Okay. I had figured that.
Okay. I had figured that.
Yea, you can keep working on the base set and worry about new cards and whatnot at a later date.
So, if the attack inflicts Marked on an opponent... but minions can't be effected by Marked... What then? Or am I reading the rules wrong where it says it does not effect minions?
I has a tumbl-tron.
Chumhandle: culinaryTroubadour, and I tend to ---o eat my words. 3---
Marked can be inflicted on minions, but nothing will happen, as marked requires minions to attack. Minions won't attack themselves
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But aren't players not attacking each other? Or did I read that wrong?
No, characters can attack enemies. I said enemies are classified as both opposing characters and the current minion.
As for Moldova, I don't think that 100% God Tiers are fair either. Even if they require a cost to get out. With 100% God Tiers, no one would ever consider killing characters, as they know that the other player will just eventually God Tier with it.
Last edited by Foerumokaz; 04-26-2012 at 11:59 AM.
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Perhaps god tiers could be played through event cards? It'd be a little like rituals from yugi... something, or at least if I'm remembering how those cards worked right.
I personally like the randomness, though I get that some people wouldn't.
well perhaps we could involve some sort of Quest bed card that you need? When your character dies they go to the discard, but if you have Quest bed in your hand at that time you can play it and pay a grist cost to replace the respective card with a god tier card.
What Gordon Said.
That, or Land of X and Y cards that God Tier the associated Kid/Troll?
I has a tumbl-tron.
Chumhandle: culinaryTroubadour, and I tend to ---o eat my words. 3---
So you guys really don't want random GTing?
I personally would rather have random, as it would be annoying to need a specific card to GT. Especially when that means you'd only be able to GT 4 times a game.
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I'm cool with random.
Maybe have an alternate rule so people can have it whichever way they like best?
I honestly don't like the idea of random GT.
I think that in order to get such a powerful card, there should be some cost to the player. Be it Grist, Card Limit, or such. I feel like it would be comparable to getting a Yugioh Fusion monster when one of your monsters died.
I really like the idea of having "Land of ___ and ____" cards with certain elements; When those are on the field, and a character of matching element died they would god tier. "Land of" cards could also have other effects as well, like Yugioh field cards. Then Prospit and Derse could also god tier any of the characters (as long as they correspond to the character) at the cost of grist or lack of other effects.
Alternatively, I also like the idea of having a "Quest Bed" card. I think with the 4 card limit it would prevent players from making all their cards god tier.
OR. Just thought of this. You could keep the random God Tiering but couple it with grist cost. Much like how characters needed to climb the escheladder before becoming god tier, you could use the grist as the experience points.
Those are just my thoughts though.
Edit:
More idea.
Instead of having purely "Matesprit Effects" why not do matching quadrants? So if both characters have a spade, then they get the bonus. Same for the other quadrants as well. That would put more strategy into pairing up characters.
Last edited by Systemic_Hysteria; 04-27-2012 at 06:51 PM.
Chumhandle: gradientOverlay
You like to design ADVERTISEMENTS and play around with WEB-DESIGN.
You tend to PROCRASTINATE important things in favor of whatever WHIM you are currently focused on.
But would also make things several times as complicated and take up a huge amount of space on the cards. I like the idea, but it isn't exactly practical.
EDIT: No wait. I'm pretty sure what I read you saying is not what you actually said. In which case I don't like the idea anymore.
EDIT2: In fact, I'm almost definite what you said is not what I read. I dislike that heartily, in fact, because it restricts what you can do with the characters, making the game have less strategy. Unless I'm still reading this wrong, in which case BLAH.
Last edited by FowlJ; 04-27-2012 at 07:30 PM.
Ok.
Each character would be given a Suit. (Heart, Spade, Diamond, Club)
The character would only boost another character of the same suit.
The only identification on the card would need to be the symbol of the suit.
Edit:
Characters could have multiple suits as well. And as long as one matched with their partner, they would get the effect.
Last edited by Systemic_Hysteria; 04-27-2012 at 07:53 PM.
Chumhandle: gradientOverlay
You like to design ADVERTISEMENTS and play around with WEB-DESIGN.
You tend to PROCRASTINATE important things in favor of whatever WHIM you are currently focused on.
Okay, then we'll go with EDIT2. I heartily dislike that idea. Part of the strategy of the way matespritships work is that you can pair any character with any character, which lets you choose characters who will complement one another. If you make it so that only certain characters can pair with certain others, you limit the number of possible strategies one could apply to the situation. I personally think the way it is currently done is a brilliant way to go about it.
My only problem with it is that you are making it too easy.
By allowing any character to pair, it no longer becomes stratagy.
Think about the mid-late game. Say 5/6 slots are full. You have one couple boosting each other, and one couple with no matching quadrants, your 5th card is looking for a Matespritship. In your hand you have no Matesprits. You are now given the option to play a card arbitrarily to take up the open slot, or wait for another Matesprit.
This set-up also gives validation and strategy to Nepetas prototype effect. If all characters can boost each other, why would you even need to move characters? But if you made a bad play earlier in the game that resulted in an non-matching pair, you can use her effect strategically to fix your quadrants.
This set-up also allows for a larger variation in card effects. Cards can now tagret matching or non-matching pairs. Or they can target cards with a certain suit.
