Tuesday, May 29

Replacing suits.

** THE ORIGINAL PLAN WAS TO GET THE LISCENCES FROM FIGHTING GAME COMPAINES, THANKS TO THE IGNORANT LISENCING DEPARTMENTS, I HAD TO CHANGE THE THEME THERE IS NO COPYRIGHT INFRINGEMENT INTEDED HERE I AM KEEPING THE POSTS THE SAME FOR HISTORICAL/ACCURACY PUPOSES ONLY.**

Phasakhosu/Terry has no cards that distingusih their abilities by suit.
This is one of "TP's" Key mechanics and it explained below.

I also forgot to mention the other distinguishing charactersitic in this game will be "Colour."
Each card will have at least one, though I plan to release certain mechanical characters with colourless versions.

There are some examples which include fighing game characters I am trying to get the lisences for.

Red, Blue, Yellow, Purple and Colourless.

Red is the simplest colour to learn how to play with, with many block cards and generally higher numbers.

Yellow cards are the most defensive, with effects that work againt higher cards and colour choices.

Blue represents a faster game, by chainging battle piles and limiting the choices your opponent has

Purple cards have many varied effects, some of which cannot be found in the other colour groups. Timing is essential.

Example:
             Ryu: 4 POW, Blue(SFA3)
                     Vs Purple = +3POW
            
Akuma: 3POW, Purple (SFII)
                     +1POW for each Purple Card in play, Max 8            
Morrigan:XPOW, Purple (DS3)
                     X=Number of Non-Purple Cards in play, Max 8

Xiaoyu: 5POW, Red (T5)
                     Block=Non-Red after 6 Cards are in play.

Terry: 4POW, Yellow (KOF2002)
                     +3POW vs a card with 6POW or higher.


Do you see what I'm trying to get at?
                  More later.... Bye for now!

"Basic Game Rules" - Chapter 1

Hi again! I had a rough night last night; I couldn't sleep. I was too wide awake thinking of more and more ideas for this game, I've wrote them down on paper at the moment and I'll post them up here once I've done the maths.

But for now; I'm going to write the basic rules on here and put a few example cards up.

(I am hoping to base this game on vs fighting game characters; but due to copyright and lisencing issues, this may not be possible. I've mailed the SNK and CapCom Lisencing teams, but haven't received a reply for either at the moment.)

--Chapter 1a: The Deck--
 
To play "TP" you will need 2 players who both have a deck.
    
Each Player's Deck must adhere to  the following rules:
        
That it has 40 cards exactly intact.
There are no more than 4 copies of any indvidual cards
There are no banned cards intact
There are 4 or fewer "Limited Cards*" in the deck.
 
--Chapter 1b: Basic Rules--
 
--Turn Structure--
A coin is flipped and called to decide who goes first, the firs player plays a card into their "Battle Pile" (BP)
Each Player then draws 5 Cards and starts play.
 
Players may only play One card per turn. Into their BP.
Each card has a "Power Value" (Reffered to as "POW")
There are NINE POW values
2, 3, 4, 5, 6, 7, 8, 9, and X
 
A card's POW can never go lower than 2, or higher than 9.
X is not a number, it's POW Value is based on it's effects.
 
 
The object of the game is to stop your opponent from being able to play a card  which has:
        An equal or higher POW to the one at the top of your opponents BP.
        An ability which allows the card to be played; or creates a situation so it may be.
 
After a card is played, any player that has less than 5 cards in their hand must draw one,
if they cannot they lose the match.
 
If a player is unable to play a card they lose the round, and put their BP into their "Discard Pile"
While the player who managed to make this happen shuffles their cards into their deck.
 
Both Players shiffle their hands into their decks and draw a fresh hand, the loser continues to play as normal.
 
 
--Life/Damage--
Life is a value (Sometimes abbreviated as LP) of how far you are from being "knocked out" in a particular match.
 
At the end of a round; the victor (who makes the opponent not able to play) shuffles their "Battle Pile" into their deck;
    the amount of cards your opponent shuffles into their deck are added up, and that number is deal as Damage (Sometimes refferead to as DM)
 
Damage can be dealt or Life can be recovered by some cards effects.
 
Each Player has 20 Life at the beginning and when your LP value reaches 0 you lose the match.
 

Quick Introduction.

First and formost!

This game is 100 percent my idea, and I will know and refer to these posts as a method of keeping the integrity of them.

The game idea is based on a game I have played since I was a child called "Shithead" (I know...) which is a brittish version of a finnish-borne game called "Pahsakhosu" (Literally meaning "Shitty Pants".)

The concept of the game is to win by "shedding" all of your cards from your hand and the deck to win.
All of the cards in poker deck are used but there are only 4 "Effect Cards" which have quite devastating effects on the game. (2, 4, 7, 10) Some other cards (such as 3-6, 8, 9 and the face-cards) seemingly useless and there are no cards that have an effect based on suit.

There is also no scoring system wither yet the game is quite competeitive

The original concept of this is to make all of the cards viable for the game, balancing out the more stronger cards with requirements, but the main ideas are:
  • To make a fast-paced yet evade the silly amounts of speculation with most other TCG/CCGs
  • To make all cards worth using in at least one situation.
  • That players are forced to think on their feet, yet not fogetting about their deck construction
My influences are:
  • SNK vs CapCom: Card Fighters Clash
  • "Shithead/Terry/Pasakhosu"
  • Yu-Gi-Oh
  • Magic the Gathering
  • Duel-Masters
Cards are given a POW rating instead of a rank, with 4 or 5 bieng an average with the rules making players play a card into their own personal pile, with an equal POW value or higher to the one your opponent played last.