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It lives again!; Abandon all hope all ye who enter
Topic Started: Nov 22 2005, 01:15 AM (3,163 Views)
LuppyLuptonium
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Transcendent
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If you want to eliminate cratures, then do so. Make them like one shot summons.....

I play a Jogurt with the card "exrtremely long suommoning sequence" That means i attack and you twittle your thumbs while I take another turn
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Drekal
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Birthday Ninja
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No...I like the idea of having the characters.

I'm getting close to having some kind of layout for the game, but one thing keeps bothering me. How do we limit the playing of the characters? What payment is required for the more powerful ones?
That which holds the image of an angel...
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Amy: You do have a plan, don't you?
Doctor: Of course I do!

New Objective: Think of a plan.
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Spriteless Girl
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Sage
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You have to have a signature/avatar belonging to such a character out... and you have to spend cards to keep them out. Perhaps the ultimate characters require banishing some 1 per deck cards from the game (not just to the graveyard or discard or whatever exist) to use for a short time.

Or they can be directly targeted to destroy player health. That would make them risky.
Hey, the comic seems to be updating kind of regularly. Maybe we should vote to spread the word.

Cyrus
 
Thanks, spriteless. You're a boon to humanity!
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mordain
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Codewalker
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Limit the number of characters you can have based on Avatar.

Like... assign each creature a value of some sort based on strength, and you can only control a number of creatures with a combined value of less than or equal to your avatar's insanity (or some other stat).
Live and learn - or die and teach by example.
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Alan Bates
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Drek, did you look at the Overpower stuff I posted a while back?
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Iyestorm
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Sage
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I'm not saying we should get rid of creatures entirely, I just think the game should focus on the Heros. The avatars. Ya know... Us. Everyone chooses an avatar for their main avatar, if that one dies it's game over for you. Or something.

...or did we already cover that.
Dr. Wiley has surrendered. Mega Man has saved the planet from destruction. But will it last!!!

"Think about it, mate: legends! When has a legend ever not been true, huh? HUH?!"

--Marine, Sonic Rush Adventure

"Good Morniii--AGH! I can't do it! I don't wanna be cute! I wanna be a boy!"

--Ouran High School Host Club; Haruhi's English Voice Actor messing around.
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LuppyLuptonium
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thst leeaves us with just theme decks then...... i've played games where that has worked.... Knights of the Dinner Table: Hack beng my favorite... it was a dungeon generator on crack...
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femmesimonbelmont
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you know you love it.
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I like Mord's idea.
Fits in with what I was thinking.

Also I think IM/WM penalties to play more powerful cards could work in addition to that.

So you get a more powerful card, but you can only play it if you're at a certain percentage, and the turn its played maybe, it will dock your percentages.

I dunno'. Maybe it's not such a great idea after all.

I really need to re-read page four. I just haven't had the time to comb over all those ideas.

Alan-- I can't speak for Drek, but I liked the basic system of the overpower deck to an extent...
but I still think from scratch is best.
Mrs. Limburger : Crashing, and banging, all kinds of weird noises. Howling, moaning, frightful grunting, things falling out of closets, all over the place!

Peter : Sounds like my weekend.
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"Eat if you're hungry...punch if you're mad...and then... when you're wearing glasses, PRETEND TO BE INTELLIGENT!!" -- Masaru Hananakajima

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mordain
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Codewalker
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I stole it from the FMA card game...

But as for a penalty...

Okay, I have to steal some terminology... using 'command' as the stat of the avatar card that determines how many creatures it can control.

Say your avatar is Just Jon, with a command rating of 5. You play the "Linedancing Squirrel" creature card, which as a cost of two, leaving Jon with three points of command to summon other creatures (but not again this turn; only one a turn allowed.)

For that turn you can use it as you want (or there could be some sort of 'summoning sickness', in which case the next turn would be the free turn), but after that you either have to pay some sort of cost, or sacrifice the creature. Possible costs include taking a hit to your sanity/willpower, or increasing your insanity, or possibly increasing the command cost to keep the card out (meaning that it would be worth three points, and thus leaving you with only two left to play any other creatures.)

For that last one, another way to work it might be that the creature gets more powerful the more turns you keep it out - because eventually you'll be forced to sacrifice it (when the command cost is greater than the command rating of your avatar).
Live and learn - or die and teach by example.
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Drekal
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Birthday Ninja
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Yeah Alan, I did briefly look over the, uh, Overpower stuff.

Anyway, sorry. Had to do stuff today, so I didn't get as long to think on this as I would have liked.


So, here's the basic rules as I currently think they might work.


Stat names are subject to alteration at your suggestion.

First, each player does standard stuff, like selecting their avatar and playing it face down, shuffling the decks, deciding turn order, and then drawing five cards.

When a player takes his/her turn, s/he flips over the avatar. Players may not attack a player that has not yet taken their turn.

From that point on, play goes as follows:

Draw phase: Player draws the top card of their deck and adds it to their hand.
Main phase: Player places cards as per the following rules.
1: Total "Spirit" of characters under control cannot exceed the avatars Insanity stat. If you play a card that makes the total spirit greater than your avatars Insanity, destroy characters on your field.

2: You may equip the characters with "Post" cards. Each character can be equipped with one such card. When the equipped character is destroyed, return the Post to your deck and shuffle it.
The "Post" cards spirit may not exceed the Insanity of the equipped character.

3: There are no limitations on the other types of cards you may play.

Battle phase: The turn player selects one equipped character, and then declares battle. The opponent chooses which character on their own side of the field takes the hit.

Take the attacking power of the equipped "Post" card, and compare it to the willpower of the target. Should the attacking power be greater than the willpower, then the target is destroyed, and the difference is inflicted to the opponents Life.

