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How would you design an interesting CCG where you may only play
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How would you design an interesting CCG where you may only play one card a turn?
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>>46245144
Like Uno but with characters.
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Board-states that fuck up everyone else and the winner is the least fucked player.
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>>46245144
Interactive field where you play the creatures rather than just the "battlefield". For instance, having to assign a creature to the Hill, and being King of the Hill generates a Gem each turn which you can use to pay your creatures to use their special abilities. Also, mechanics to recur old spells during your turn.
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It couldn't have more than one type of card. Nobody would want to choose between playing a creature or some sort of ability or a spell or whatever
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>>46245144
Three types of cards: Rules, Repeaters, and Instants (?).
Each turn, everyone draws a card, then plays a card. If they can't (or won't) play any cards, they just don't that turn. First person to lose their hand wins.

Rules are the most passive ones, and usually the strangest - "Nobody may play the same type of card as the last card played", "Repeaters repeat twice each turn", "Instants resolve the turn after they're played", etc. They alter the boardstate, providing constant conditional or passive effects until they're removed. They usually don't care about turns.
Instants are on the other end of the spectrum - they're played, have a potent effect, and then are done. For example, "Destroy two Repeaters", "Discard two cards", or "Skip target player's next turn".
Repeaters are the least powerful type (less than half as strong as an Instant), but apply some sort of active effect every turn - "Target player draws another card on each of your turns", "On each of your turns, all other players sacrifice a Repeater or Rule, if possible", or "Each turn, pick one Rule. That Rule doesn't apply this turn."

Rules usually hinder Instants and help Repeaters, Repeaters hinder Rules and help Instants, and Instants usually hinder Repeaters and help Rules.

There would be subcategories of each type, like Instant - Traps, that trigger the next time a condition's met, or Repeater - Increasers, that start out weak but get stronger each turn.

Rule vs. Rule decks would be long-term strategy games, with Rules slowly limiting the available options until one player can't play any more.
Repeater vs. Repeater games would be like 'traditional' card games, with targeting being just as important as the cards you play.
And Instant vs. Instant decks would just be slug-em-out hand size battles.
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>>46245144

You may play only one card per turn, but the game has additional actions (draw, discard, etc.) and components (such as tokens or counters.)
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