The 50 Card Game Design Challenge was a project that entailed creating a deckbuilding card game with less than unique 50 cards all with no mana system. Additionally, there was the requirement of having at least 3 synergies. This project lasted for 3 weeks and involved a lot of research and creative design practice, alongside some balance focused playtesting.
My first task was to do research. I decided to start with an old unfortunately dead card game called Clash of the Dragons (CotD) developed by "5th Planet Games". The servers shut down in October 2014, which unfortunately meant that there is very little gameplay footage out there. Luckily the wiki still exists, and as such, I used that for most of my research. Through researching CotD, I made myself a rough rules document explaining the mechanics and how they would translate to a tabletop form for playtesting.
After research, I developed a set of basic cards to make sure the mechanics worked as intended and to have a baseline for the creation of additional cards. After the initial playtest and a few tweaks, I began working on card designing cards. For this, I was stumped on how to make so many unique cards. After a few days and talking with others, I settled on the concept of designing cards for a theme. To do this I took the four existing classes and designed cards meant to play into their themes. After that, I recruited some of my friends and playtested the game tweaking the paper cards after each game.
For the assassin class, I developed two styles of play. The first is themed around a standard assassin. To do this I focused on cards that would enhance a card later down the line to inflict massive damage, playing on the idea that assassins prepare and then strike with a swift deadly blow. The second style of play was that of a vampire. This deck focused on lifesteal. Being that this is the only lifesteal class I added, I forced the lifesteal to only work on magic cards, a card type that assassins receive no bonus damage on.
For the druid, I focused on the more animalist elements. The first is the idea of summoning creatures to fight alongside you. With the existing card type on NPC I created a set of druid specific NPC cards and a few NPC buffing cards to empower these summons. Alongside summoning I also created a set of card designed around transformation. For this I created form cards that would stay in play for a few turns after play and give minor buffs to certain types of cards.
With the pyrelord, I looked towards magic and placed a very large focus on magic cards with high damage. To balance this out most of these high damage cards would discard some of their own cards, like draining ones own life force to cast high damage spells. To combo with discarding so many of their own cards, I also added combo spell cards to pull from the discarded cards and play them. This could result in explosive chains of damage, but at the same time also dangerously drain the casters own health.
The sentinel almost entirely was based on the idea of outliving their opponent. The first set of cards designed for this deck were themed around large shields. With shields only lasting one turn, large shields would be wasted if the opponent hit them with a small attack resulting in the need to predict the opponent's play. Aside from large shields, were cards designed to whittle the opponent down based on the cards they played like thorns damage.