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Subquests? indeed interesting, but how? maybe like: finding an amulet in the maze. the amulet would be included as a treasure card for the deck for the maze's level. this would need you to either steal it or kill the creature that has it. like if you find the amulet you get or the amulet or xp.

That's what I was thinking. That's a great idea having to choose between experience and the magical item.


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something like this.
you can put a plague on a creature.
it could weaken the defense/ and or attacks.
it could cripple it's special effects, like "no flying anymore"
this creature can give thi splague onto other creatures.too.
with in incubation period of x-times turns. yo could kill th ecreature to prevent it. or cast some special healer card.... ->just an example ofcours.
thi scould be fun. you give your opponent a plague. and you have a spell that exchange your creature to a creature of your opponent. now the the other player has this plague!

I can see that. It's very complex because you need to keep track of who is infected and how long for. While it's an interesting idea, how could we include it into this card game? The game is originally being designed as single player. The cards are so much a random assortment of spells and abilities, but playing pieces. We have Heroes, Treasures, Encounters, Minions, a Boss and a Town. The most likely thing is to make it an ability of an encounter or a use-once treasure. One idea:

Plagued Room
Every turn, roll adding the hero's Health. If the score is 7 or less, the hero suffers –1 Attack, –1 Defense and –1 Smarts. These effects stack each time. Defeat all minions to defeat this encounter.


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I guess my main question is this, how do you account for movement/progression with a card game?

Does completing a battle move you on or what?

By necessity card based games are battle centric, not progression oriented.

If a good system can be set up it would be brilliant, any ideas out there? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

Movement: There is a grid of cards all face down. You start in the corner and have to make your way to the other side. When you defeat an encounter (battle) it opens up the surrounding cards. You can also retreat from encounters and try another route if you like.

Progression: Each opponent has an experience score which you receive for defeating it. Once your party has enough experience, all of your skills gain +1. Also, you collect treasure after each encounter, some of which boosts skills further. You need these level-ups and treasure if you're going to have a chance at defeating the boss monster.