Idea of a paintball strategy card game.

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  • Fubarius
    MCB Member
    • Jul 2020
    • 477
    • New Richmond, WI

    #1

    Idea of a paintball strategy card game.

    Just to get ahead of it, yes I heard of Paintball Royal, which sadly looks like it didn't make it's kickstarter goal. But that was a collectible card game, the kind of thing where you'd buy booster packs and there would be card rarity and stuff. That's not what I'm looking to make. Think more like the game Boss Monster or something like that, where it's kind of like a board game, but all cards. And maybe a little dice rolling.

    So I'm at the early concept stage, but this is how I envision it so far....

    Two players sitting across from each other at a table. Since it's their first game they each take a Newbie Renter card as their Player. The Newbie Renter has base stats of zero for Accuracy (though Stability might be a better name), Evasion, and Stealth. Since they're playing Renters they each take a Rental Blowback as their Gun (Marker? Eh, screw it, it's a gun) card, which has no bonuses, a range of 5 (most guns will have identical range of course), a Reliability of -4, and two firing techniques of Single Shot (no bonuses or penalties, 1-4 balls) and Short Burst (-3 Accuracy, 10-40 balls). Variable numbers will need some tweaking to see what works best for gameplay. Do note that these are firing "techniques" and not firing "modes". Yes a basic rental is one shot one pull semiauto, but there's a difference between a few attempted carefully aimed shots and just hammering the trigger while pointing the gun in a general direction. This will become important later. Different Guns will have between 1 and 3, maybe 4 firing techniques. The Rental gun comes with a Basic Hopper that holds 200 rounds of paint, and a Steel HPA Air tank with 400 shots of air. You'll have to keep track of these two numbers. If either reaches zero you can't shoot with out reloading or replacing Air.

    Do note that in later rounds the players can choose more experienced Player cards, which come with budgets to have better Guns and Gear, and the ability to purchase Accessories which all apply modifiers. But to start, we'll stick with the most basic.

    Next each player chooses, or maybe randomly draws, 5 or so Terrain cards. Open space, Tree, Bush, Fort, Barrel Bunker, Pallet, and so on. Even potentially airball staples like Dorito and Snake, but I'll probably stick those in the Speedball Expansion Box. These apply their own bonuses to Evasion, Stealth, and possibly Accuracy when a Player is at that Terrain. The players lay out their cards in front of themselves in a line going from one player to another. This represents a portion of the entire field, namely their Path. More advanced play may have multiple Paths, but a basic one on one a single Path will do. Their Player cards start at each end (or maybe a token piece?). Since there are more Terrain cards between the players than their Range (eight unoccupied Terrain in-between each Player at the moment) each Player starts off as Hidden.

    Each player now chooses 2 Action cards. This represents what their Players do in a turn (ok, we got players, as in the person, and Player, as in their in game character... that can get confusing. I need a different name for one of them). They can pick any combination of Move, Shoot, or Cover, but no more than 2 total. Choosing two of the same is allowed and has special effects in the game. A double Move is a Sprint, and may advance the Player two Terrain, but with some penalties to Stealth and a bonus to Evasion. A double Shoot triggers a secondary firing technique, so a Short Burst in this case. A double Cover is Hide, adds to Stealth and lets a player become Hidden if not currently so.

    Each player chooses these in secret. Once both players have made their choices they put them face down on the table, and then reveal them simultaneously. In our example each player chose a Move and a Cover. Each Player card/token moves up one Terrain. There's now six unoccupied Terrain between them. Since each is out of range of the other they remain Hidden. At this point there is an opportunity to play some randomly drawn Event cards, but since the action hasn't started yet we'll get back to that later.

    Next turn each player picks their cards. One players, we'll call him player 1 for now though most things happen simultaneously in this game, he chooses Move and Cover again. The player 2 though picks Cover and Shoot. Since only 1 move was played player 1 moves his Player up one Terrain, a Bush with Stealth +5, Evasion +0. The other player remains at his current Terrain, a Fort with Stealth +0 and Evasion +5. (numbers will need to be adjusted with play testing). Since there are exactly 5 unoccupied Terrain between the players they are In Range, but we need to determine if the Players have spotted each other yet. So each rolls a die, lets say a D20, mainly since it would be cool to get some that are half and half colored like a paintball. The first player rolls, gets a 2, and adds any Stealth bonuses. In this case a +5 from taking Cover behind a bush. Any total from 1-10 they are spotted, 11-20 they remain or possibly become hidden. (this range will probably need to be adjusted). 2+5 is 7, so player 1 is now Spotted. The second player rolls a 9, but he has no Stealth bonus to add, so he is also Spotted. But player 2 played a Shoot card, so he can fire at the other player. He rolls a D20 and adds any Accuracy bonus. His goal is to roll above 10 plus any Evasion bonus the other player may have. So he rolls a 12, with no bonus to add. Since his target has no Evasion bonuses to add to the target number this Hits. He also subtracts 1-4 shots from his Hopper and Air.

