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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:
- Opponent declares attack/offensive play
- Defending player can tap defenders to respond
- Failed defense attempts result in defender discard
- 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
- Finalize turn structure - How innings progress and who acts when
- Scoring system - How runs are actually scored and tracked
- Basic card interactions - Player stats vs defense, keyword basics
- Manager Influence - Specific abilities and costs
Phase 2: Card Design
- Stat balance - Appropriate ranges for offense/defense
- Keyword refinement - Final keyword list and interactions
- Strategy card effects - Specific bonus types and triggers
- Deck construction rules - Size limits, copy limits, etc.
Phase 3: Playtesting
- Game length validation - Does 9 innings create appropriate game time?
- Strategic depth - Are decisions meaningful throughout the game?
- Comeback mechanics - Can trailing players mount comebacks?
- 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.