Monday, June 11

Notes on cards and another update!

Hi!!

I've been in all weekend and I've got no work done!! (well nearly.) but I owe it to everyone to give the design notes for each of the cards, and cite a few revisions i'm set to do as some of the cards don't describe what they are meant to do or the ruling properly, I don't want to be having to change the rulings or keywords later on.

[Code:
    R=Red
    Y=Yellow
    B=Blue
    P=Purple
    C=Colouress]

#001; JoshDNGR P5 - Rare
I wanted to experiment with a tutor card, but these can either make or break a game. The 5 POW is also a bit risky as it can be played right off the bat; making for a hand that's already set up with a blocker or a +POW card geared to the ones you think you might play. But that is Purple's biggest advantage, having cards that have lesser availabe effects. This is subject to revision after a test.

#002: RosieBlanco C5 - Limited
This card was the first one I developed with the "Shine" mechanic. Thus requiring a card of each colour to be in your battle-pile is hard enough, that's why it got given block 6+ as it's POW is quite low for a card of that difficulty. The fact you can select the color of it though bears a bonus as i'm planning to release cards that have bonusses based on the cards played before it. I might have to increase the POW of this card though as it is still quite difficult to play.

#003: PunkleFester R6 - Uncommon
This card sums up the red domain, fast POW 6+ cards that negates a particular (usually more defensivley orientated) card groups, which this card is fully involved with. The fact he blocks colourless (Reffered to as Gray, because of lack of concentration; will be revised.) Is a boost as all of the "Shine" cards are colourless; this card was designed with the intention of being counter-meta as the first set was planned around having multi-coloured decks.

#004: RosieBITES B4 - Common
There needed to be card that sums up blue's para-defensive mechanics; which include removing cards from your opponents battle-pile and limiting the cards they play earlier on in the game; I think that I should remove the second effect and increase the POW but we'll see how the test-play pans out tomorrow.

#005: HarrassmentStan Y4 - Uncommon
Higher POW cards in the first expansion will usually have tension, and yellow is based around cards that get +POW, blockers, deck refilling and life recovery. This card will be more useful as the number of turns increases and the battle-piles get bigger, this card could also be used in and alongside a deck with a lot of cards with "Tension" effects also; I am debating whether this card should go up to 9 but I was scared of implementing POW 9 cards so early into the game's life.

#006: Holly P3  - Common
I had decided to make one card of each colour but with the effects that are the same; to either work for or against decks that are geared or wholly one colour; this can be a great side-deck choice if one colour is seeming to run a game or a competition, also you can slip it into a mono-purple deck, just in case your opponent plays a purple and you have 3 at turn 3, giving you  7 POW at turn 3.  dont want this card to be cast off to the side-deck so I'm thinking of revising it's POW limit to 9.

#007: AxlSHINE C7 - Limited
This card was going to be the card the test-decks were built  around, as this and #002 Rosieblanco were supposed to represent the main mechanic influencing the set. I think that 7 POW is too high for this card but I wanted to create cards that have a mono-deck crushing ability and that would discourage mono-coloured decks until at least the 2nd set. I will tell you what happens with this card tomorrow.

#008: slugg0r R5 - S.Rare
This card is my little-brother; he supports Man united so I made his card red, and I also wanted  to reflect his good-hearted yet tough character; that's why I gave him the block ability which will be quite sparse in the red group.This card is quite versatile, while being a 5 POW card you can play from turn 1 he can be kept back if a player is unsure they'll get the higher POW cards later on.

#009: LNZ B4 - Rare
This card is also another lower POW blue card that is maily about speed, it forces another player to play a blue card which leaves a 1/5 chance of adding 2 cards to your battle-pile. A lot of Blue cards are POW 4 so this can be a great start card as i am concerned that players will be able to add too many cards to the battle-pile too soon and winning with 10 cards in their pile at trurn 5 or something. this card may be revised but i'm certainly hoping not.

#010: Jack...HWOOOYLE!! B5 - Uncommon
This card's ability is based on if you win or not,  it rewards players that win more often but it's effect can be null and void if you lose. POW 5 Blue/Yellow cards are going to be rarer so this will be a good addition as Red has more 5s and can force more blue/yellow plays to be thought about again.


MORE CARDS TO BE ADDED SOON; I will upload another display of these cards when  i upload them in another batch, (Maybe 5 or 6 inclusive.)

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