    But not all is lost for poor player 1. At the beginning of the game each player drew 5 (7?) Event cards. Our player 1 plays a Paintcheck! card, which allows him to roll a D20 of his own and subtract it from the other player's shot. He rolls a 4, which brings the other players shot roll down to 8, so it was a Bounce. Our player 2, retaliates by playing a Malfunction card. In this case the Loose Hopper Lit card. He rolls a D20 vs 10 plus or minus any Reliability modifiers. The Rental is -4, so he easily rolls above the target number of 6, which causes 50 balls to fall out of player 1's hopper.

    And the whole thing plays out until one player is successfully hit. Later matches can have more experienced Player cards, different Guns, with different Hoppers and Air, all which provide different bonuses and penalties. Equipment cards like clothing, jerseys, pants, pod packs, squeegees, fancier Goggles.

    Thoughts? Suggestions? Ideas? I may be able to whip up a very, very simple card set with no art for people to print and playtest if anyone has any interest.
  • $L!mBo
    in the paint
    • Oct 2020
    • 1339
    • Taylorsville, MD

    #2
    add some 3d printed, customized miniatures
    and im in

    edit:

    looks like theres already a paintball themed wargame!
    would be cool to chop these up a bit and kitbash them into more MCB-style equipped loadouts
    (pump and stock class gear)

    and maybe you could incorporate some of your card game ideas with the rules for this game and make some thing better than the sum of its parts


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    WELTHOUSE x Timberghosts

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    • flyweightnate
      MCB Member
      • Jul 2020
      • 1854
      • Dallas, TX

      #3
      If you work on it, I'd give it a play with my son some time. He's 9 and a good judge of whether normal people can get the hang of a game.

      I'm interested in whether there's a strategy aspect from using multiple "teammates"/"players" to converge on a single target.

      Say, if it's 5v5, the most experienced player on a side (have a ranking in the corner) does their actions first, and on down the list, so your strongest element might wipe out an opponent's player before they get their turn. Maybe red gets 10, 7, 6, 4, 1, while blue gets 9, 8, 5, 3, 2 or something like that. Have a different evasion rating for head on vs flanking, so if you "pinch" a guy there's an advantage to be had. Lots might shake out in play testing.

      I think there's a niche for it. Maybe I'll get a copy and "play paintball" more often that a few times a year, instead of just tinkering and dreaming about it.
      Feedback
      www.PhrameworkDesigns.com < Nelspot, Sterling, and Phantom parts, plus the occasional big project.

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      • $L!mBo
        in the paint
        • Oct 2020
        • 1339
        • Taylorsville, MD

        #4
        link to the minis above and rules pdf!

        https://ebobminiatures.com/paintball-28mm.html
        WELTHOUSE x Timberghosts

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        • Cdn_Cuda
          You can finish projects?!
          • Jul 2020
          • 4526
          • Vancouver, BC

          #5
          MCB the Card Game!
          Cuda's Feedback

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          • Glovebox Operator
            Glovebox Operator commented
            Editing a comment
            Every turn is collect another marker!

          • flyweightnate
            flyweightnate commented
            Editing a comment
            This concept alone could be a card game.
            You have chosen automag. You now have 14 automags.
            You have chosen autococker. Your jeep is now buried in pneumatics.

          • StaticShocked
            StaticShocked commented
            Editing a comment
            Objective: Try not to run out of money while buying and selling markers to build your collection. You random draw a "collection type" card at the beginning to dictate what type of gear/markers you must try to collect. When someone runs out of money the game is over. The player with the highest value collection that is within there collection type card wins. Almost like a mix of go fish and monopoly. lol.
        • Fubarius
          MCB Member
          • Jul 2020
          • 477
          • New Richmond, WI

          #6
          That's the thing. I can work up a rules set, tweak numbers for game play, weird numbery stuff like that. But I can't draw to save my life. Plus not all that good at graphic design. So once I get a card list set up I'm going to need pictures/drawing/illustrations to make them cool to look at. I'm pretty good a photography, but I don't have access to every gun, hopper, air tank, accessory, or even bunker. So I'll definitely be doing a call out for pictures or other art for the cards at some point.

          And once the basic rules are finished, themed expansions are going to be a must have. So yes that Hawaiian Shirt will obviously have a small penalty to Stealth, but a Bonus to Evasion (if you're cool and comfortable, you move better), but also a bonus to Accuracy, because Velcor demands it.

