# Baseball Trading Card Game - Design Document ## Core Concept A 1v1 trading card game themed around baseball with 9 rounds representing innings. Players stay engaged during opponent turns through interactive defensive mechanics. ## Design Philosophy - **Initial Release Focus**: Elegant, streamlined mechanics for easy learning - **Future Expansion**: Complex mechanics (bench systems, advanced pitcher rules) in later sets - **Player Engagement**: Interactive turns prevent downtime - **Thematic Integration**: All mechanics should feel authentically baseball ## Game Structure ### Round System - **9 Innings**: Each game consists of 9 rounds - **Turn Structure**: TBD - options include: - Alternating batting/pitching each inning - Both players bat/pitch within each inning - Other hybrid approaches ### Win Conditions - **Primary**: Score more runs over 9 innings - **Scoring Mechanism**: TBD - could involve card combinations, stat comparisons, or other systems ## Card Types ### Player Cards (Core Mechanic) **Function**: Act like creatures with offensive and defensive capabilities **Stats Structure**: - **Multiple Offensive Stats**: Power (home runs), Contact (base hits), Speed (stealing/advancing) - **Defensive Stats**: Fielding rating, potentially position-specific bonuses - **Keywords**: *Clutch*, *Speed*, *Power Hitter*, *Gold Glove*, *Veteran*, etc. **Activation System**: - **Fresh → Tapped**: Normal activation for offense or defense - **Tapped → Discarded**: "Overexertion" - pushing beyond limits for critical plays - **Strategic Decision**: Save stars for defense or commit fully to offense? **Player Types**: - **Named Players**: - Legendary rule (only one copy in play) - High stats and unique abilities - Risk: Limited board presence if overcommitted - **Generic Players**: - Multiple copies allowed in play - Lower stats, fewer/no abilities - Benefit: Consistent board presence and replacements ### Manager Cards **Function**: Pseudo-players with resource management **Influence System**: - **Starting Influence**: 3-5 counters - **Gain Influence**: Successful plays (double plays, home runs, defensive gems) - **Spend Influence**: Special abilities - "Call for Steal" (2 Influence) - "Intentional Walk" (1 Influence) - "Challenge Call" (3 Influence) **Manager Examples**: - "Tony La Russa" - Gains Influence when *Veteran* keyword players succeed - Abilities could interact with specific player types or game situations ### Strategy/Coaching Cards **Function**: Modify player effectiveness and create synergies **Interaction Models Considered**: **Option 1: Persistent Effects (Stadium-style)** - Remain in play throughout game - Provide ongoing bonuses - Examples: "Small Ball Strategy", "Manager's Philosophy" **Option 2: Counter-Based Effects** - Start with counters, spend for abilities - Hybrid of persistent + active effects - Example: "Veteran Manager" - Passive: +1 defensive plays, Active: Spend 2 counters to prevent opponent's special play **Synergy Examples**: - "Stealing Signs" - Players with *Veteran* get +2 Contact - "Aggressive Base Running" - Players with *Speed* advance extra bases - "Situational Hitting" - *Clutch* players activate abilities with runners in scoring position - "Moneyball" - Players with *Contact* cost 1 less Influence to activate ### Equipment Cards (Future Consideration) **Function**: Modify player stats and abilities - Bats, gloves, cleats affecting specific stats - Could provide keywords or enhance existing ones - Interaction with player types TBD ## Deck Construction Strategy ### Core Tension: Power vs Consistency **Star-Heavy Decks**: - Few powerful named players - High ceiling but vulnerable to exhaustion - Risk of limited board presence **Deep Bench Decks**: - Mostly generic players - Consistent performance but lower ceiling - Reliable board presence throughout 9 innings **Hybrid Approach**: - Mix of named and generic players - Tactical flexibility - Balanced risk/reward ### Multiple Copies System - **Named Players**: Deck can contain multiple copies but only one in play - **Benefit**: Can replace discarded stars with fresh copies - **Risk**: Dead draws if legendary already in play - **Generic Players**: Multiple copies can be in play simultaneously ## Mechanics Under Consideration ### Keywords System **Purpose**: Create synergies between players and strategy cards **Potential Keywords**: - **Clutch**: Enhanced