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Adds title, description, type, domain, and tags frontmatter to every doc for improved KB semantic search. The description field is prepended to every search chunk, and domain/type/tags enable filtered queries. Type values: context, guide, runbook, reference, troubleshooting Domain values match directory structure (networking, docker, etc.) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
263 lines
9.0 KiB
Markdown
263 lines
9.0 KiB
Markdown
---
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title: "Baseball TCG Design Document"
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description: "Core design document for a 1v1 baseball trading card game with 9-inning structure, covering card types, mechanics, keywords, resource systems, and development roadmap."
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type: reference
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domain: tcg
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tags: [baseball-tcg, game-design, card-types, mechanics, deck-construction]
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---
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# Baseball Trading Card Game - Design Document
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## Core Concept
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A 1v1 trading card game themed around baseball with 9 rounds representing innings. Players stay engaged during opponent turns through interactive defensive mechanics.
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## Design Philosophy
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- **Initial Release Focus**: Elegant, streamlined mechanics for easy learning
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- **Future Expansion**: Complex mechanics (bench systems, advanced pitcher rules) in later sets
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- **Player Engagement**: Interactive turns prevent downtime
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- **Thematic Integration**: All mechanics should feel authentically baseball
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## Game Structure
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### Round System
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- **9 Innings**: Each game consists of 9 rounds
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- **Turn Structure**: TBD - options include:
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- Alternating batting/pitching each inning
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- Both players bat/pitch within each inning
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- Other hybrid approaches
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### Win Conditions
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- **Primary**: Score more runs over 9 innings
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- **Scoring Mechanism**: TBD - could involve card combinations, stat comparisons, or other systems
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## Card Types
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### Player Cards (Core Mechanic)
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**Function**: Act like creatures with offensive and defensive capabilities
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**Stats Structure**:
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- **Multiple Offensive Stats**: Power (home runs), Contact (base hits), Speed (stealing/advancing)
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- **Defensive Stats**: Fielding rating, potentially position-specific bonuses
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- **Keywords**: *Clutch*, *Speed*, *Power Hitter*, *Gold Glove*, *Veteran*, etc.
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**Activation System**:
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- **Fresh → Tapped**: Normal activation for offense or defense
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- **Tapped → Discarded**: "Overexertion" - pushing beyond limits for critical plays
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- **Strategic Decision**: Save stars for defense or commit fully to offense?
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**Player Types**:
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- **Named Players**:
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- Legendary rule (only one copy in play)
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- High stats and unique abilities
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- Risk: Limited board presence if overcommitted
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- **Generic Players**:
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- Multiple copies allowed in play
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- Lower stats, fewer/no abilities
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- Benefit: Consistent board presence and replacements
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### Manager Cards
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**Function**: Pseudo-players with resource management
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**Influence System**:
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- **Starting Influence**: 3-5 counters
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- **Gain Influence**: Successful plays (double plays, home runs, defensive gems)
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- **Spend Influence**: Special abilities
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- "Call for Steal" (2 Influence)
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- "Intentional Walk" (1 Influence)
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- "Challenge Call" (3 Influence)
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**Manager Examples**:
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- "Tony La Russa" - Gains Influence when *Veteran* keyword players succeed
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- Abilities could interact with specific player types or game situations
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### Strategy/Coaching Cards
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**Function**: Modify player effectiveness and create synergies
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**Interaction Models Considered**:
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**Option 1: Persistent Effects (Stadium-style)**
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- Remain in play throughout game
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- Provide ongoing bonuses
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- Examples: "Small Ball Strategy", "Manager's Philosophy"
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**Option 2: Counter-Based Effects**
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- Start with counters, spend for abilities
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- Hybrid of persistent + active effects
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- Example: "Veteran Manager" - Passive: +1 defensive plays, Active: Spend 2 counters to prevent opponent's special play
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**Synergy Examples**:
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- "Stealing Signs" - Players with *Veteran* get +2 Contact
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- "Aggressive Base Running" - Players with *Speed* advance extra bases
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- "Situational Hitting" - *Clutch* players activate abilities with runners in scoring position
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- "Moneyball" - Players with *Contact* cost 1 less Influence to activate
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### Equipment Cards (Future Consideration)
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**Function**: Modify player stats and abilities
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- Bats, gloves, cleats affecting specific stats
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- Could provide keywords or enhance existing ones
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- Interaction with player types TBD
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## Deck Construction Strategy
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### Core Tension: Power vs Consistency
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**Star-Heavy Decks**:
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- Few powerful named players
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- High ceiling but vulnerable to exhaustion
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- Risk of limited board presence
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**Deep Bench Decks**:
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- Mostly generic players
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- Consistent performance but lower ceiling
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- Reliable board presence throughout 9 innings
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**Hybrid Approach**:
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- Mix of named and generic players
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- Tactical flexibility
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- Balanced risk/reward
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### Multiple Copies System
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- **Named Players**: Deck can contain multiple copies but only one in play
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- **Benefit**: Can replace discarded stars with fresh copies
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- **Risk**: Dead draws if legendary already in play
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- **Generic Players**: Multiple copies can be in play simultaneously
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## Mechanics Under Consideration
