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.