with smaller army
Boost Card:
Att Boost: Roll them again if you fail attacking!
Def Boost: Roll them again if you fail defending!
Spawn Boost: +2 Dice for next turn
Added stuff:
If you get a certain amount of shards you can send them in for a special edition card.
Different packs:
Starter Pack:
3 soldiers
3 robots
3 elementals
3 pirates
3 ninjas
3 elves
3 snow giants
3 legionnaires
2 att boosts
2 def boosts
2 spawn boost
Dice tokens
Upgrade pack:
2 angels
2 demons
2 insectoids
2 arachnids
2 reptiles
1 dragon
2 natives
1 undead
1 terminator
2 att boost
2 def boost
2 spawn boost
Combo Pack:
Starter pack and Upgrade Pack combined
_________ Race Pack
15 Cards of specified race
Boost Pack
6 att boosts
6 def boosts
6 spawn boosts
More can be added later
Rules:
Set out race cards into 4x4 square; each person gets to claim 8 places in successive order.
Players must agree on boost limits for boost cards, defensive race boosts, offensive race boosts, and spawn boosts. Standard limit is 6 boost cards,
1st turn
The first player counts their connected territories and adds up dice bonuses from race cards to determine how many dice tokens to distribute. On this turn, only defensive dice tokens are placed. The other player does the same.
Other turns
The player once again determines their dice count at the start of their turn. They distribute attack and defense dice tokens, then carry out all attacks set.
Attacking
1v1:
Each attack die is rolled against an individual defense die. Continues until all attack or all defense dice are gone, in which the winning player claims the territory, puts their race card on it, and puts their remaining die amount in defensive dice tokens on it.
HC:
Each side rolls all dice, whoever has a larger amount puts all of their battle dice into defensive tokens on the spot with their race card. In a tie, the attacker loses
Attrition:
Each side rolls all dice. If attacker wins, they lose a certain amount based off of the following comparison chart:
N/A Currently
If the defender wins, the attacker loses all attacking dice and the defender keeps a certain amount based off of the following comparison chart.
N/A Currently
Within a set of games or a tournament of any sort, your boost cards are discarded for the full set rather than for the individual game.
Shards
You may bet shard cards on your game and have the winner take the loser's shard card. Having more shard cards shows that you are a more formidable opponent.
House Rules
Suggested house rules include
* Different map setup
* No race bonuses
* No boost cards
* More than 2 players
* Limit to cards used in game
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Clearly unfinished rules, need ideas from other people and what would be used for attrition would have to be decided by Lopdo.
http://www.custom-tradingcards.com/ <-- Site to use to produce cards
http://kickstarter.com/ <-- Site to get initial funding
I would also be happy to help with this in any way I could if you needed a few extra hands to help run this, Lopdo. If you think it is a good idea.