Mage Tower, A Tower Defense Card Game -- PC iOS Android
Fight off hordes of monsters with tower defense inspired gameplay in a trading card game format! Adrenaline shot to the TCG / CCG genre
Mage Tower, A Tower Defense Card Game -- PC iOS Android
Fight off hordes of monsters with tower defense inspired gameplay in a trading card game format! Adrenaline shot to the TCG / CCG genre
10-23-15 Project cancelled! Mage Tower will return as a non-TCG in the future. Read a huge article I just wrote on The Rise And Fall Of TCG Kickstarters here: http://kck.st/1Ls84B5. Check us out at SuperMegaGames.net, Facebook.com/SuperMegaGames, and on Twitter @SuperMegaGames1
Mage Tower is a competitive "Tower Defense Card Game" inspired by tower defense games like Plants vs. Zombies, Kingdom Rush, and many others. It has the feel and frenzy of a tower defense game, with the strategy and customization of a trading card game. At launch, Mage Tower will have over 350 cards. As a digital card game, Mage Tower is an adrenaline shot to the genre. You'll get your own card almost no one else has, play cooperatively with friends (even on the couch with controllers), and be able to collect stickers to put on your cards. Mage Tower is easy to play while emphasizing fun, creativity, and exploration!
In the classic gameplay mode, players draft from a small pool of owned cards to build a unique deck. Once the game begins, monsters begin pouring out of the monster deck. Use your deck's unique strategy to destroy the monsters and mess with other players. See whose strategy is a winner... and who ends up as monster food!
Remember when you first started playing trading card games, and the world seemed full of cards you've never seen with endless possibilities? We're bringing that feeling back. In Mage Tower, every player will get an UNREAL CARD that almost no one else has. Every online match will have the potential to show you things you've never seen before!
We find the world of digital card games has become too much about sitting around playing 1v1 games ALONE. In Mage Tower, you can play cooperatively with your friends endlessly against BOSS MONSTER CHALLENGES... or in 2v2 and 2v1 games!
In Mage Tower you can collect STICKERS and go into the STICKER EDITOR to put them on your cards for everyone to see. Every Mage Tower Booster pack contains an extra "wildcard" that will either be a Sticker, Card Back, Dice Skin, Player Avatar, Play Background, or Character Class. Stickers are just another way to inject some fun, creativity, and personality into the game!
The goal of Mage Tower, A Tower Defense Card Game is to bring back the exploration and wonder that trading card games used to be all about. Remember when you played TCGs as a kid and would see spectacular cards you've never seen before? We want to bring that feeling back, which is why we came up with the idea of Unreal Cards. Now every game you play online you'll have the potential to see things nobody has ever seen before or will ever see again. When was the last time you sat down to play a digital TCG and felt the feeling of exploration and adventure?
Another huge goal is to bring make TCGs social again, at least in the digital space. We used to play card games together as kids, but now we sit around on our computers playing alone- forever grinding 1v1 games! That's why cooperative play is such an important part of this project. In Mage Tower, co-op isn't just a tacked on feature. If all you want to do is play co-op all day, we support that as a gameplay style you can play endlessly for great rewards. Most popular online games support playing with your friends, but digital card games tend to have very limited options in this department.
Many players don't enjoy playing competitively against human players. For some it's because they find it stressful (some call it "Ladder Anxiety".) Others are simply busy and have to step away from the computer often. For this reason we find solo play against AI opponents to be of huge importance. Mage Tower has a single player campaign that is designed to be played a lot over a long period of time (think of games like Candy Crush Saga that seem to have endless levels.) It also has the randomized Boss Monster Challenges. Rest assured, if competitive play against human opponents isn't your thing, we understand that and have you covered.
We hope that you'll like this vision for a new world of digital card games. Thanks for reading and thank you for your support!
-Brett Brimmer, Super Mega Games
The card templates are designed by Ian O'Toole and have a beautiful old world parchment style. Card art is either purchased from professional high quality stock art resource sites, stock bundles for RPG/gaming purposes, or through Wikimedia Commons. We spend a lot of time looking through art to maintain a consistent old school feel to Mage Tower cards.