Edit:
I'm thinking about opening up a Pesterchum room for this, so we can talk in real time.
Last edited by Systemic_Hysteria; 04-27-2012 at 08:08 PM.
Chumhandle: gradientOverlay
You like to design ADVERTISEMENTS and play around with WEB-DESIGN.
You tend to PROCRASTINATE important things in favor of whatever WHIM you are currently focused on.
What's the difference between the two, in terms of actual play? You're allowed four of every card, meaning that if all character's are divided evenly among the quadrants you can have twenty characters just with one suit. That's a ton of characters that can be paired with each other, just in a lot less unique pairings. In the system you're suggesting, there's not even a reason to bring all four suits with you, because spreading your characters out like that is just punishing yourself. The only thing it really does is limit the number of pairings.
Could it work? Yes, if it was so perfectly balanced that no suit was better than another, so someone actually has a reason to not just bring only one. Is it better than the current system? I don't think so. It is just adding needless restrictions.
And I don't actually have pesterchum, but I suppose I could get it sometime.
Then have twenty characters with one suit. If that's how you want to play the deck, that's fine. But you don't need to rely on matesprit effects for deck effectiveness.
By adding different options and criteria to the cards you give cards more ways to interact with each other. Cards become more unique and form their own niches and play styles.
Edit:
You should download it now
My handle is gradientOverlay. I'd like to brainstorm with you since we are both on right now.
Chumhandle: gradientOverlay
You like to design ADVERTISEMENTS and play around with WEB-DESIGN.
You tend to PROCRASTINATE important things in favor of whatever WHIM you are currently focused on.
I think it's kind of funny how we're taking this project away from Foerumokaz.
As for the Quadrant things... I'm not sure how I feel. It would limit the number of deck builds for certain, if you were just going for say, Moirailiegance, It would be more difficult to fit Matesprits or Kismesis in there.(also how the stink would auspistice work??)
I mean, in MTG you'd typically have 2 colors, but when you can't get the resources needed for one of those you get Royally Boned. I think it'd work the same way here... If you can get it to work, hooray, but most of the time you'd be shooting yourself in the foot.
There's already going to be synergy amongst certain characters (Vriska/Tavros) so I'd assume that people would find combos and pairs they like, and put those in their decks.
tl;dr I'd say hold off on it for now. We'll see how one quadrant works first.
As for the God Tier, 50% random chance is not the best, but I can see how it would get kind of cluttered with extra cards and whatnot. (although if we're still worried about the deck size thing, this could be perfect.) I see the problems with having a quest bed out on the table dettering you from attacking the opponent and vice versa. But what if Quest Beds are like instants that can only be played from your hand, and cost a fair amount of grist? sort of like "You've activated my trap card!" but not. That, or like a Prospit/Derse thing, where you could have some sort of stipulation involving dreamselves and dying if the character's planet is in play and blah blah... I completely lost track of that sentence. That sounds overly complicated as well...
Hm. Ill keep thinking.
I has a tumbl-tron.
Chumhandle: culinaryTroubadour, and I tend to ---o eat my words. 3---
I really wouldn't like the idea of 4 suits of relationships. You have no idea how much work it is just to pump out 20 characters, and multiplying that 4x is not fun at all.
Sorry for the lack of a new card, but I'm addicted to tf2 trading.
I'd love to use pesterchum. Sometimes I feel like I spam the forum with this thread, and pesterchum would make it really easy to talk. Maybe I could make a memo if I end up figuring out how they really work.
My serious chumHandle is destinedDisaster and my epic troll chumHandle is leetSpeaker. If you see either of them on it's me.
I'll make quest beds as an 11th event card. I'll test it after S1 is finished, and if I like Quest Bed then that'll be official. If I like random more random'll be official.
Hey, +1 to the art team. My friend IRL said that she'd be happy to h
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Blargh those templates are kind of weird. Inputting data is easy af, but the picture is weird. With the clipping mask and the layer order and then deleting it....
It's confusing. Maybe I'm just doing it wrong, but I did as the instructions said and it doesn't work! No card bc confused at templates.
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First, I like the whole concept; good work.
Second, here a couple of ideas for cards.
Spades Syndrome [Equip]
The equipped character obtain both his own matespriteship effect and his partner's. Every time an attack is used, half of its damage is inflicted to his partner. Same applies for his partner.
(Let me say it, those are definitely NOT red feelings)
The Seadwweller Maneuver [Event]
Transform any character in your hand into an equip card. Said card can be equipped only by a character in a matespriteship. Both of the character in that matespriteship obtain the tranformed card effect. The transformed card can't act, and is considered an equip card until its discarded.
(To pull them out of their quadrant, wwhat a clever move)
EDIT:Oh, here's my art contribution
http://princepscorvi.deviantart.com/...bert-299148669
Last edited by HonestLiar; 04-29-2012 at 04:56 PM.
Its not that hard.
Try putting the picture below the Instruction Layer, and then deleting the Instruction Layer.
Chumhandle: gradientOverlay
You like to design ADVERTISEMENTS and play around with WEB-DESIGN.
You tend to PROCRASTINATE important things in favor of whatever WHIM you are currently focused on.