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          • Cdn_Cuda
            You can finish projects?!
            • Jul 2020
            • 4526
            • Vancouver, BC

            #7
            Ever play Munckin? Be fun to do a paintball spinoff.
            Cuda's Feedback

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            • JonM
              MCB Member
              • Jul 2020
              • 1295
              • Landisburg, PA

              #8
              Chad Thompson, I CHOOSE YOU!!!!
              My Feedback Thread

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              • cockerpunk
                Salting the ice
                • Jul 2020
                • 222
                • The Great State Of Minnesota

                #9
                it sounds like you should go play some paintball.

                Comment

                • Snowpuff
                  Fox Hound
                  • Nov 2023
                  • 354

                  #10
                  Dude no..

                  Comment

                  • StaticShocked
                    Certified Feline Herder
                    • Jun 2025
                    • 347
                    • Indiana, USA

                    #11
                    Sounds pretty neat! I like unique and specialized games. I know it's not a complete solution, but remember you could use AI image generation to create rough draft card images that are close to what you want for play testing purposes or maybe photos of actual paintball items (like bunkers) for the imagery on the cards for play testing.

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                    • Trbo323
                      MCB Member
                      • Jul 2020
                      • 6358
                      • Vancouver WA

                      #12
                      I can't really follow the explanation all written out but I would like to try playing it at some point, always been interested in tabletop games but never really played any

                      The one thing I did notice though in your scenario above there's the potential that the game is over in 2 rounds. What if you simplify it a bit by maybe taking out the chance of a bounce but make it 5 person teams? So all players on your "team" have the same equipment and do the same actions but you have to get 5 players out for the game to be over?

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                      • Fubarius
                        MCB Member
                        • Jul 2020
                        • 477
                        • New Richmond, WI

                        #13
                        Originally posted by Trbo323
                        I can't really follow the explanation all written out but I would like to try playing it at some point, always been interested in tabletop games but never really played any

                        The one thing I did notice though in your scenario above there's the potential that the game is over in 2 rounds. What if you simplify it a bit by maybe taking out the chance of a bounce but make it 5 person teams? So all players on your "team" have the same equipment and do the same actions but you have to get 5 players out for the game to be over?

                        Sent from my motorola edge 2024 using Tapatalk

                        Yeah, a match could be over quickly, and the numbers can be tweaked to make a hit less likely (been thinking of adding the Range to the defender's Evasion). But a full game could be a best of 3 matches, or best of 5, or however long you want to play. It is a reality of paintball that, yeah, you could get shot out almost immediately. You just go back to start and wait for the next game.

                        I figured once a couple players get used to a one on one they can start adding more Units (eh, not sure if that's the term I want). Or even add more players each controlling one or maybe a couple Units each. Now if you assume each Unit gets his own starting Path you can end up having a HUGE grid of Terrain cards laid out on the table. Now that might not be a bad thing, and you can actually have an entire field layout, even a simplified full sup'air field.

                        The goal really isn't to simulate a full team vs team match. It's to boil it down to the experience of a single player. And for your average rec game what happens on the far side of the field really has little to do with what's happing right in front of you.

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                        • Trbo323
                          MCB Member
                          • Jul 2020
                          • 6358
                          • Vancouver WA

                          #14
                          So how does the experience and gear come into play? Does that happen in between "rounds" or does it upgrade as you advance down the field?

                          At some point I think you are going to have to choose if you want this to be more realistic or more of a game.

                          I'm just wrapping up the paintball island walzmas which I designed realizing each "turn" would be 1 week long and I had to keep the choices by the players simple. Before I ever had it played I ran a test with my brother in law to see how long it could go, he made it through 20 turns before being eliminated which would be way too long so I modified it a bit. That one is very much designed to be a game not a realistic example of paintball choices.

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                          • Fubarius
                            MCB Member
                            • Jul 2020
                            • 477
                            • New Richmond, WI

                            #15
                            I figure the players can just choose the experience of their Units (yeah, liking that term less and less the more I use it). With both players picking the same level, unless someone needs a challenge of course. You pick a Renter to basically put the game on Easy mode, quicker setup, less numbers to keep track of, lets you get the basic rules figure out. Then you can pick a Novice when both players want to add a little bit of customization. You get a little bit of a budget to get a gun of your choice, some clothing options, maybe a mod or two. Then if you think you both know the system pretty well you build an Experienced (larger budget to play with) or Expert (really, really high level of budget, can customize every aspect of equipment). But the more customization you add the longer game setup becomes. Fine for a group of friends making a night out of the whole thing, but overly complicated for a quick match.

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