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Another Card thread (But this one's important!)
I've noticed that, if we are to make an actual card game out of what we've started, we really need to standardize the cards. While Vergil started that with his template, there's a big problem- none of the cards have a set of standards for their gameplay use. While Ghost pirate I thought had created a standard with his hp of 4, suggesting similar small numbers, other players came out and made cards with humungous hp! Obviously this is unacceptable. What we need is for someone to write up a set of rules for play of the card game.
I'd like to volunteer to write the gampeplay rules. Since vergil and shady seem to be the ones actually making the game I suppose it is important I receive their permission. So what do you say? |
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Good idea
but it has already been thought of :D Vergil has started a draft of the rules You can view it here: |
That is not to say that you can't help, I'm sure your help would be very much appreciated! Post and let us know what you like or dislike about the rules, what you would change, etc
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Shucks.
Well, at least it's started. |
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When I get someone to host the card, I will put it in my sig. |
Hmm, sounds too complicated to me. In my opinion it should be as quick and simple as the FF8 card game, rather than a standard TCG. Otherwise nobody will bother playing because it'll take ages just to finish a single game.
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Let's try to make this totally different while sticking to RPing Card Game
I was think these could be the different type of cards Charater Cards Kingdom Cards (knights/lords/pirates/etc) Spell Cards Quest Cards Bomy Cards Saler Cards (Jewel/Skop) Powerup Cards Item Cards Charater Cards is mainly are a leader type card which are able to start Quest cards. Also these cards allow you to put down other human/bomy cards like Kingdom Cards/Bomy/Cards/Saler Cards depending on their Level (i.e. I have a level of 5 and can place 5 human/bomy cards down) Kingdom Cards are your general figter card Spell Cards are capable of placing on Kingdom or Charater Cards to give them speical powers which t he card would state Quest Cards are the speical cards which give out tokens (tokens are used to power spells) when completing it. Quest cards could be a challage to make and to work with. But heres a basic one (Player 1 pulls out coin quest player 1 must get atleast 5 headsup out of 10 flips. Prize: 3 tokens) Bomy Cards basicly are defening type cards Saler Cards are what you can use to buy a token for having selling a chacater cards fish/mine/farm Powerup cards are a instant type card from magic but can only apply to your human/bomy cards Item Cards can be used once but stay with your charater card some items can be used more than once. of course this is my 2 cents for the cards in general |
MARLE!
http://vermain.homestead.com |
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Vermain's webpage is great!@ |
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I like Vergil's rules but they seem too much like MTG and too little like Graal. I drafted another similar set of rules based on his and I'll put them up as soonas I can!
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That is both complicated and good.
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OMG!@! GRAAL GO FISH~!!#@!
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Okay, this is my first draft of the card game rules. Very uncomplete, but it sorta has the basic vision I had, and it's a little less like Magic the Gathering with more Graal related stuff.
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First of all, I am not shockedfrog. 2nd, both of these game ideas are good, but only 1 can do. I still think the Graal version is going to be better. :D But we'll see when the time comes.
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I like it! now all i need is somebody to host my card, i just finished it!
MTG is the only halfway decent card game anyways, my card is based soley on it. however, the defence of the player should be 8, not 4, because the sword only does 1 damage, and for each heart there are 2 damages in it, do the math! |
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err, i dont mean to spam this thread, because it will be important i guess, but somebody please host my card, i forgot to put it up last time. pm me with the site when you have it up!
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for combat character cards should not beable to die but be put into a bed sort of pile (healing takes equal to amount of turns of its hp) The phases is way like Magic TG but with some edits (but then again Magic TG does have one hella of a turn system) Heres a sort of mana deal There are 5 different card types which are: Dustari, Samurai, Zormite, Underworld, Pirate you place down different structure cards which be used as a overall control type The Dustari Castle Card allows you to place 5 Dustari type cards during a turn, while at the same time the Dustari townhall allows you to place 2 Dustari type cards and so on and so forth Heres a idea of combat Player 1 attacks Player 2 with Stefan Card which is a complete RC in HP/Attack/Level (RC attacks are = to amount of other human/bomy cards you have down) and let's say Player 1 has 4 other player cards down Stefans HP/Attack/Level all equals 4 while Player 2 has a 2 Dustari Knight Cards and chooses to send both knights into combat (Dustari Knights are both HP/Attack = 2) Stefan attacks the first Knight and kills him with a extra 2 attacks left aswell as 2 HP left The second knight battles Stefan Card and Stefan and the knight die for the both had HP of 2 and attacks of 2. But lets try this Player 2 uses a King Asuka and attacks Player 1 just has a Underworld Demon Card (HP 3 Attack 2) Player 2 kills The Demon with King Asuka card Demon dealt 2 damage to Asuka's 14 HP and Asuka kills the demon with a 7 attack however there is 5 attacks left in the King Asuka's battle and hurts Player 1 down 5 HP from his 30? this is again my 2 cents |
i don't really want any stupid corny crahp like "RC powers" whoohoo... I like how Dante divided the class and turn phases i think i'll make a few revisions.
