>>217607
The system already listed was a heavy abstraction anyways to stick to OP's wishes of themed decks. And I assumed that OP wanted a style similar to the manga/anime, which actually had very little card trading. That, and simplifying the amount of special cards would make the card battles less of a slog than the original.
>>217611
This is a pretty good idea. Though I'll warn that abilities that damage CP should be rare and/or expensive, lest you have a reformation of the fucktastic Yata-Lock decks (pic related.) I also feel that the special abilities should be relatively few, to place more emphasis on actual card strategy rather than a flat-out "Fuck you, I win due to higher numbers" meta. Maybe some guidelines on how these abilities are created are in order.
I also suggest that the initial number of starting CP be lowered to 5, which is still a full poker hand that won't get too out of control if the card battle drags on. A max amount of CP that one person could have at the start of their turn is probably a good idea too (I suggest 10, so players aren't trying to hold half their deck in their hand.)
Going with this idea, we'd change the previously mentioned Stats to static numbers to represent that deck's overall capabilities in that field. So a beatdown deck is going to have most of its points in Attack, a little in Retaliatory and Preparatory, and almost no Defense to speak of.
With that in mind, I also started to formulate some character/deck generation and advancement rules (these rules assume the same 4 stats from my previous posts are being used.)
>Each player's Starter Decks has 7 - 14 points (depending on how big of numbers you're aiming for) to spread among the four Stats (so a Starter Beatdown Deck would have stats like 3 Attack, 2 Retaliation, 1 Preparatory, 1 Defense) and 3 - 6 Trick Points (points to spend on constructing special abilities, called Tricks.)
>When making Tricks, you spend TP on three particular aspects: Use, Cost, and Effect. For a Trick to be useable in card battle, at least 1 TP must be spent on each aspect.
>Use is a 1:1 TP cost that represents how often that Trick can be used per card battle. So one point in Use lets you use that Trick once per battle, 2 points = twice per battle, etc.
>Cost is an inverse TP expenditure, with more TP placed in it making it a cheaper in-battle expenditure. Something like 1 TP for 5 CP, 2 TP for 3 CP, 3 TP for 1 CP. Cost never goes below 1 CP (for obvious mechanical reasons.)
>Effect is a bit more esoteric and might need to be placed under GM interpretation. But it's also where wonky stuff like suit-based mechanics (as per >>217607's suggestion) can find a home.
>To make their decks more powerful, players must spend Cash on more cards (which, obviously, they gain by winning card battles.) And this comes in two flavors: the Booster Pack and the Deck Tin
>Booster Packs are relatively cheap (though both means of advancement should have some form of incrementally increasing cost) and are essentially how you "level up" one particular deck. Something akin to 2 - 3 Stat points to spend and 1 - 2 Trick Points. Stat and Trick Points don't need to be spent immediately and can be pooled for later use, though they can't be spent during a card battle.
>Deck Tins give players a whole new deck to play with, but also cost a great deal of Cash. In exchange, the player gains double (or possibly triple) the amount of Stat and Trick Points granted from a Booster Pack and can rearrange their Stats and Trick Points as they desire (in the case that their current deck isn't working out to their expectations.) Alternatively, the player can make a second Starter Deck with the new Deck Tin, complete with all new Tricks and Stats (and probably a few extra Stat and Trick Points to help it keep pace with their current deck/decks.)