performance in high-pressure situations - **Speed**: Base running and stealing bonuses - **Power Hitter**: Home run potential and extra-base hits - **Gold Glove**: Defensive excellence - **Veteran**: Experience-based bonuses and synergies - **Contact Hitter**: Consistent base hits over power **Integration**: Strategy and coaching cards provide different bonuses based on keywords ### Resource Systems Explored **Pitcher Stamina (Future)**: - Counters that deplete with use - Start with 6-8, lose one per batter faced - Overuse leads to reduced effectiveness **Team Energy/Momentum**: - System-wide resource affecting entire team - Builds with successful plays, depletes with failures - Could affect activation costs or effectiveness **Rally Counters**: - Build when trailing in score - Provide comeback mechanics - Thematic late-game tension ### Interactive Defense Mechanics **Core Concept**: Opponent can respond to offensive plays **Process**: 1. Opponent declares attack/offensive play 2. Defending player can tap defenders to respond 3. Failed defense attempts result in defender discard 4. Creates meaningful decisions about when to commit defenders **Thematic Examples**: - Diving catches that risk injury - Collision plays at home plate - Double play attempts under pressure ## Rejected/Deferred Concepts ### Bench/Rest Mechanics **Concept**: Three-state system (Fresh → Tapped → Benched → Fresh) **Reasoning for Deferral**: - Added complexity without proportional strategic depth - Could slow game flow - Conflicts with elegance goal for initial release - Better suited for future expansion sets **Potential Future Implementation**: - Manager abilities to rest players - Inning break mechanics (7th inning stretch untap) - Position-specific rest rules (complex pitcher stamina) ### Complex Pitcher Systems **Concept**: Separate activation rules and stamina tracking for pitchers **Reasoning for Deferral**: - Adds significant complexity to initial ruleset - Better as expansion mechanic - Current activation system works for all player types ### Multi-Resource Systems **Concept**: Different resource types for different card types **Reasoning for Deferral**: - Could create analysis paralysis - Simpler Influence system covers most strategic decisions - Additional resources better introduced gradually ## Development Priorities ### Phase 1: Core Mechanics 1. **Finalize turn structure** - How innings progress and who acts when 2. **Scoring system** - How runs are actually scored and tracked 3. **Basic card interactions** - Player stats vs defense, keyword basics 4. **Manager Influence** - Specific abilities and costs ### Phase 2: Card Design 1. **Stat balance** - Appropriate ranges for offense/defense 2. **Keyword refinement** - Final keyword list and interactions 3. **Strategy card effects** - Specific bonus types and triggers 4. **Deck construction rules** - Size limits, copy limits, etc. ### Phase 3: Playtesting 1. **Game length validation** - Does 9 innings create appropriate game time? 2. **Strategic depth** - Are decisions meaningful throughout the game? 3. **Comeback mechanics** - Can trailing players mount comebacks? 4. **Balance testing** - Star vs generic player balance ## Open Questions ### Turn Structure - How do innings progress? - When do both players get to "bat"? - How does defensive interaction timing work? ### Scoring Mechanism - What actually generates runs? - Card combinations? Stat contests? Other? - How are runs tracked and accumulated? ### Game Pacing - Target game length? - How does player exhaustion affect late-game strategy? - Are there catch-up mechanics for trailing players? ### Card Economy - How many cards in hand? - Draw mechanics between innings? - Mulligan rules? ## Future Expansion Opportunities ### Set 2: Advanced Mechanics - Bench systems with rest mechanics - Complex pitcher stamina and specialization - Equipment cards with stacking effects - Multi-inning strategy cards ### Set 3: League Play - Team-building across multiple games - Season-long campaigns - Manager advancement systems - Legacy effects between games ### Special Sets - Historic players and teams - All-Star game special rules - Playoff mechanics with higher stakes - World Series format tournaments --- *This document captures the brainstorming session of 2025-08-15. Design decisions are fluid and subject to revision based on playtesting and further development.*