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RC is sort of the * type of unit in Magic TG
RC cards will and must be limited of course |
Well, it is similar to MTG, but different. For example, MTG has nothing like Graalian cards, and we don't divy up elements like that game- at least, I hope not.
Admittedly, fighter and NPC cards are about the same as we've seen before but lots of card games have cards like that. I'm just hoping that this little draft will prove me adequate for helping make a set of rules for the game. |
I am da master of MTG!!!!!
i have a pre-release foiled avatar of hope from a pre-release tournament i went to, but i dont play MTG anymore but i am still good at it. |
I suggest that we have 154 different classes of cards. These each have a different aptitude on different types of land, and there are 43 different types of land. These won't be written down anywhere so you'll have to remember them.
Next, the play will go as follows: As the game starts, one player tosses a coin. If that coin comes up heads then the player goes first, EXCEPT if the other person's name starts with a T or if it is a Sunday. The starting player chooses from one of his cards (the total amount of playable cards varies, based on what kind of mood Stefan is in on that day. Happy=53, Medium=42, Sad=35.2). Then he can choose to use that card in one of seven ways. First, he may count up the black pixels on it and multiply that number by his total online time in seconds, divided by how often he has eaten pineapple souffle in his life. Then he looks for the word in the dictionary with position equal to this number. If this word is considered to be l33t enough by the grand card masters (who must oversee every game) then the player may damage his opponent. This is done by taking the first person's age, deducting the second person's number of cats and adding 4.84. Finally, that number is discarded and replaced by "2". This is the damage done by the attack. Second, he may stop, look at the rulebook in his hand and say "This is extremely stupid". He may then go and slay whoever thought that complicated card systems would be a good idea, and devise a new system to replace it. After claiming worldwide victory with his nice 'n' simple game, he may assume himself to be the victor. Third, he may... Etc, etc. Do you see my point? |
But I made the rules pretty simple...
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I'll admit that I haven't actually read yours so I may be way off the mark, but others before it have been pretty complicated. We should go for something quick and fun rather than follow the traditional mould. FF8's game was a prime example. You played one card in one of 16 positions and then simple rules decided which cards beat which. This system was brilliant and addictive, and didn't lead to 5-hour games. Newbies should be able to learn the rules in seconds, and not need to spend ages reading a rulebook.
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Actually, there were only 9 positions, hence the name "triple triad."
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Heck, I'd like it if it were more like TT but nobody made their cards that way. I just made my rules similar to Vergil's.
Furthermore, a simpler game would be easier to program. |
*hits own head*
Yeah, well, even better. Is it possible that I'm thinking of FF9? |
We should spend a lot of time thinking about it and come up with an original system. Something short, simple and playable, and ideally one that can use the current card template. Hmm...
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I think the way I make my cards are best way
+ what does AC mean? |
Armour class, perhaps?
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When I put AC in my card I meant Armor Class.
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Just make some very very cool rules, and people can make new cards to accomidate them :) Oh and I think the card template should be enlarged cause it is too hard to read in its current size. Here is an idea I had. Each player starts the game with 3 character cards in play. One "Lord" card and two "followers" (the lord has magic and can cast spells, etc, the followers can be just about anything else but they don't cast spells) Your goal is to find all four Graals before your opponent. So you are kinda on a crusade. That is all realy so far O.o I haven't though much beyond that. Basically the theme is, instead of you vs. your opponent directly, it is more of an indirect thing. You are both striving for the same goal, so it is sort of a quest emulation. Maybe you draw 'obstacle' cards. Some times it could be a creature, or an avalanche, etc. I dunno just a random thought :p |
Cards are so un-hip.
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