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/tradcardgame/ - Trading Card Games

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Winner of the 39th Attention-Hungry Games
/vg/ - Generally vidya but no longer only vidya generals
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File: 81f27a47f21e61a⋯.jpg (957.34 KB, 1166x1166, 1:1, Yu-Gi-Oh! ARC-V Image #190….jpg)


Talk about OCG/TCG. Share about your tcg ideas and projects.

Post your banners here!

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What would it take to make a new card game/TCG/LCG? I've been recently thinking about a new card game that doesn't fit the MtG, YGO, and Pokemon play styles. I figure if I manage to write down a concrete rule set and make some beta test cards, I can get the ball rolling, but I don't really know where to go after just having testing materials. Surely I can't do enough test play with just myself and someone else to get a good balance, and I don't know how game companies handle their printing and distribution.

I would also like it if this game felt like it describes some sort of world. One of the things I liked about Magic when I started playing is that it felt like the cards gave a glimpse into a bigger world and that playing the game only gave hints of a story. I tried to get into Force of Will (no one else wanted to play, but that's another issue) but none of the characters seemed cohesive. It was like random characters from mythology and fiction were just making cameo appearances in a world they had nothing to do with. How do I prevent that from happening when designing new cards?

I also don't want to pitch to a publisher if they are going to wrest control away because their twitter team said the game should head in a current year direction. I'm pretty sure that sort of shit hurts sales, anyway.

Any advice?

inb4 kickstarter

pic unrelated. I just think it's a funny edit


File: ba65e669ac3731b⋯.png (297.73 KB, 744x1036, 186:259, Card Template.png)

File: bbc5801c7c638c5⋯.png (152.91 KB, 744x1036, 186:259, Territory Template.png)

File: 04e53380d303b71⋯.png (43.1 KB, 1600x800, 2:1, playfield.png)

File: 0f437538806a3ba⋯.png (88.76 KB, 744x1036, 186:259, capture token and power co….png)

I want to print a bunch of cards on card stock and try out the rules I made in my head, but I don't know if I can design 50+ cards just like that. I'm shit at drawing as it is. I did make these crude things, however. Perhaps if I explain the rules and turn sequence, I can demonstrate the game.


>build a 50-60+ card deck (haven't decided yet. need to do balance tests, I guess)

>deck can only contain X amount of high value units

>can only contain Y amount of mid value units

>fill the rest to meet deck size requirements

>pick 5 territories to support the strategy of your deck, or hinder the strategies that are effective against your deck

>place the neutral territory card in the central territory column

>one player picks at random 1 territory from their pool to put into the shared territory zone. This player is picked at random and is considered the active player.

>other player, now the active player, does the same

>repeat so there are 5 territories, two from each player

Winning State: capture 3 of the 5 territories.

Deploy phase

>take top 10 cards from deck and add to your hand. if there are fewer than 10 cards remaining in the deck, add the remaining cards to your hand. Then, shuffle the cards in the Discard pile and place them in the Deck Zone face down. Then, take enough cards from the top of deck to make up the 10 total cards.

>If any cards exist in Standby, add those to your hand too

>Fill out the front and rear lines with only 1 card each for every uncaptured territory from the cards in hand. These go face down, and is done simultaneously with the opponent. Once you've deployed one front line unit and one rear line unit for each uncaptured territory, discard any undeployed cards. Once both players have deployed and discarded their units, proceed to the Battle phase.

Battle phase

>The previous active player was the one to place the 5thPost too long. Click here to view the full text.


I won't lie: I'm lost


>>15(still me)

>What would it take to make a new card game/TCG/LCG?

At least one year.

The balance of cards is the most difficult part to accomplish


>How do I prevent that from happening when designing new cards?

It's easy to make cards related. For example, you can make cards based on goblin, etc…

Show me proof about your bad drawing skills.

I don't understand the rally zone, the rear zone, and the standby zone too, can re-explain, please ?

Same with the battle system.


File: edbd3c54e3fc659⋯.png (92.74 KB, 1872x1180, 468:295, all deployed face down.png)

File: 052ae639943f862⋯.png (90.47 KB, 1872x1180, 468:295, resolving battle in middle….png)

File: b358fc40e19a2dd⋯.png (80.27 KB, 1872x1180, 468:295, resolving second battle.png)


Certainly. Give me 5 minutes in MS Paint. I'll start with the battle system since that takes place before rallying.

