So back to my cultist game development...
I have made a lot of notes and changes as I've gone over this design, but so far nothing has quite gelled. I got myself to a point where I was toying around with some card blanks to test different turn-orders and base mechanics but nothing quite felt right about it. I had messed around with some card number ratios, printed out some samples, and then promptly forgot how many of each I needed. A bit frustrated, I packed them in a bag and stuck it away for a while.
I pulled them back out today and I've been reviewing my past notes, and I also managed to find where I had noted down the number of each type of card I wanted to test with. Something else has occurred to me though, and all that might be nearly void now -- this game might work well as a deck-building game.
So here are the elements that I am starting with.
Madness: Players will start out with a fairly low hand limit; for this example let's say 3 cards. By increasing your madness, you can increase your hand limit at a rate of 1:1. (A player with madness of 2 draws up to a hand of 5 cards.)
Great Old One: Each player blindly draws a card representing a Great Old One as their cult icon. This is the entity that they are attempting to summon before the coming of great Cthulhu, as only those disciples will be spared. The Great Old One may also impart a unique benefit or ability to the player.
Celestial Events: A small deck of celestial occurrences counts down the coming of Cthulhu. Each complete round, one of these cards is turned over as the prophesied event comes to pass. They will also cast both positive and negative global effects over the game.
Draw Deck: I have not yet worked out a drafting mechanic. Once that is in place the players game area will have a draft deck, discard pile, their hand, and a tableau. A functioning deck-build will have a mix of Disciples (basic cards that operate as the general currency), Artifacts (these stay in the tableau until used and may require the sacrifice of Disciples to aid in culling), Servitors (Player initiated global effects), Rituals (requires a combination of all previous cards to summon your Great Old One), and Cthulhu Cards. There will likely a brand of "instant" type cards to influence other players tableau/hand/madness. The Cthulhu Cards act to dilute and dirty a players decks. They will either be unwillingly drawn during a card draft or inflicted upon a player by his opponents; they cannot be culled or removed except by means of specific card effects.
The first draft of a hand order might go like this:
- Clear all cards currently in your tableau (with exception of unused artifacts), and place them in your discard pile.
- Draw up to your current hand limit. If your deck runs out of cards, shuffle your discard pile and place it as your draw deck.
- If one of these Cthulhu Cards comes up in a hand draw, it is played to the tableau immediately. If three are played to your tableau the game ends; you have inadvertently woken Cthulhu from his slumber.
- Play from your hand directly to your tableau; mechanics and all have yet to be worked out. Draft cards to your deck.
- The first player to play the an appropriate ritual using the cards played to the tableau summons their Great Old One and will survive the rising of Cthulhu.
There is certainly a lot to work out and it's not even near play-test yet, but I think this is a workable direction that I might be happy with.
Edit
On second thought, I think I hate the idea.
For now.
Maybe.