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### Keywords System
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**Purpose**: Create synergies between players and strategy cards
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**Potential Keywords**:
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- **Clutch**: Enhanced performance in high-pressure situations
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- **Speed**: Base running and stealing bonuses
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- **Power Hitter**: Home run potential and extra-base hits
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- **Gold Glove**: Defensive excellence
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- **Veteran**: Experience-based bonuses and synergies
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- **Contact Hitter**: Consistent base hits over power
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**Integration**: Strategy and coaching cards provide different bonuses based on keywords
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### Resource Systems Explored
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**Pitcher Stamina (Future)**:
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- Counters that deplete with use
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- Start with 6-8, lose one per batter faced
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- Overuse leads to reduced effectiveness
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**Team Energy/Momentum**:
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- System-wide resource affecting entire team
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- Builds with successful plays, depletes with failures
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- Could affect activation costs or effectiveness
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**Rally Counters**:
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- Build when trailing in score
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- Provide comeback mechanics
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- Thematic late-game tension
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### Interactive Defense Mechanics
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**Core Concept**: Opponent can respond to offensive plays
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**Process**:
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1. Opponent declares attack/offensive play
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2. Defending player can tap defenders to respond
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3. Failed defense attempts result in defender discard
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4. Creates meaningful decisions about when to commit defenders
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**Thematic Examples**:
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- Diving catches that risk injury
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- Collision plays at home plate
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- Double play attempts under pressure
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## Rejected/Deferred Concepts
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### Bench/Rest Mechanics
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**Concept**: Three-state system (Fresh → Tapped → Benched → Fresh)
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**Reasoning for Deferral**:
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- Added complexity without proportional strategic depth
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- Could slow game flow
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- Conflicts with elegance goal for initial release
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- Better suited for future expansion sets
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**Potential Future Implementation**:
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- Manager abilities to rest players
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- Inning break mechanics (7th inning stretch untap)
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- Position-specific rest rules (complex pitcher stamina)
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### Complex Pitcher Systems
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**Concept**: Separate activation rules and stamina tracking for pitchers
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**Reasoning for Deferral**:
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- Adds significant complexity to initial ruleset
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- Better as expansion mechanic
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- Current activation system works for all player types
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### Multi-Resource Systems
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**Concept**: Different resource types for different card types
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**Reasoning for Deferral**:
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- Could create analysis paralysis
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- Simpler Influence system covers most strategic decisions
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- Additional resources better introduced gradually
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## Development Priorities
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### Phase 1: Core Mechanics
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1. **Finalize turn structure** - How innings progress and who acts when
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2. **Scoring system** - How runs are actually scored and tracked
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3. **Basic card interactions** - Player stats vs defense, keyword basics
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4. **Manager Influence** - Specific abilities and costs
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### Phase 2: Card Design
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1. **Stat balance** - Appropriate ranges for offense/defense
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2. **Keyword refinement** - Final keyword list and interactions
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3. **Strategy card effects** - Specific bonus types and triggers
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4. **Deck construction rules** - Size limits, copy limits, etc.
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### Phase 3: Playtesting
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1. **Game length validation** - Does 9 innings create appropriate game time?
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2. **Strategic depth** - Are decisions meaningful throughout the game?
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3. **Comeback mechanics** - Can trailing players mount comebacks?
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4. **Balance testing** - Star vs generic player balance
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## Open Questions
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### Turn Structure
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- How do innings progress?
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- When do both players get to "bat"?
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- How does defensive interaction timing work?
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### Scoring Mechanism
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- What actually generates runs?
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- Card combinations? Stat contests? Other?
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- How are runs tracked and accumulated?
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### Game Pacing
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- Target game length?
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- How does player exhaustion affect late-game strategy?
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- Are there catch-up mechanics for trailing players?
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### Card Economy
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- How many cards in hand?
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- Draw mechanics between innings?
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- Mulligan rules?
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## Future Expansion Opportunities
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### Set 2: Advanced Mechanics
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- Bench systems with rest mechanics
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- Complex pitcher stamina and specialization
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- Equipment cards with stacking effects
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- Multi-inning strategy cards
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### Set 3: League Play
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- Team-building across multiple games
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- Season-long campaigns
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- Manager advancement systems
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- Legacy effects between games
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### Special Sets
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- Historic players and teams
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- All-Star game special rules
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- Playoff mechanics with higher stakes
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- World Series format tournaments
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---
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*This document captures the brainstorming session of 2025-08-15. Design decisions are fluid and subject to revision based on playtesting and further development.* |