There are 5 territories, each with a front line spot, and a rear line spot. First pic depicts the playing field after all units are deployed, but before a battle has resolved. You deploy one unit (face down) to the front line at a territory, and one to the rear line at a territory. You do this for all 5 territories during the deploy phase from the 10+ cards in your hand. First few rounds/turns will only be 10, since units need time to rally, but I'll explain that later.

Second pic depicts the active player picking a territory at which to resolve a battle. In this example, he picks the center territory. Only the units at that territory are then flipped face up, and their effects are applied. Units all have an upper text box and a lower text box, for the front line and rear line respectively. If a unit is deployed to the front line, you only apply the effects in the upper text box, and if it's deployed to the rear line, you only apply the effects in the lower text box. A card might have identical text in both boxes, implying that it doesn't matter if deployed to the front or the rear, but mostly, cards will have different text in each box. This means players need to decide if that unit should deploy to the front or the rear, since he can't apply both sets of effects. I haven't decided yet if units in the rear line should aggregate their power rating to the total power that decides who wins the battle, but I'm leaning towards no, their power isn't counted. My reasoning behind this is that if a unit can have a high power rating, but a very utilitarian ability in its lower text box, which provides an extra layer of decision making if you can only choose between benefit now or benefit later.

Anyway, after all effects of the units at the currently resolving territory have been applied, aggregate all the power ratings on each side. The side with the higher power rating "wins the battle" at the territory, then puts power counters equal to the difference between the two power totals. For example, your total power comes out to 900, and your oppnent's total power is 500. You'd put 4 of the 100 power counters of your color (Post too long. Click here to view the full text.

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File: 53ad97b451e1b10⋯.jpg (114.71 KB, 575x1024, 575:1024, New pirate archetype AHOY ….jpg)


Skayfang brigade seems nice to play with. Also, I hope the vampires cards will ve at least tier X

What do you think ?

3 posts and 1 image reply omitted. Click reply to view.


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Are they serious ?



I'm also genuinely surprised, no one really thought they'd keep the name from the Japanese but lo and behold

Konami surprises us yet again



Yeah, the translation is sometimes weird. Also, I watched some videos about the new vampire archetype. It doesn't seem good finally.



Aye. Vampires seems kind of doomed to suck but I bet, with a bit of effort, you could get them to work again.

I am looking forward to that Cybernetic Horizon set and anything else containing more Trickstar support. Cybernetic Horizon will be pretty cool if for no other reason than the Demise/Armageddon support. That stuff looks cool.


13 get btw


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File: 0e590397fb6c430⋯.png (325.88 KB, 300x442, 150:221, C__Data_Users_DefApps_AppD….png)


>but I bet, with a bit of effort, you could get them to work again.

No. I checked all the vampire archetype and they practically all sucks. You have to pay LP to use an effect, etc… This is shit (for now).

Also, it is obvious that Konami wants to make Ritual monsters great again by making cards-search effect without a big cost or none. But it seems nice.

File: b1434b3f5380061⋯.png (671.31 KB, 441x640, 441:640, Slash_Draw_(updated).png)

File: 0eb8f0b4b5399e3⋯.jpg (77.45 KB, 341x500, 341:500, Destiny_HERO___Dark_Angel.jpg)


Trying to come up with a deck idea revolving around this upcoming card, Slash Draw.

"Discard 1 card; Send cards from the top of your Deck to the GY equal to the number of cards your opponent controls, then, draw a card, and reveal it. If that card is "Slash Draw", send it to the GY, and if you do, destroy every card on the field. Then, inflict 2000 damage to your opponent for each card destroyed this way. If not, return cards from the GY to the deck equal to the number of card sent to GY. You can only activate 1 "Slash Draw" per turn."

So far I've come up with a couple HEROs to use around it, paricularly with DHERO - Dark Angel being usable if your opponent has no cards on the field. Also, destroying four of your own cards at the cost of dealing 8000 damage (in the case where your opponent has nothing on board) is pretty great since, unless your opponent somehow runs a deck like Aromages, you're probably going to kill him.

also for fuck's sake don't abandon this board


whoops, meant to reply to >>1



>also for fuck's sake don't abandon this board

To make a board viable, we need people but they're all stuck on /tg/



steal them from /tg/

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