Guild Tactics Collectible Card Game for Mobile Devices
Guild Tactics Collectible Card Game for Mobile Devices
Guild Tactics is an online digital collectible card game for Mobile Devices that combines classic CCGs with video game RPGs
Guild Tactics is an online digital collectible card game for Mobile Devices that combines classic CCGs with video game RPGs Read more
About this project
- Kickstarter campaign launched!
- New art revealed and playable demo coming soon!
- Graw, Juggernaut Champion final art and new card spoilers!
- Like Goal #1 Complete: New Cards For ULTRA EDITION Revealed!
- Deck Builder Prototype & Contest Coming Soon -- Giving away Autographed Original Concept Artwork and Autographed Art Books!
Welcome to the Kickstarter for Guild Tactics! Guild Tactics is a digital collectible card game that will be available on mobile platforms such as iOS and Android. Guild Tactics is a cross between Final Fantasy and Magic: The Gathering (with a dash of World of Warcraft and Pokemon). Guild Tactics cards are made up of Characters, Equipment, Abilities, and Items. Players create what is called a Team (their deck of cards)- which has 3 Character cards and a mix of 30 Equipment, Ability, and Item cards. Players then take their Team into battle against other players, where the winner is declared when one of the teams is defeated.
Almost all of the budget for Guild Tactics will be going to the high quality artwork used in the first set's 208 cards. Each illustration is being assigned to artists that we will be working with in the coming months to finish Guild Tactics (you can see some of their work in the Media section). Other major budget requirements will be going towards servers, Unity licensing, and other game assets. We've chosen Kickstarter because of the freedom it will give us to create Guild Tactics while remaining independent. It will also allow us to reach other ambitious goals with Guild Tactics if we can meet stretch goals, which is something that we find very unique and exciting about Kickstarter. We hope you like our game and the rewards you'll be getting for backing us!
The initial launch for Guild Tactics will be targeting the iPad. We plan to port to Android tablets as well as iPhone and Android Phones a bit after Guild Tactics has launched. However, if we meet certain stretch goals, we will be able to port to these platforms (and maybe more?) at launch time! Guild Tactics will be an account-based cross-platform game so that players do not have to be tied down to a single device/platform to access their cards.
In Guild Tactics there are four types of cards: Characters, Equipment, Abilities, and Items. The First Set will be made up of 52 Characters, 52 Equipment, 52 Abilities, and 52 Item cards.
Character Card Example:
This is the Character card "Id, Element Manipulator". He has several stats listed on his card that make him unique. Equipment Slots and Ability slots are found at the top. In this case, Id has 3 Equipment Slots and 3 Ability Slots. Id's Guild Type (note the Caster icon), Rarity (the red background means it is Legendary Rare), and Name are listed below that. Beneath that is Id's unique ability, while below that you can see his Health Points, Attack Points, Action Points Rating, and Gold Points Rating. Read more about these stats in the Character Stats section.
Equipment/Ability Card Example:
This is the Ability card "Blizzard". Players will equip their characters with cards like this in order to use their abilities throughout the battle. This ability has properties that make it unique -- the Caster icon indicates that this is a Caster ability card; the displayed ability icon means that this requires 1 of the ability slots available on the character in order to equip. Below that is the spell's ability text and the amount of gold required to equip the card. Equipment cards have this layout as well, except they will only highlight equipment slots.
Here is a look at the actual gameboard layout with some of these Character cards (and other cards) shown. We'll be releasing a playable demo soon so that you can get a good feel for how the game plays.
Each Character has several stats associated with them. One major property is the character’s Guild. In the first set there will be four Guilds available: Divine Knight, Fighter, Enchanter, and Caster. All equipment and abilities are Guild-specific, so for example, a character that is in the Fighter guild can’t equip a Caster’s Staff, but it can equip a Fighter’s Sword. A team can be made up of any combination of character Guilds, but the players will need to take heavy consideration when designing their team so as to effectively make use of their Equipment and Abilities.
Divine Knights are the most elite protectors of the Guild Tactics realm. They have high health and focus on defense and healing. Divine Knights are giants, and they wear very large and intimidating armor. They have a divine aura to them, and at times may be seen casting spells to protect and heal their allies.
Fighters rely on strength and weapons. They have mid-range health and high damage. They specialize in stealing gold and poisoning their enemies. They wear armor, though it is usually light armor- their faces tend to be masked in some manner.
