Monday, July 2

"Working together" Mechanic

After seeing various mechanincs in other games that work on a specific archetype of cards helping one another, I have been wondering what it would require to create a feasable set similar  in TP.

My inspiration comes from:

  • "Sliver-Type" Creatures in Magic the Gathering (All Slivers Gain X)
  • "Survivor-Type" Monsters in Duel Monsters (All survior cards gain X)
These cards are usually weaker when played alone but gain strength when played together.

I was thinking of creating a number of cards with POW values lower than the averages for their costs, for example the [Tension 6] Cards will be around POW 4 or 5, and the originals will be around POW 3 or 4 depending on their effect. This is a risky strategy where good deck-building and playing "X Turns ahead" will be important.

The archetype will have a symbol similar to the "Shine" and "Rush" cards.
Potential names include: "Link", "Team" and "Plus". (I'll Just call it link for now.)

The Ruling will be:
[link] All other cards with [Link] gain X while this card is in the Battle-Pile.

I have decided to write some example cards which will depict how a deck like this will be played.

[Card 1]
Colourless 4, [LINK]: This card gains: "This card can be any colour but only one at a time"

[Card 2]
Yellow 5, [Link], [Tension 5]: This card gains: "Gain 1 Life"

[Card 3]
Purple 4, [Link]: This card gains "Remove 1 card from your opponent's Battle-Pile."

[Card 4]
Red 4, [Link]: This card gains "If this card is POW 4 or less, it gains +1POW

[Card 5]
Blue 7 , [Tension 9] [Link]: This card gains: "Add 2 cards to your battle-pile.

[Card 6]
Colourless 4, [Link]: This card is now colourless

[Card 7]
Red 5, [Tension 4] [Link]: Deal 1 Damage to your opponent.

[Card 8]
Blue 3, [Block: Non-blue 7 or 9 ], [Link]: Your opponent cannot play a card that is the same colour as the one you played last.

The "Link" cards will have the following rulings:
  1. "Link" effects happen AFTER the effect printed on the card.
  2. All "Link" Abilities Stack.
The thing is with this rule is that I'm afraid that the effects will go down too smoothly; I am looking to invent cards that "smash open" decks that are based on archetypes in either a 2nd or 3rd set.

Rulings updates, and specific card revisions.

:o I've not posted for the best part of 2 weeks! I refuse to let laziness get the better of me here!

I have been playing the game with a number of people across a broad spectrum of experience levels and similar game experience. Providing me with information relating to how hard the game is to play, some cards that may need changing and other specific things that are required. I hope those of you who have been reading will notice that I am doing this for the good of the game.

--Fig.1: Specific card revisions--


This is the first section of the post, as I find that this is integral as the first set of ANY card game should be well balanced, and not favouring a particular style of gameplay, every card has it's uses but I didn't want to go and create useless cards or cards that will break the game.

Fig.1.a: RosieBITES

Originally:
Colourless 5. [Shine], [Block 6+] (Select a card in your Battle Pile, Remove it, this card becomes the same colour as the one placed out of play.)

5POW for a "Shine" card is not good enough, I want this card to have AxlSHINE's effect, and his, replaced wioth an effect that targets a specific colour in the Discard Pile.

Revised:
Colourless 6 [Shine] [Block 8/9] (Select a card in you battle pile and remove it from play; Remove ALL cards of the same colour in your opponents battle-pile.)

Fig1.b: AxlSHINE

Originally:
Colourless 7. [Shine] (Select a card in you battle pile and remove it from play; Remove ALL cards of the same colour in your opponents battle-pile.)

This Card was the best in the deck, I was worried that this would make the difference between "Shine" (Multicolourerd decks that revolve around the "Shine mecahnic" having game-breaking abilities. The "Shine Cards" were initially designed to have lower POW values in relation to their difficulty to play; for it's ability I thought 7 was too high and was putting people out when their battle-piles are being stripped. Also the effect needed changing as it's original is being given to

Revised:
Colourless 6 [Shine] (Select a card in your battle-pile, all cards of that colour are shuffled into their respective player's decks. This card becomes the same colour as the one selected for this effect.