Mage Tower's focus is to take the reasons we play video games and give you the most concentrated version of that experience, while adding things you didn't know you wanted. In most games when you open a booster pack, you're just looking to see if you opened a card of the highest rarity, or some cards you need for your deck. In Mage Tower booster packs also include a "Wildcard", which is a bonus item that can either be a Sticker, Dice Skin, Player Avatar, Character Class, Play Background, or UI skin.
Many games give you a bunch of "chaff cards" which are unplayable cards or extra commons you don't need. In Mage Tower there are no chaff cards- every card is playable and desirable to own, and the card effects are more varied than other games. Every new card is full of possibilities, there aren't any cards that are just going to sit around forever unplayed.
In many games opening booster packs becomes less interesting once you've unlocked most of the cards at the lowest rarities. While "Wildcard" items always keep booster packs exciting, Mage Tower has a few more tricks to keep opening packs fun. You only need 2 or 3 copies of a card for a constructed deck, but we include fun incentives to own up to 6 or 7 copies of a card. For example, if you use 5-7 copies of the same card in a Constructed deck you'll get steep energy cost discounts on those cards (we call this an "Overloaded" deck.) Overloaded decks are pure fun every now and then, though it's doubtful you'll want to play them over and over due to their inflexibility. Also in the Single Player mode you can fight against Jon Von Sixtuppel who will only fight against Overloaded decks and give you rewards based on the number of different cards you've Overloaded to beat him.
You can disenchant cards and items you don't want and use the resulting Elixir to craft specific cards you want, or if you have enough Elixir you can buy a random UNREAL CARD. If you ever open something you can't use (more than 7 cards, play backgrounds you already have) it will be automatically disenchanted for you and turned into Elixir.
There are five starter decks. Each deck includes:
- 1 Monumental Card
- 2-3 Exalted Cards
- 4-5 Rare or Common Cards
Each deck is custom designed to be Constructed playable "out of the box." Each deck can only be bought once.
Competitive Modes Of Play
Constructed - In constructed mode, players make an 8 card deck out of their owned cards. You can add as many copies of a card as you want, but each copy beyond the first will cost an additional 1 nergy. So if you want to build a deck around a certain card, you can include multiple copies, but at a cost. Mage Tower cards are incredibly synergistic so the kinds of decks that can be built are frankly insane, the closest comparison to this mode might be "Vintage" style formats of other card games with tons of combos and crazy turns.
Drafting - In draft mode, players draft from random sets of cards from their collective pool of owned cards. The more copies of a card you own, the more often it will show up in draft (you need 3 copies for it to be "fully unlocked".) Players take turns picking cards until they each have 12 cards, then they use those cards to build an 8 card deck and play begins. Drafting is very interactive and intense- you want to build an awesome deck but you also want to draft cards that can shut down the opponent's strategy, or counter-draft cards that the opponent might want for their deck. This is the classic gameplay mode that Mage Tower was built on.
When you queue up for a game, you can choose to play Competitive Mode or Bonanza Mode. Competitive Mode is standard competitive 1v1 gameplay. Bonanza Mode is different! Let's check out the features:
-Players must use an UNREAL card in their deck (both Constructed and Draft.) This means you never know what you will see in Bonanza Mode.
-Occasionally players will be able to use Character Classes, which are special avatars that have various special abilities. Some character classes are completely insane (like starting with your whole deck in your hand, but your cards are removed from the game when played.) Character classes show up pretty rarely, but are super fun when they're part of the game, so be sure to collect them all!
-Matchmaking is done "wild west" style- anyone can be matched against anyone. Welcome to the 90's! You really, really have no idea who or what you're going to see. Players will have a secret elo score that gives them small bonuses or drawbacks against mismatched players. Not enough to imbalance the game, but enough to help weak players put up a little more fight against pros. Please note that Competitive Mode doesn't do this!
-There will also occasionally be special rules added to the game, like players getting more energy per turn, or a Booster Pack Fairy giving players booster packs when they deal damage. These are also pretty rare.
The point of Bonanza Mode is to see and experience new things all the time, and to check out what other players are doing with their Unreal Cards. Every time you queue up for Bonanza Mode you have no idea what you're going to see!
