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# System prepended metadata

title: Xanthous Card Game Design Doc v1

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# Xanthous Card Game Design Doc v1

Scratch pad for ideas

## Main Gameplay Loop

### Like Hearthstone:

Matches are 1v1,
Players start each turn with 10 Energy ("Energy" is placeholder and can be renamed),
Coin Flip (executed server side) determines who starts first,
Second player gets some benefit for waiting patiently for balance,
Players draw Cards that have Energy Costs from their Deck that can be played by Spending Energy
Players end their turn after either running out of Energy or manually ending their Turn
Players have HP (30) that can be modified by Cards

### Win condition

The game ends when one player's HP reaches 0 or below, winning the game for the other player

### Card Types:
Monster
Spell

Monster cards live on the field and have Attack + Health stats

Spell cards are immediately executed and have specific effects

## Metagame Loop

Players earn some kind of Loot by simply playing card games, slight bonus for winning

Loot can be spent at an in game store for extra cards to build up the user's deck

Specific, fun + OP cards can be purchased and used by minting or buying an ERC1155, holding ERC1155's gives the player access to matching amounts of the held instances in game.


## Card Ideas


### Basic Spells
"Barrage"
Deal 2-12 damage to an available target.
4 Cost

"Sniper Shot"
Deal 6 damage to any target. 
3 Cost

"Hip Fire"
Deal 1-4 damage between on up to 3 targets
4 Cost

### Basic Monsters

"Swarm Bearer"
2/2
Summon 2 Nanite Swarms
3 Cost

"Nanite Swarm"
1/2
Loses 1HP per attack
1 Cost

"Sentinel"
3/9
Can not attack
4 Cost

"Gremlin"
1/4
Destroy one monster on summon
2 Cost

### Paid Spells

"Crystal Skull"
Spend 3 of your oppenents energy. Summon a 6/12 Crystal Skull on your field that draws enemy fire. 

### Paid Monsters

"Crystal Sentinal"
9/9
6 Cost


## Meta Deck Ideas

### HP Rush

A deck built around dealing damage as fast as possible and generally ignoring monsters / status effects. Cards either directly deal damage, draw more cards, or replenish energy.

### Toxic Sludge

A deck built around controlling the opponents options. Cards deal damage over time effects, reduce oppenents energy, discard opponent cards, and block/soak monster aggression.

### Draw Engines

A deck built around drawing as many cards as possible and maximizing options. Monsters are presented as productive machines that help draw and play extra cards, spells are weaker than HP rush but have more utility, and generally overwhelm the opponent with a lot of action. 