Fig1.c: G0$HLETHAL

Originally:
Yellow 4. [Block:Shine/Rush] [Tension 6] If this card blocks you may remove all of your opponents yellow cards that are in play; if you do not this card gains +1POW.

This is riduclous for Tension 6, Though I think the blockers may need a smaller requirement 4POW is poor, and the fact that it can only block less than a 6th of the set; this card will need revising to a more generalized form of play.

Revised:
Yellow 6, [Tension 6] If this card is blocked, add 3 cards to your deck from your discard-pile and shuffle them.

This card is more geared now towards Yellow's restorative game-style.

--Fig.2: Specific ruling changes--


Fig2.a: "Rush Effect Timing"

Changed From
When a "Rush" card is played, any player at any time (if they could usually) may play any number of cards with the same number as the first card; OR another "Rush Card". When a card is added in this way, place a "Rush-Counter" in play, when there is the same amount or more counters in a [Rush X] ability as X, activate that effect.

Changed To
When a "Rush" card is played, any player at any time (if they could usually) may play any number of cards with the same number as the first card; OR another "Rush Card". When a card is added in this way, place a "Rush-Counter" in play; until the "Rush" ends by a player playing an incompatible card/ when this is done all abilities with [Rush X] (With X being the sam amount or lower than the amount of counters in play) are activated then the counters are removed. These effects are resolved in the order they were played. 

With these additional rulings.
  1. If a card in a "Rush" is blocked, the "Rush" ends immediately.
  2. If the original card that starts a "Rush" is removed; the "Rush" ends immediately.

Sunday, June 17

Results of playtest

Whew!

The 2 starter decks, had 30 cards in them each, I made a few errors as to a few cards being in a deck and not enough in aqnother but they were more or less the same; I was beaten 3 times in a row!
(Just like england's international sports teams; we make games and play them poorly....)

There were a few mentions to a certain few cards

"PureEffect" worked well as I kept getting trumped by adding too many cards to my battle-pile, and was foreced out of play when this card got boosted from 4 POW to 7!

"LNZ" was a good starter and was a good card to use as a block when I thought it was a good time to try and get the cards onto the pile.

"Gos$hLETHAL" needs revision, the fact he was [Tension 6] and could only be used as a block; along with the measy 4POW, made this card virtually unplayable, though the effect could be good it would only be good against a fith of rounds (1 of 5 "colour variations") Though it may be that there will be effects to support it in the future; I owe it to the volunteers to give them playable cards.

"Holly" is a good card to use as well; with a fith of the cards being a support option for her. I was waiting during the tests for my opponent to play some purple cards so I could capitalize on the effect.

"RosieBlanco" needs revision also; the effect the card has almost has no value; and as this card was supposed to be rare its strength of usage points otherwise.

I have also decided to create a "structure" as to how the first set of card, what's in it and relevant availabilties:

There will be 20 cards in a pack, and will be mixed together at  specific ratios, this will NOT guarantee that this will be reflected in any individual pack; these will be AT RANDOM.

There will be 150 Cards inclusive. (Ratios in brackets)

70 Common cards (17 of each colour, 2 colourless; 13 of 20)
   5 "Rush" Cards
50 Uncommon cards (12 of each colour, 2 colourless; 4 of 20)
   5 "Rush" Cards
20 Rare (4 cards of each colour, 4 colourless; 2 of 20)
   5 "Rush" Cards
   4 "Shine" Cards
10 Super-Rare (one of each colour, 6 colourless; 1 of 20)
   5 "Shine" Cards
   1 "Rush" Card

Thursday, June 14

The Cards that are going into the Test-decks

They will be chosen from the ones I have made, each deck will contain 40 (Forty Cards, and will be sorted by colour below.)