Queuing Up For A Game
With all these modes of play, you might wonder what queuing up for a game is like. There are two game queues - Competitive and Bonanza. When you join a queue, you select if you want to play Draft, Constructed, or Both (no preference.) While you are waiting in the queue, gold and booster pack rewards magically appear until someone else joins the queue. This will incentivize players to join the queue, lowering wait times. Keep in mind that with Bonanza Mode's "wild west" matchmaking, queue times will tend to be very fast because any player can be matched against any other player (no need to wait based on elo rank.)
Cooperative Play/Boss Monster Challenges
Players will be able to play cooperatively against "Boss Monster Challenges". Boss Monster Challenges are randomized encounters that are fought in sequence until you lose a battle. You might imagine it to be like old fighting games (Street Fighter, Mortal Kombat) where you fight against a weak opponent, then a slightly stronger opponent, and so on until you lose or beat X number of opponents.
Different Boss Monsters tend to have different special abilities, though every monster gets randomly generated buffs. Players can choose the difficulty level before they begin the challenges and can change it at any point (higher difficulty = better rewards.)
This mode is designed to be endlessly replayable and rewarding, so if all you ever want to do is play this mode then you can get decent rewards for playing it.
Single Player Campaign
The single player campaign takes place on a long linear path i.e. Candy Crush Saga with several sidestops and special characters. Players fight against battles with pre-defined card sets and special rules. Every time you defeat a battle, you can optionally play it again with the opponent at +4 higher health. If you beat the opponent while they're at 48 health, you get a perfect star rating for that battle and usually get a reward (like a sticker or a booster pack.)
There are some sidestops where you can fight special characters. For example there is a character named Jon Von Sixtuppel who will only fight you if you make a deck with at least 5 copies of the same card, and he keeps track of how many cards you've used to defeat him this way.
This mode isn't designed to be beaten in a few hours, we want it to be a long winding path with lots of rewards and extra stuff to try (like the Jon Von Sixtuppel battles.) If you somehow beat everything in this mode, you can always play the Boss Monster Challenges single player.
Gameplay Overview Video
We'll add this in a few days!
Download The Early Alpha
Here is a link to download the early alpha build of the game: http://www.supermegacomics.com/MageTowerAlpha-Default-220.127.116.11.zip
Please note that this version of the alpha takes a long time to load, and sometimes also takes a long time to load when you return to the title screen We're going to try to get this fixed next update. But once you start gameplay, the game should run smoothly.
The early alpha build lets you play against an AI opponent with 30+ cards from the draft deck.
Report bugs and discuss this build on the forums here: http://supermegagames.net/index.php?threads/mage-tower-app-alpha-development.13/
This reward graphic is from the old project. The number of booster packs per pledge level has been increased, and some additional rewards have been added to the $100+ tiers. Otherwise everything on it is accurate. This will be updated shortly.
- 150 Cards
- 200 UNREAL Cards
- 90 Stickers, 16 Character Classes, 12 Dice Skins, 10 Player Avatars, 10 Backgrounds, 4 Player UI Skins
- Online competitive play (Constructed and Draft)
- Cooperative play
- Single Player Campaign (Endlessly replayable)
- Disenchant unwanted cards to craft the cards you do want
Mage Tower - Early Preview by TradingCardGames.com
Mage Tower Review by Tom Vasel (The Dice Tower)
Mage Tower Overview by Playthrough Board Games
Mage Tower is great game By Joseph S. Lee
"I did not buy this game from amazon but directly from the creator. This game is a blast to play. The whole idea of Mage Tower is to be the board/card game representation of a tower defense game. It uses a card drafting and deck-building mechanics but don't let this put you off because mainly this makes this game have some really deep replayablity. For a two player game, each player starts with a identical 5 card deck and then expand it by either drafting or drawing 8 more cards each, giving each player 13 cards. This draft deck has a 166 unique cards in it so it will be highly unlikely that you would ever end up with the same deck twice. This was just the set-up for the player decks in a two player game and the last person standing wins. This came also has a two-player co-op mode and a solo play mode. I do not want to get too much into the rules of the game but wanted to give you an idea of how much value is in this box. This game is not easy, not by a long shot. I believe the box puts the playtime at about 30 minutes and I would say that is about right. I highly recommend this game. You can find out more about this game if you goto boardgamegeek dot com and search mage tower or just google boardgamegeek mage tower and it should be the first listing and from there is a link to the rule book and other reviews."
