12 Volt: the Collectible Card Game

At one point, I wanted to make a collectible card game based on College. Players would have majors and minors, lay out class cards, and assign each other tests and assignments. Class cards would give each player bonus stats, but would only last a few turns before the player “passed” or “failed” them. The amount of cards each player could use was based on the hour system, meaning each player had 24 hours to work with, and each card would cost a certain number of hours. However, there were some logical problems with this design, mostly in the theme. So I began to think of other ideas to base the game on.

12 Volt is a game about Tesla-coil warfare. The players are mad scientists, feuding with each other and sending robots out to attack each-other's laboratories. I kept the mechanics of the College game for this one, and tweaked them so the theme fit. Instead of hours, each scientist has 12 volts of power at his/her disposal. Cards still only last in play a certain number of turns, not because the player has passed, but rather because the card's fuses have all burned out.

Three 12 Volt Cards

I turned this idea into two hand-written decks which I then tested on my unwitting friends. After a few rounds of playtesting, I was finally able to come out with two decks and a rule set that worked for fun play.

Now, I can't exactly put a bunch of hand-drawn cards on the internet, but I can provide you with the rules and the list of cards and their abilities that came out of testing. Just click on the PDF link below:

12 Volt Card Game Rules and Cards

Sorry, but this means if you REALLY want to play, you'll have to make the cards yourself. Now, if this is something that just can't be done, contact me, and maybe we can work something out.

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