Red (9)
  • Wilson x1
  • A2DaN x 1
  • Skally x 1
  • PunkleFester x2
  • Slugg0r x 2
  • 00l x 1
Blue (9)
  • RoyTheBoy x 1
  • LNZ x2
  • RosieBITES x2
  • Jack...HWOOOYLE! x2
  • Charlie Casara x1 
  • H' x1 
 Yellow (9)
  • HarrasmentStan x1
  • Go$hLethal x1
  • SianSUPERIOR x1
  • R33pz... x2
  • RyRy-X x1
  • PureEffect x2
Purple (9)
  • JoshDNGR x2
  • M0sia x1
  • Holly x1
  • Meeky x2
  • J@zz x1
  • Syd' x1
 Colourless (4)
  • B0h-Ji x1
  • Kofi x1
  • RosieBlanco x1
  • AxlShine! x1  
 I am also here to put up the cards I am going to print, well it's the whole set so far; this is just for me to print really; but I'd urge you all to take a look.

http://img43.imageshack.us/img43/6575/preview1rv.png

You'll have to look at the link to see them; the blog keeps scaling down the images!





Wednesday, June 13

More Keyword effects, that may be added to the release or future ones

I have been thinking of more keyword effects that will help players strategize. I will write these and include design notes to ascertain why they would make good game mechanics, the possible pros, cons and uses of these; also there will be examples of what might go on a card, giving you a little sneak preview into what could come next!

"[Support: X]:"
(If the card played on top of this one is describable by X, they get the following effect.
This effect happens after the card's own abilities. For example, if a card that needs to be POW 4 becomes POW 5, it wouldn't be able to gain the "Support Effect.")

Examples:
  • [Support: POW 4 or less]: That card gains +1POW
  • [Support: Block]: That card cannot block, it gains +2POW
Design notes:
  • These cards will require quite specific cards to be activated; this rewards players for having a deck centeralized around an idea.
  • These cards could also be used to bluff your opponent, or increase the playability of your hand.

"[Fill: X]"
(If there are X cards of the same colour as this card in your pile, this card gains the effect.)

Examples:
  • [Fill 4]: You gain 3 Life
  • [Fill 2]: Deal 1 Damage to your opponent
  • [Fill X]: Discard a card, Search your deck for a card with POW X or less and put it into your hand
  • [Fill X]: Shuffle X cards into your deck from your graveyard.
Design notes:
  • A future expansion will be more geared to helping decks with fewer colours in them, these cards will reward players for fitting into this.
  • There will be a multitiude of effects that can be played this way.
  • There will be checks for "Fill" cards.

Offense, Support and Defence, Strategies Explained.

The project features various cards with a multitude of effects, which players will need to choose from carefully to try and beat their opponent. Even a basic strategy in a deck will throw a deck made from a mish-mash of cards into dissarray when certain card's effects are co-ordinated.

I am sure that there will be many a multi-coloured deck with the release of the first set; due to the introduction of the "Shine" and "Rush" mechanics that work around utilizing different coloured cards with the same number to get all four colours into your pile. When that happens the player may use the more powerful "Shine" cards to throw an opponent's strategy into chaos.

There are also card that block colourless cards, which would give players an opportunity to create a "Counter-Shine" strategy in their decks just in case the "Shine" cards start to be seen too often in the prospective meta.

There are basic ways to play which revolve around basic offense and defence; there are also cards that are able to help a player in realizing their strategy, with a little bit of risk; to an end with very desirable results.

Below are a list of each, including citations of specific cards that can be used to this effect.

