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/tg/ - Traditional Games

Roll a Fortitude save versus Cancer

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/tg/ sister boards
[ • /dir//qu//cyoa//erp//monster//his//wh40k//arda/ •]

File: 1458655809545.png (165.04 KB, 250x350, 5:7, Chaotic.png)

 No.228328

Anyone ever play this weird fucking game?

 No.228334

>>228328

No but I like to absorb card game mechanics to make myself a better card game designer.

Tell me about it anon.


 No.228336

File: 1458657684182-0.jpg (46.14 KB, 365x511, 5:7, Creature.jpg)

File: 1458657684182-1.jpg (28.56 KB, 262x355, 262:355, phelphor 2.jpg)

>>228334

For starters, each card (even duplicates, pics related) had different stats and a colector's code at the bottom so that you could use the cards online. it wasn't a good mechanic, IMO.

most important cards were creatures, and your point was to kill all your opponents creatures.

Each creature had 4 stats: Courage, Power, Wisdom, and Speed.

Creatures were also defined by what elements they could use: fire, water, air, and earth.

How hight these stats were, and how large they were in comparison to your opponent's stats was how the damage of moves was calculated.

speaking of which…


 No.228337

>>228336

I can already see some design that I like and don't like. For a start I'm a purist when it comes to the field. No limited spaces.

That being said, I actually like variable stats… Somewhat. I like that they allow you to use very similar cards to tailor your deck to a specific strategy. However typically this ends up having optimal strategies and just forcing people to buy more packs to get the one card they want.

Still, potentially neat ideas so far.

I also hate double-digit or larger numbers, but I'm sure that's more a personal problem than a design flaw


 No.228340

File: 1458658240522-0.png (163.2 KB, 250x350, 5:7, inferno gust.png)

File: 1458658240523-1.png (29.32 KB, 173x242, 173:242, rarran.png)

File: 1458658240523-2.png (29.13 KB, 173x242, 173:242, nauthilax.png)

Sorry, Attacks, not moves

Anyway, this Inferno Gust card is a good example of an attack

At the top left, you see a 1. This is how many build points Inferno Gust costs. Your attack deck must have exactly 20 attacks and 20 buildpoints. You have 3 attacks in your hand, and draw a new one whenever you use one.

Looking at the meat of the card, you see a large 0, a 5 under the fire column, and a 5 under the water column.

The big 0 represents how much damage it does base: 0

the 5 under the air and fire columns show how much damage the attack does if the attacker has the fire and/or air elements.

Below that, we see "Chalenge: speed 15." This is a clause that only activates if the attacker has 15 more speed than whomever he's attacking

If, for example, Rarran attacked Nauthilax with Inferno Gust, he would do 15 damage: 5 because he has Air, and 10 because he has more speed.


 No.228341

>>228340

That's actually a pretty cool interaction.


 No.228342

File: 1458658468024.jpg (2.04 MB, 4802x3705, 4802:3705, playmat.jpg)

Note, this is important, but the number in the bottom right represents energy, AKA Health. it's decreased by damage, and when it hits 0, the creature dies

Anyway, play is done in a 6 v 6 style, although 10 v 10 or 3 v 3 is also an option. Creatures are always arrayed in a triangular manner.

Every turn, you can move one creature to any other space. If there's an enemy in that space, combat begins


 No.228345

File: 1458658654664-0.png (195.94 KB, 350x250, 7:5, location.png)

File: 1458658654668-1.jpg (55.69 KB, 363x506, 33:46, battlegear.jpg)

Who goes first is determined by the location (pic 1). The moving player reveals the location from his location deck, which has 10 cards.

Every creature can have a battlegear, which is basically equipment that gives bonuses. This one improves the equipped creatures fire attacks by 5.


 No.228347

finally, there is mugic. In the lore, mugic was a combinaton of magic and music, where-in certain combinations of 7 notes could create spectacualr effects.

You have mugics equal to the number of creatures you have.

To cast a mugic, you need to spend mugicians. If you look at back to >>228340, you see that Nauthilax has 1 mugician (bottom right corner), while Rarran has none. You can take mugicians from multiple creatures to cast mugic. Mugicians are usually dificult to aquire.

There can be generic mugic, castable by anyone, or tribal mugic, which can only be cast by hteir tribe


 No.228350

File: 1458659166803.jpg (9.6 KB, 190x266, 5:7, song of revival.jpg)

>>228347

forgot pic

Anyway, onto tribes. This is a quick one, and is mostly lore.

There are 4 main tribes, and they're at war to find this unknown but powerful macguffin called the Cothica.

The Overworlders mostly look like animals, and are usually shown as the good guys. They're usually good at Water and Wisdom.

Underworlders are based mostly on demons/monsters, and are sometimes shown as the bad guys. Undeworlders are good at Fire adn Power

Underworlders and Overworlders particularly hate eachother.

Danians are an insect-like race that work together as a hive, and all live in the underworld. They're good at Earth and Courage.

Mipedians are lizard-like beings that live in the overworld desert and can turn invisible. They're good at Air and Speed.

Also, there are Marilians, who are lovecraftian horrors from the deep that are good at water. The tribes united against them and were able to fend of almost certain death from them.


 No.228352

That's basically everything


 No.228447

>>228352

Thanks for the explain anon. It was pretty interesting to hear all that. Unfortunately it was time for me to sleep half way through.




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