The Original Idea
The original idea for Rune Masters was a trading card game that was somewhere between Dungeons and Dragons and Magic: The Gathering. Not as complex as D&D, but more so than Magic, but not as long as D&D either. Just a happy medium.
In general, players would have a single, powerful creature, and Avatar, to lead their armies. Defeating your opponent's Avatar was how you won. Players would also be able to summon creatures to their side and cast spells. Everything took place on a gridded battlefield, making positioning important.
The first problem I ran into was even with being a halfway point, things were still way too complex for a trading card game. There simply wasn't enough room on the creature cards for all the information each needed to convey. Hit Rates, Crit Rates, Dodge Rates, not to mention staples like Health and Damage, and so many more. I could have just increased the size of the cards, but I felt there was just too much information for people to be able to sit down and play.
The next iteration of the game got rid of some of the extraneous stats and systems, just having Health, Mana, Movement Speed, Armor and Damage Die. However, with this version, I felt things were too random. Rolling a 20 sided die to hit is fine for D&D, where characters are more resilient. However, in this game, bad rolls could mean your entire board getting wiped out. It was just against everything a TCG tried to be: strategy, with some controlled luck.
Where We Are Now
Enter the third, and current, version of the game. There are still Avatars, spells, and creatures, but things are much simpler. Creatures only have 4 stats to worry about: Health, Damage, Mana, and Movement. Anything else special is handled with Special Abilities in their text box, much like in Magic. Creatures still move around a gridded battlefield. There's less information to flood the player with, but still the core combination of TCG controlled luck and tabletop positioning and working together.
What's Next
While I do have things mostly worked out, there are still a few things I want to test before going into full production mode. First and foremost is the way in which you summon creatures. Currently, you gain a fixed amount of a resource each turn for summoning. Once you use it, you have to wait to get more again. While there are ways to accelerate this process, it requires already having a presence on the board. Essentially, if your team gets wiped out while you don't have any of this resource saved up, there's basically no way to get back in the game.
My alternative to this is based on a different TCG called Kaijudo. Similar to Magic, creatures needed to be summoned by paying Mana. Mana in each game is generated by tapping mana sources. The thing is, while these sources could only be used once per turn, they can be used once every turn. Players would build up the total mana they had access to by playing more of these sources. While Magic has a specific mana generating card known as a Land, in Kaijudo, players could play creatures as a creature or as a mana source. This meant you could never have too much or too little mana.
I want to emulate this by allowing Creatures and Spells to be played as Runes, which would then be able to produce one Energy of their type each turn. Playing one Rune per turn to build up energy, and being able to rebuild quickly after a board wipe would enable players who fall behind to still be able to catch back up.
The second, smaller thing I want to test is changing the area where you can summon creatures. Currently, you can only summon them in the back two rows of squares on your side of the board. This makes clashes with the opponent slow, and reduces the time that reinforcement can join your front line creatures. I'm looking at changing it to be the back two rows or the row your Avatar is in and behind. This means players can push the line where they can summon creatures forwards, allowing for more aggressive play, but at the cost of putting their Avatar in danger.