OFFENSIVE STRATEGIES
  • Adding cards to the battle pile, thus increasing the potential damage (Rush Cards, LNZ)
  • Direct damage effects. (Jack....HWOOOYLE!!)
  • High-Powered cards that unable your opponent to block. (A-2-Da-N)
  • Limiting which cards your opponent can play. (RosieBITES, Skally, A-2Da-N)
  • Counter-Cards (HarrassmentStan, Kofi)
DEFENSIVE STRATEGIES
  • Removing cards in your pile when you feel like your going to lose (RoyTheBoy, B0h-Ji)
  • Gaining Life (SianSUPERIOR, RyRy-X)
  • Adding cards to your deck (SianSuperior, Go$hLethal)
  • "[Block = X]" Cards. (PunkleFester, GoshLethal)
  • "High, Throwaways" (R33pz..., Meeky)
  • Remving cards from your opponent's pile (AxlSHINE, RosieBITES)
SUPPORTIVE OPTIONS
  • Tutoring, which means searching cards in your deck (JoshDNGR)
  • Making your oppoent discard/draw cards, creating a "hand advantage" (M0sia)
  • Modifying the cards soming next (Kate)
  • Keeping a "Rush" card in case of it being able to be added to a "Rush" (Rush cards in general.)
I hope that this gives you a good idea about what the cards are about, seeing as each card only has one value, and will be a good indicator of a cards actual worth.

Tuesday, June 12

Keyword Rulings (With a little history lesson)

Keyword rulings are rules that are given a key-word to symbolize the fact that it's not in the rulebook but applies to more than a handful of cards, these are prevalent in a lot of TCGs and i think it will never change, so I have to give a big shoutout to they boys at WoTC for making things simpler.

Keywords exist in other TCGs as well.

Yu-Gi-Oh!: 
[/Effect], [/Gemini], [/XYZ], [Synchro], FLIP:, [Fusion] ect...

Magic the Gathering:
Trample, Madness, Kicker, Banding, Reach, Morbid ect...

Duel-Masters;
Blocker, Shield Trigger ect...

This game is no exception, as I would rahter try and shy away from the constraints of creating a "Modern Trading-Card Game" but it is a great tool as I need to keep the complexity of the card rulings to a minimum.

I am writing this post as I Feel as though I haven't done enough to explain them properly and distinguish the differences between the Keyword effects, "Normal" Card effects, and "Symbol" Effects.

Normal effects:
Normal effects are the wording printed on the card and are activated as soon as the card is chosen to be played. Examples include:
  1. Draw a card; You lose 3HP
  2. Your opponent shuffles 2 card from their hand
All of these kinds of effects are activated upon playing unless the card states that "You may" do something such as:
  1. You may Draw a card, if you do not, this card gains +1POW
  2. You may shuffle 2 cards from your graveyard into your deck.

Keyword effects:
These are in square brackets, and are usually concerned with other cards in play; I may revise how this is done and either form both keyword and Symbol abilities inot the same thing; though I havent chosen which ones  I want to keep prevalent. Examples include:
  1. [Block X]: This card can be played on a card that can be described by X, regardless of it's POW
  2. [Rush X]: This effect is only activated after X cards have been played in a rush concurrently.
Symbol effects:
These cards have a pre-determined ruling which is quite complex; I didnt' want to write "Helper text" on the cards as I thought it's a bit patronizing as most players remember (Even those with terrible memory like me.) the rulings given after at the most a few games. These effects are usually concerned with when it can be played, or an effect that may concern it whilst it's not in play. These symbols aslo reflect the cards that the set is actually bsaed around, not ones that will be in nearly every set. there won't be very many of these however. There are only 2 at the moment.

"Shine":

  1. Cards with the "Shine" logo are all colours but one at a time until they are played, then after they are played they become colourless.
  2. To play a "Shine" card you must have a card of each colour in your battle-pile. (Red Yellow Blue and Purple Inclusive.)
Design Notes on "Shine"
  1. All "Shine" cards will be at least uncommon, there will be no common "Shine" cards.
  2. Their effects are based on the colour of cards present in your opponent's Battle Pile.
  3. They are quite difficult to play and require balanced decks in terms of colour.
  4. They are relatively low POW for the cost they incurr but are there more for their effects.
 "Rush":