Tremendous Game By Christopher K. Townsend
"While most games have attributes which are much the same (+1 damage or +2 defense... **yawn**), Mage Tower's cards have extreme variety. Cards vary from fairly straight forward to very complex with lots of text. Some are used in only certain situations, while some are versatile. There are 166 unique cards that will make your jaw drop and say WOW after reading each one. Many of the cards are interactive with your opponents, which prevents everyone from playing "single-player" together. You're actively watching what everyone is doing as they act out their turn, to hope they make a poor move, or don't disable or deal damage to you. There are also many different strategies within the cards, like a deck that favors a few big card plays, or many small card plays, or defensive play, or damaging opponent play. Many of the cards have uncharacteristic synergies with each other that engage your creativity to find very unique plays that combination together well. You may make your card plays in any order, so veteran game players will have an advantage in seeking the best way to address the oncoming onslaught with timing and using combinations with their cards. With great variety comes balancing issues, but there seem to be none. Most games end with a player winning by one turn, which is brilliant.
Also unlike most games where everyone continually builds up, Mage Tower is a delightfully stressful game where everyone is dying. Prepare for nail biting as usually failing in thwarting all attacks, so your goal now becomes to deflect as much damage as possible. When your turn is over, you can wipe the sweat from your brow, and find solace in watching your opponents get wrecked worse than you.
You get a lot of bang for your buck since there is an additional cooperative game variant to play if you'd like a change in scenery from killing each other, or to play a more friendly game with a different audience. The replay-ability will also yield great value as no two games will be the same with all of the card variety. This game never tires!"
Hi, I'm Brett Brimmer. You may also know me as Johnny Smash, the creator of Super Mega Comics, a semi-popular webcomic that ran 11 years from 2003 to 2014. From 2012-2013 I got on top of the oncoming board game wave and raised over $24,000 to publish Mage Tower, A Tower Defense Card Game. It was a tough project for one guy, I had to coordinate with a Chinese manufacturer, learn way more about graphic design, and deal with the endless insanities of being one guy developing and publishing a board game. The game released in 2013 (a few months after the release date, though I didn't account for Chinese New Year!) The game released with way better components than promised and to good reviews. Somehow during all this I programmed a beta of a PC version of the game. Again, this required a lot more learning and I went through yet more endless insanities... but it worked! The beta has the capability of playing with 130/160 of the available cards against an AI opponent with full card functionality. I didn't skip programming the hard cards either, I need to emphasize that I programmed every card from 1-130 in aphabetical order and implemented the systems that needed to exist for each card. Anyways, it seemed that everyone that tried it instantly became addicted and would write long posts about the strategic implications of each individual card. In fact, I discovered that Mage Tower was an incredibly perfect, quick, and satisfying digital game. I decided it would be foolish to not develop the software into a finished product. Furthermore, I could take into consideration player feedback to improve and streamline the experience, while also flipping the digital card game genre on its head and creating something new and innovative in the space. So yes, while I may be one guy, I'm ready to dive into the endless insanity to get this awesome project finished!
One of the main advantages of Kickstarter is that it lets you put a raw concept on the table and immediately see how many people say "I want that to exist!" Though we have low development costs, there are also other considerations like server, software, hardware, and licensing costs (and many others.) The fact is that spending money and time on development is a difficult prospect when we don't know if many people even want a game like this. Kickstarter will let us see if there's enough people out there that want this game to exist to make it happen.
Risks and challenges
The biggest challenge will be filling out the large feature list and getting the online server up and working. The feature list may seem daunting, but the code is set up very efficiently to allow for new cards and features to be added. For example, while in alpha 70 new cards were added to the app in a span of 21 days. These cards covered a wide variety of effects and were added in alphabetical order (not "easiest first" order.) And since the various modes of play all operate on the same gameplay engine, adding things like boss monster challenges is far less work than one would think. As for the online play, you can currently play over LAN so the code is structured to work this way- we just need to invest the time getting it working with a server. Overall we've programmed 130 cards playable against the AI with LAN play and we're confident that we can keep plowing forward through the feature list if the project is funded.Learn about accountability on Kickstarter
- (21 days)