Own
Moderator
If SoG is going to have a card game, having monster cards and playing cards could be a little confusing, unless monster cards are used for the playing card game. If they're separate, using 'tokens' instead of cards might be a less confusing way of going about it. Little octagon/hexagon/etc shaped coins with an image of the monster on it.
Monsters could drop their tokens only if the player doesn't already have one of those tokens in their token box, additional copies would have to be won in matches or received as prizes. Or possibly, if a character loses a token, they can buy back any token they've already owned in the past from a token vendor for a large gold cost. Assuming they didn't just want to grind the token back from the enemy printed on it.
Tokens could be redeemed for prizes at a token vendor. So if you earn 3 slime tokens, you could trade them in for a Slime Mask. 3 rabby tokens, bunny ears hat.
Winning a token match could let you have a pick of any token your opponent has in their deck of tokens, but losing could allow them to take one of yours, potentially leading you into a situation where you have to hunt for more or buy your old ones back from a vendor.
As for how it could play out? If the tokens were based on the enemies printed on them, you could have things like:
(All numbers are just placeholder examples.)
Slime - 1 ATK / 1 HP token. If it hits the opponent's face, one of the tokens in their hand gets Sticky and can't be played this turn.
Rabby - 0 ATK / 3 HP token. Player can't be attacked while this is on the board.
Bee - 1 ATK / 1 HP token. (Can't attack unless this token attacked the previous turn.) or (50% chance for attacks against this token to miss + ignores obstacle tokens?)
Black Ferrets - 1/1 and 1/1. Summons both Teddy and Freddy as two seperate tokens on the field. Each one has a 10% chance of dealing 1 damage to another token of yours at the start of your turns.
Vilya - 3/2. After attacking, she is stunned the next turn. Gives +1 ATK to Teddy and Freddy tokens.
Flower - 2/2. Rooted in place, can only target enemies on the board, not the opponent.
Boar - 2/3. Can't be controlled. At the start of each turn, chooses a random enemy target to attack.
Elder Rabby - 0/4. Player can't be attacked while this is on the board. Gains 1 attack for every HP lost.
Pumpkin Wizard - 1/3. Attacks at a range, doesn't get hurt back when attacking an enemy.
Ghost - 3/1. Transparent the turn it comes into play, unable to be attacked.
Brawler Bot - 0/4. Starts inactive as a 0/4, awakens into a 2/4 the next turn if still alive.
Pecko - 1/5. Can't be controlled, pecks 2 random enemy targets at the start of each turn.
Crystal 0/4 - Adjacent tokens can't be targeted while this token is in play.
Phaseman - 1/2. Fires 3 shots at random enemy targets immediately when played.
GUN-D4M - 1/5. Explodes on death, dealing 2 damage to all tokens in play and both players.
Marino - 2/3. Strikes-through target, capable of dealing 2 damage to the token and the player with one strike.
Snow Thief - 1/3. Steals a random token from the opponent's collection for the duriation of the game upon hitting the opponent.
Bomb Present - 1/2. On death, spawns a 0/1 bomb token on the opponent's side of the board. When the bomb dies, it deals damage to the opponent / adjacent tokens?
I'm not sure how you could limit the most powerful tokens from being played first, or how many tokens could be played a turn, but this is just a topic for starter ideas.
Monsters could drop their tokens only if the player doesn't already have one of those tokens in their token box, additional copies would have to be won in matches or received as prizes. Or possibly, if a character loses a token, they can buy back any token they've already owned in the past from a token vendor for a large gold cost. Assuming they didn't just want to grind the token back from the enemy printed on it.
Tokens could be redeemed for prizes at a token vendor. So if you earn 3 slime tokens, you could trade them in for a Slime Mask. 3 rabby tokens, bunny ears hat.
Winning a token match could let you have a pick of any token your opponent has in their deck of tokens, but losing could allow them to take one of yours, potentially leading you into a situation where you have to hunt for more or buy your old ones back from a vendor.
As for how it could play out? If the tokens were based on the enemies printed on them, you could have things like:
(All numbers are just placeholder examples.)
Slime - 1 ATK / 1 HP token. If it hits the opponent's face, one of the tokens in their hand gets Sticky and can't be played this turn.
Rabby - 0 ATK / 3 HP token. Player can't be attacked while this is on the board.
Bee - 1 ATK / 1 HP token. (Can't attack unless this token attacked the previous turn.) or (50% chance for attacks against this token to miss + ignores obstacle tokens?)
Black Ferrets - 1/1 and 1/1. Summons both Teddy and Freddy as two seperate tokens on the field. Each one has a 10% chance of dealing 1 damage to another token of yours at the start of your turns.
Vilya - 3/2. After attacking, she is stunned the next turn. Gives +1 ATK to Teddy and Freddy tokens.
Flower - 2/2. Rooted in place, can only target enemies on the board, not the opponent.
Boar - 2/3. Can't be controlled. At the start of each turn, chooses a random enemy target to attack.
Elder Rabby - 0/4. Player can't be attacked while this is on the board. Gains 1 attack for every HP lost.
Pumpkin Wizard - 1/3. Attacks at a range, doesn't get hurt back when attacking an enemy.
Ghost - 3/1. Transparent the turn it comes into play, unable to be attacked.
Brawler Bot - 0/4. Starts inactive as a 0/4, awakens into a 2/4 the next turn if still alive.
Pecko - 1/5. Can't be controlled, pecks 2 random enemy targets at the start of each turn.
Crystal 0/4 - Adjacent tokens can't be targeted while this token is in play.
Phaseman - 1/2. Fires 3 shots at random enemy targets immediately when played.
GUN-D4M - 1/5. Explodes on death, dealing 2 damage to all tokens in play and both players.
Marino - 2/3. Strikes-through target, capable of dealing 2 damage to the token and the player with one strike.
Snow Thief - 1/3. Steals a random token from the opponent's collection for the duriation of the game upon hitting the opponent.
Bomb Present - 1/2. On death, spawns a 0/1 bomb token on the opponent's side of the board. When the bomb dies, it deals damage to the opponent / adjacent tokens?
I'm not sure how you could limit the most powerful tokens from being played first, or how many tokens could be played a turn, but this is just a topic for starter ideas.
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