The team is aware of the importance of making a compelling NFT battle card game, so that it stands out from the other NFT projects. Though the team has made very interesting collectible NFT designs from the Pepemon store so far, the battle card game is an important consideration to make these Pepemon come to life.
The following were our considerations to the design for the Pepemon battle card game:
1. Gameplay should be unique on its own and is not a blatant clone of other established popular online/paper card games (though it may take a few elements from those games)
2. Existing technical limitations of the internet and blockchain (we can always scale in the future once these hindrances are addressed)
3. The possibility to enjoy the game, even if a player becomes suddenly offline; and
4. It should be an easy to learn, difficult to master game
1. An automatic card game – Players construct their battle deck beforehand with their Pepemon on the side (outside the deck). Once the game starts, the decks of both players run by themselves, representing attacks/defenses of their Pepemon. This addresses any internet connectivity problems that can affect other online card games.
2. A 1 vs 1 Pepemon card game – This is opposed to a 6 vs 6 match setup. This was decided to make the game very friendly for new players to set up, learn, and play the game.
3. Drawing and playing several cards per turn – Players want to play their cards, so we believe that the best way for players to appreciate the effects of their unique deck creations is to encourage drawing and playing several cards every turn to enable them to run through their deck every game.
4. Turns should be resolved quickly – A drawback of # 3 above is that by drawing and playing several cards, turns might take a long time for other games. We made the design in such a way that attack and defense resolutions are still quick every turn.
5. Auto-shuffling – Another drawback of # 3 above is that this system requires a lot of shuffling – To address this, the decks are automatically shuffled by the system.
Each player chooses an NFT Pepemon card with all the skills and stats in it, while having a separate full deck of NFT cards (limited to a minimum of 40 to a maximum of 60 cards). The deck contains a variety of cards which represents Pepemon actions or effects for the entire battle. Before the match, each player decides what to strategically put in their respective deck. Each action/effect card represents an NFT collectible with their own rarities as well.
At the beginning of each turn, each player draws cards equal to their Pepemon’s Intelligence stat (usually between 5-7 cards, depending on the Pepemon).
During the turn, all of the cards from both players’ hands must be played, and at the end of the turn, all of them are put on the discard pile.
This continues until 5 turns are done. After 5 such turns, many cards of the deck are already used, so in this case, all of the cards both in the deck and discard pile are reshuffled together to a fresh new deck, and the next turn begins as normal.
The winner is determined when a player’s Pepemon manages to reduce the HP of the opponent’s Pepemon to 0.
During any turn, both Pepemons will attack and defend once using the cards in their hand. However, in each turn, the Pepemon with the higher Speed stat will be able to attack first while the other Pepemon will have to defend first. If they have the same Speed stat, the Pepemon with the higher Intelligence stat will attack first. If still the same, the attack order will be random per turn. Within the turn, after the first Pepemon attacks and the second Pepemon defends, the Pepemon switch roles, where the second Pepemon will have a chance to attack next, while the first Pepemon defends.
Each Pepemon usually has two moves – (1) Their default normal attack; and (2) their strong attack. Every turn, a Pepemon always uses their normal attack by default, unless during that turn, they play a Special Offense Card such as the “Use Strong Attack” card, that makes that Pepemon use their strong attack instead of their default normal one during that turn (this means players must include this card in their decks to begin with).
The type of cards that are played during the turn are as follows:
1. Offense Cards – cards that add to the Pepemon’s base Attack Power and that Attack Power represents the Pepemon’s total damage that it can deal to the opposing Pepemon for that turn (without using any special offense cards). Some of these cards add +3, +4, or +5 to their Attack Power.
2. Special Offense cards – cards that modify their Pepemon’s Attack Power or change the move they will use (e.g., “Use Strong Attack” card, and attacks that modify the Attack Power further).
3. Defense Cards – cards that add to the Pepemon’s base Defense Power and represents how much damage the Pepemon can prevent from the attack of the opposing Pepemon for that turn (without using special defense cards).
4. Special Defense Cards – cards that modify their Pepemon’s Defense Power for that turn
So, each turn is composed as follows:
1. From empty hands, both players draw cards equal to their Pepemon’s Intelligence statistic
2. The Pepemon to attack first during the turn is determined. This is the one with the higher Speed stat. If there is a tie, the one with the higher Intelligence stat is chosen. If still also the same, then the first Pepemon to attack during the turn is random.
3. The player with its Pepemon to attack first lays down all the offense cards and special offense cards, while the other player lays down all the defense cards and special defense cards. Group all the laid down offense cards, the special offense cards, the defense cards, and the special defense cards
4. Total Attack and Total Defense are calculated. The Total Attack is equal to the Pepemon’s Attack Power from its move (shown in the main Pepemon NFT card), plus all offense cards and special offense cards laid down during this sequence. The Total Defense of the other Pepemon is equal to the Pepemon’s Defense Power (shown in the other Pepemon’s NFT card), plus all defense cards and special defense cards laid down during this sequence.
5. Damage is resolved. The damage dealt by the first Pepemon to the second Pepemon is equal to the Total Attack minus the Total Defense.
6. To discourage turtling strategies (putting mostly defense cards), damage dealt by the first Pepemon to the second Pepemon will always resolve with a minimum of 1 damage, so the second Pepemon takes at least 1 damage no matter what, even if the Total Attack is less than the Total Defense.
7. If the resolved damage reduces the HP of the second Pepemon to 0, the player of the first Pepemon wins.
8. The Pepemon switch roles. The second Pepemon becomes the attacking Pepemon and its player lays down all the offense and special offense cards, while the player of the first Pepemon lays down all the defense and special defense cards. At this point both players have no cards in hand.
9. Damage is resolved similar to steps 5 to 7 with the second Pepemon also dealing at least 1 damage to the first Pepemon.
10. If the game continues at this point, all of the played cards are put in the Discard pile.
11. If this is the 5th turn already (or any succeeding 5 turns thereafter), the decks and discard piles of both players must be reshuffled to a fresh new deck each before the next turn starts.
The Pepemon’s statistics are as follows:
1. HP – Hitpoints of the Pepemon
2. Pepemon Type – The type of Pepemon it is, depending on the nature of the Pepemon (Fire, Plant, Water, etc.).
3. Intelligence – The number of cards drawn by the player at the beginning of each turn
4. Speed – How fast the Pepemon is. Mainly determines whether it will attack first during a turn
5. Normal Attack Power/Type – The default amount of damage the Pepemon can deal every turn if there are no offense and special offense cards associated with it. This is the attack power in the first moveset of the Pepemon. The Total Attack of the Pepemon during the turn is equal to the Normal Attack Power plus the result of any offense and special offense cards associated with it.
6. Strong Attack Power/Type – This is the amount of Damage of the Pepemon on its second, more powerful move. This attack power will be used instead of the Normal Attack Power if a card like “Use Strong Attack” card is played during the turn. If so, then the Total Attack of the Pepemon during this turn is instead equal to the Strong Attack Power plus the result of any offense and special offense cards associated with it.
7. Defense Power – This is the amount of Defense the Pepemon has each turn, assuming no defense cards and special defense cards were played during the turn.
In-game economy and Future Plans
There will be an economy associated with this and will utilize PPDEX (and probably some other in-game currency) to purchase the booster packs. This should increase the utility of the PPDEX beyond buying collectors cards from the store. PPDEX holders will also have the ability to farm this in-game currency.
Just like the NFT collectibles, these NFT battle cards can also be bought/sold on marketplaces like on Opensea.