Enchanters are one with the dark side of nature. They focus on applying damage-over-time spells and buffing their attacks. Enchanters wear light armor, and tend to have a look that reflects their ties with nature. Some of their core abilities rely on using nature as a form of attacking their enemies.
Casters are dark mages that have learned how to manipulate the elements Fire, Wind, Lightning, and Ice. They rely heavily on elemental spells and are often able to inflict disastrous side-effects with their spells. They typically wear very light armor or robes. They have low health, but make up for it by dealing heavy damage with their abilities.
Characters are made up of several properties that make them unique and give an incredible amount of depth to Guild Tactics:
Characters are given a unique ability which is either Passive (always active) or Activated (activates when using their Action Points). They have this ability from the start of the game. Example: The character called "Graw" comes with this character ability, "[PASSIVE]: Heal allies for 10 Health at your Begin Phase"
Characters can have between 0 and 3 equipment slots. Players will add Equipment cards to these slots which will grant the character with a new ability. Equipment may require more than 1 slot in order to be equipped, with the most powerful Equipment possibly requiring 3 slots.
Just as with Equipment Slots, characters can have between 0 and 3 ability slots. Attaching an ability can grant the character with special abilities. Example: The Ability card "Rally Cry" has this ability, "[PASSIVE]: Allies have +3 Attack"
Each character has their own health points. Once this number reaches 0, they are considered KO’d and out of the game.
Each character will have their own attack points rating which will dictate how much damage they can cause.
Action Points & Action Points Rating
Action Points are used to activate abilities that are attached to a character. Characters start with 0 Action Points and gain points based on their Action Points Rating during their player’s Begin Phase. So if a character has a rating of 3, he will add 3 to his Action Points Total during the Begin Phase. He can use these points to activate an ability.
Each character has their own Gold Rating which is the amount of gold they “earn” and add to a player’s gold stash during the player’s Begin Phase. Gold is used to purchase/play Equipment, Abilities, and Items for your Characters.
Equipment and Ability cards are a way for players to enhance their characters during battle. Players can give their characters special abilities or increase their stats using these cards. These types of cards come with requirements: Each card has a Guild restriction, Fighters can only use Fighter Equipment and Ability cards for example; the player must use gold from their gold stash in order to equip a card; and the character must have the required Equipment or Ability slots needed to equip a card.
Example: Take for example the Ability card called "Rally Cry". It has a Guild restriction for Fighters, which means only Fighters can be given this ability. It has a gold cost of 3, so the player must spend 3 gold to give the character this ability. It also has what's called a Slot requirement of 1 which means that "Rally Cry" will use up 1 of the character's ability slots. More powerful cards might use up more slots. If the requirements are met, the player can buy "Rally Cry" for one of his Fighter characters. This character will now have the "Rally Cry" ability! Equipment cards work the same way, except they use the character's Equipment slots instead of their Ability slots.
Items are types of cards that can be played for the cost of gold from the player’s gold stash. There are no guild type requirements on items unless otherwise specified. The item’s ability is used immediately once the player pays for the Item card, and the Item card is discarded after this use.
How Do I Play Guild Tactics?
There will be many modes available in Guild Tactics for both single player and multiplayer experiences! Standard battles will be made up of two opponents, each with their teams of 3 Characters and 30 cards. Each player takes a turn and moves through the phases of their turn. During the Begin Phase, a player will draw a card, characters will gain their Action Points and will earn their gold and add it to the player’s gold stash. During the Main Phase, the player can play Equipment, Abilities, and Items. Once in the Action Phase, the player will perform one action per character (which can be a default attack action or activated ability). Once this player’s last character has performed their action, their turn ends and the opponent's turn begins. This cycle continues until one party is slain.
Multiplayer modes will consist of Scrimmage Battle (an unranked mode), Standard Battle, Standard Tournaments, and Championship Tournaments. There are other multiplayer modes that are in planning stages, if we meet stretch goals they will be included when Guild Tactics launches!
Wins and Losses in Standard Battle and Standard Tournaments will dictate a player’s Standard Ranking. Once a month there will be a Championship Tournament and invites will be given to the top 64 ranked players. The Top 8 Winners will be given large rewards, and the 3 characters used by the tournament winner will be awarded with “Champion Team Alternate Artwork”. Special art will be commissioned to produce alternate art for these 3 characters. All 64 championship participants will be given these 3 cards for free when they become available, while others can acquire them from the Guild Tactics Store. The ranking system will be very simple. Players will gain rating points for wins, and lose rating points for losses. If they win against a higher ranking opponent, their gain is greater, and if they lose against a lower ranking opponent, their loss is greater. Players with the same rating will be sorted by a tie breaker system based on various player statistics.