  1. Cards with the "Rush" logo may be played at any time when your opponent's top card is the same POW as the one you want to play, if it is not your turn, it's normal effect is not activated.
  2. You may play multiple cards fo the same number if you started a with a "Rush" Card.
  3. Both Rulings 1,2 in their instances cause a "Rush" to begin on a count of 1, each concurrent card adds to this imaginary "counter." [RUSH X] Abilities are only activated when there is at least X counts in the "Rush counter"
  4. A player can end a "Rush" by playing a card that can't add to the counter, as soon as this is done the "Rush" ends.
  5. A player may also continue a Rush in their turn from the same amount of counts if the play switches to them, or if it's the starting player's turn ends.
Design notes on "Rush":
  1. I wanted to implement a group of cards that have the ability to not have to conform to general card timing concerning their time to be played and the timing of their effects.
  2. I also wanted it to be risky, with good players keeping a couple of those cards in the deck just to provide a boost in situations when they are being rushed.
  3. The [RUSH X] abilities are going to be slightly better-powered than the normal effects; this is due to their relatively low POW ratings and the implications on your hand, a lot of these abilities will make you draw.
  4. The rule is based on the fact you can lay multiples of the same rank in "Pashakosou/Shithead/Terry" but it has advanced on the concept, but I wanted to keep something in there that the players of those games can relate to.

Monday, June 11

update w/ 3 more cards!


More cards!!

ugh, I'm so tired, I'm so busy in the days!!

I've been sorting my room out all day today!! and then I had to fix this peice of junk computer!! and IT STILL CRASHES!! WAHEEEEYYY (/Sarcasm) well i nly did that stufdf so I could be left alone to finish more cards.

*Yaaaawwwnnnn* it's 3.20 AM and even crack dealers have clocked off by now...... Lucky sods!!

But it's not for nothing, because i've made like another 15-ish cards to go into the test decks for tomorrow!
(I've got to try and print them off slyly at my grandads, he always goes sick when I use his ink!)

I'm also going to put up the template for the cards but it's only for my own use!

Don't Let me catch you using it!! :O

All of these ideas belong to me and may not be used for ANYTHING other than this game, you MAY NOT print this! forget me chasing you legally I will cave your head in! If you're here and don't want to be, please contact me @ Joshdngr@gmail.com
Anywhow... GOODNIGHT!!

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.)

Friday, June 8

More Previews/Shine Rule Explained!

*YAAAAAAAWN*...........I'm so tired!! -.-

y00000000000000 (That means "Hello" to people who speak proper english, and it's not like "yo" like how americans say it, the proninciation is very strange , the letter "0" yes "Zero" is pronounced like "orgh."..... Another dry fact about me ^_^)

I've finally reached 50 hits!! That means people are AT LEAST taking a look so THANKYOU!!

(I actually wrote this to celebrate)

I've been up working on more cards to try and get a couple of decks together; both decks will contain 40 cards, which is a mixture of each colour and colourless but the exact amounts will be:
  • 9 cards of each colour
  • 2 colourless 
  • 2 colourless with the "shine" rule.
About "Shine":
  1. Cards with the "Shine" logo are all colours but one at a time until they are played, then after they are played they become colourless.
  2. To play a "Shine" card you must have a card of each colour in your battle-pile. (Red Yellow Blue and Purple Inclusive.)
Design Notes on "Shine"
  1. All "Shine" cards will be at least uncommon, there will be no common "Shine" cards.
  2. Their effects are based on the colour of cards present in your opponent's Battle Pile.
  3. They are quite difficult to play and require balanced decks in terms of colour.
  4. They are relatively low POW for the cost thye incurr but are there more for their effects.


 I know the presentation is a bit shoddy for now, but I'm working on a pretty poor machine which makes me use Trillian instead of FaceBook Chat to save RAM, let alone it crashes on me all of the time -.-

Hopefully the finished product will be a lot smarter and neater, and a lot less squashed .

I'm going to bed, my girlfreind is stayng over and she's fell asleep waiting for me to fnish on here :o