We need to elaborate on the battle rules more later.

Then there is a second main phase, which follows the same rules as the first.

End Phase: Discard cards from your hand until you have the hand limit or less in your hand.



Thoughts?
That which holds the image of an angel...
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Amy: You do have a plan, don't you?
Doctor: Of course I do!

New Objective: Think of a plan.
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Drekal
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Birthday Ninja
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Uh, yeah. I posted the rules above.

Just to let you all know.
That which holds the image of an angel...
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Amy: You do have a plan, don't you?
Doctor: Of course I do!

New Objective: Think of a plan.
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Iyestorm
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Sage
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Is avatar switching allowed if the avatars belong to the same character? IE My Avatar Evolution idea?

Post cards? Like, give me an example of how those work/what one of those might be, although I think I already know. Just want to make sure. You say they're equippable. Are they unequippable? Or something?

What kind of stat is "spirit". I mean that question literally, it's not an insult. It seems like a "cost" of sorts, but not.

I'm pretty sure you were gonna get to this one later, but I'm keeping you on your toes here. What if the attacking power is less than the willpower?

What about Signatures?

Overrall, I like it. But I wish for my questions to be answered!
Dr. Wiley has surrendered. Mega Man has saved the planet from destruction. But will it last!!!

"Think about it, mate: legends! When has a legend ever not been true, huh? HUH?!"

--Marine, Sonic Rush Adventure

"Good Morniii--AGH! I can't do it! I don't wanna be cute! I wanna be a boy!"

--Ouran High School Host Club; Haruhi's English Voice Actor messing around.
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LuppyLuptonium
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Also how is insanity raised.... There are many people here who will have naturally high insanity, Jogurt, Newb(if he makes it), and then there are the willpower machines Alan and FZ....

Also there seams to be a joy/rage relationship going on on this board. I know this has nothing to do with the card game as of now, but I just want you to keep that in mind... especially for characters like Mecha V, Mordain, Immolation, Forever Zero, Carmichael (when provolked) are all characters who I can see having a strong rage, as apposed to Jon, MFD, Luppy, Femme, Drek, Veemon, Big... all of which seem to have the Joy thing going on most of the time.

I know it's nowhere in your rules at the moment, but it is an interesting relationship if you need afew more stats. Then again you could also rate us on the SNES scale too.

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Drekal
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Birthday Ninja
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Yeah....that is an interesting thing to notice. We could probably use that somewhere.


What do you all think?


Also, yeah, I didn't want to define exactly what happened in battle then and there. I made this thread so we could discuss this stuff.
That which holds the image of an angel...
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Amy: You do have a plan, don't you?
Doctor: Of course I do!

New Objective: Think of a plan.
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mordain
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Codewalker
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You could have Joy/Rage be like a 'color' of card.

Each avatar is either joyous or rageful, and has a certain default rating. Effects can increase or decrease the rating, and maybe even switch ('Overstocked on Pool Tables' would increase Car's Rage, but 'Random Artwork Post' would decrease it and possibly switch him over to Joy, like maybe if its 'Random Cheesecake Artwork') which one they are...

I don't know what that rating would be used for, tho'.
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LuppyLuptonium
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Well I have seen many goals in card games... In Fruits basket, you try to become friends with eveyone.... then get bored and play solitare. In magic you kill your opponant, In KoDT:Hack, you hunt for the inner hand of vectra, use it, then get to an exit. Now this message boars has people with weird goals.....

Possably getting the highest postcount is one option for a main goal, Destroying ones psyche is another, but I think the best goal for this game is just Leaving everyone speachless.... Everyone has their own method of that, and i'm not wearing any pants.
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Drekal
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Birthday Ninja
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Ya know what the fundamental problem here is?

We seem to be trying to define it all without any concrete basis. It would have been more logical to define a set base, such as payment and then build from there, not sorta tack bits together to see what fits.
That which holds the image of an angel...
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Amy: You do have a plan, don't you?
Doctor: Of course I do!

New Objective: Think of a plan.
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mordain
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Codewalker
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Okay.

Insanity as attack power. Alternately, the 'command cost' for creatures you control.

Willpower as defense.

A maxiumum energy to play cards per turn, either a separate stat or the sum of the above two, or a cumulative thing acquired each turn, or both.

Signature cards would function like Enchantments in Magic, having some sort of perminant effect (altering your own/your opponent's insanity/willpower, giving you energy each turn, powering up creatures, etc. Signatures would either cost energy, or you'd start with a zero-cost signature and upgrade it as the game progressed, or you could start with a signature for free but be able to switch it out.

The problem isn't that I have ideas, it's that I can't choose which ones to tell you.

edit: as for a game-winning goal... I'd say either reduce your opponent's willpower to zero, or acquire a certain postcount.
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Drekal
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Birthday Ninja
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Yeah, it's funny like that isn't it?


But Luppy does raise a good point. Having a variety of different victory conditions sounds....appealling to me a little.
That which holds the image of an angel...
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Amy: You do have a plan, don't you?
Doctor: Of course I do!

New Objective: Think of a plan.
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mordain
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Codewalker
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I edited two in just before you posted...

Victory conditions:

Reduce your opponent's willpower to zero. Namely, break their mind! Attacking would reduce willpower, and other effects could directly raise/lower it.

Acquire a certain postcount. Posts could be acquired by attacking (gain posts = insanity) or playing certain cards that would cost energy (Rar Thread Post - Postcount +1), etc.

During an attack, both the defender and the attacker would have the opportunity to gain postcount. The attacker based on insanity, the defender based on willpower.
Live and learn - or die and teach by example.
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