Guild Tactics will be a free-to-play game and will give players the opportunity to purchase game items from the store using free currency called Coins or premium currency called Diamonds. All cards from standard sets and expansions will be made available using free currency. For example, players can purchase card packs with 15 random cards by using free currency, or they can purchase individual cards to get the exact cards they are looking for using premium currency. Free currency can be acquired by winning games, while Diamonds must be purchased from the in-game store. Diamonds, Coins, and Cards may also be given away as rewards in certain modes (e.g. winning a tournament).
The Future of Guild Tactics
We have plans to expand Guild Tactics tremendously after launch, including new features such as,
- Player Alliances: Players can create or join a Player Alliance to team up to win the biggest prizes in Guild Tactics. Teaming up with others will make it easier to connect with other players for card trading, multiplayer gaming, etc.
- New Card Sets: Expansions will be released multiple times per year. The current plan includes one expansion every three months. An expansion will focus on two Guilds and will contain 104 new cards. Some expansions will introduce new Guilds, while some may expand upon existing Guilds.
- More Multiplayer Modes: We plan to introduce more multiplayer modes such as "Team Tactics", "Survival", and "Alliance War" -- stay tuned for more information about these new modes!
Hit the LIKE button at the top of our Kickstarter page to unlock bonus Premium cards for GUILD TACTICS ULTRA EDITION! These cards won't be found in the First Set. They'll be usable in your decks for all battles including Tournaments, Championships, etc. All Ultra Edition owners will receive 4 copies of each unlocked card! All rewards of at least $50 come with Guild Tactics Ultra Edition and will receive these bonuses.
The first set for Guild Tactics cards has been finished and is currently undergoing preliminary playtesting. This first set includes 208 cards- 52 Characters, 52 Equipment, 52 Abilities, and 52 Items. The first prototype for Guild Tactics using the Unity Engine is under development and will begin testing soon on iOS devices such as the iPad. Artwork for the cards and various parts of the game are also under work, several completed cards can be seen on our kickstarter page. Assignments for artwork has begun to go out and our artists will be complete with their work prior to the Alpha Test Phase which is currently scheduled for 6 months after the end of the KS. The alpha test will consist of UI testing, gameplay testing, network testing, and feature testing. During the alpha test phase, testers will be able to provide feedback that can have a big impact on the completion of the game. The alpha test phase will be followed by the Beta Test Phase 3 months after the Alpha which should more closely resemble the final game that will make its way to the public. This test will have a larger amount of people testing and will be used to perform network stress tests and continuous bug hunting. The target launch for Guild Tactics is 3 months after the Beta.
My name is Steven Ferrell and I am the founder and lead programmer at Thundersnow Studios. I have been creating software and games for over a decade and began making mobile games for iOS and other platforms four years ago. As with most people who might be reading this, I’ve been a gamer ever since I could pick up a controller. Some of my favorite games include Final Fantasy Tactics, Metal Gear Solid, and Castlevania: Symphony of The Night. I was first introduced to collectible card games in the mid-90s when Magic’s Ice Age was released and continued playing it for many years thereafter. I have been working on the concepts for Guild Tactics for a couple of years now and feel that it is finally ready to be realized. Mobile and tablet devices have become a fantastic resource for game development and this digital CCG has been crafted to fit perfectly into them. I will be working with several artists for Guild Tactics in order to produce the hundreds of pieces of high quality artwork that will be necessary for this game. These artists will be producing artwork of the highest quality for Guild Tactics.
Risks and challenges
Art assets! This is a card game, and each card has its own unique artwork. I will settle for nothing less than high quality artwork that will look impressive and give players a desire to own the cards. Since I am not an artist, this is quite a challenge. I will be working together with several artists that will be creating the artwork for each card. This will be a factor that consumes both time and money and will need appropriate planning in order to reach our main goal of producing Guild Tactics. This artwork requirement will consume the majority of our budget goal.
Additionally, coding for game is in development, and will go through a rigorous testing process to ensure that a) the game is as fun and as balanced as possible, b) the game is given an intuitive interface for an ideal gameplay experience, c) no bugs! Before public testing, we will be developing gameplay code, networking code, etc which will be tested internally. We hope to have the Alpha test within 6 months of the end of the Kickstarter!Learn about accountability on Kickstarter
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