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I am trying to make a stupidly complicated for the sake of being complicated card game for fun.

I have the basic rules, which involve a complicated set of ante, die rolling, HP, and battle phases/card types, but am looking for more annoying ideas to add.

Anyone have a dumb rule/ card ability/ something from a TCG they play that annoyed the fuck/made the game last longer than needed/ complicated the game for them?

>and yes, I will post the complete rules on /tg/ to laugh at when its finished
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>>39223252

Have multiple agendas, secrets and hidden information which impact play. I'm reminded of the Study in Emerald board game, in which you could either be a Loyalist or Traitor and your agenda was hidden from the others but it was REALLY OBVIOUS who was what based on how they had to play.
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>>39223286
So your faction you pick in the beginning impacting all future card choices, and hidden information like MtG's morph, YGO's facedowns/magic/traps, and duelmaster/pokemons shields/prize cards?

I had a bit of that, but I could definitely push it further.
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>>39223252
The picture reminded me of one of the old yugioh video games- make all bonuses and penalties percentages rather than straight numbers. Make the players stop and do math, and then keep track of it. Brownie points for coming up with more complicated formulas instead of just straight +/- percent
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Add things that depend on external but objective factors: month/day/hour, if you are indoors or outdoors, if one player is older than the other. Go into minutiae for extra annoyance.
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>>39223252
make cards that reset the game or do so to some extent
also do make rules strict and thorough but lacking explanation at some very crucial but rarely happening situation in a way that would basically make the situation impossible to cope with and continue the game
you can also randomly include stuff like: your opponent has to organise his cards alphabetically, that do not interfere with the situation on board, or in a way that they do, like "if, after his initial organisation, at least one of his cards is placed in the wrong order and remains like that for 3.14 seconds, you may draw a card" or something
and do include "may" at every choice that player can make, "you may draw a card, you may target the opponent's creature and then you may deal 2 damage to it", actually make it may may may
make combat as sophisticated as possible with multiple variants of it according to the situation on board
add even more card/creature types with bonuses to their kin but don't ever make it so that using that bonus would be actually beneficial enough to build a deck around them
when assigning damage if the formula isn't polynomial equation requiring to draw at least 3 various graphs of functions then you need to change it accordingly
will post more should I come up with any other ideas
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>>39223385
right now I have most of the attack/HP on cards being determined by die rolls, where each card gets a HP amount of initial die roll, and attacks are based on random die rolls. Mostly to force multiple rolling of die, and high/random numbers of HP to prolong the game and force players to write down individual card HP. Some cards roll d6, others d20, and I plan on doing some dumb stuff like some rolls require really random die like d100 etc.

I love the idea of percentages and halves instead. Maybe something like 'if this card is attacked, divide the mean number of die roll before continuing' and such?

This is a table top, and I am not a smart person (math wise), so if you could expand that would be great.
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>>39223495
good ideas, adding.
>>39223502
brilliant, and I love all of it. Particularly the location on the board and alphabetized stuff.
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>>39223532
>>39223502
make them roll for armour and come up with various types of armour and maybe assign dmg like that
dmg=(atk-arm1)+(atk-arm2)...
make units have more than 1 possible attack, like " 'tis an ogre, it attacks k3 times during a turn" "this is Kenshiro, he attacks k20+6 times during a turn"
arm1 and arm2 and so on are armour throws
you can use this
knight Clark wears a pl8 armour with 8 armor value -> that means you insert (d10, but max value is 8, so 9 and 10 count as 8) as his arm1 and throw in this manner for arm2 and so on
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>>39223685
when typing "k3" and "k20" I meant the dices since polish "kostka"=dice
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>>39223685
I do have card type subtype that is armor, and all cards have 'icon' abilities that refer to the use manual (so the cards don't end up clogged looking, but the rules themselves can be expanded to a drastic way- I want at least 20 pages of different icon abilities, and 20+ semi-'explaining' how interactions between them work).

Only thing I dont understand:
>tis an ogre, it attacks k3 times during a turn

What is the k3?

I like the rest- particularly the
>dmg=(atk-arm1)+(atk-arm2)..
>knight Clark wears a pl8 armour with 8 armor value -> that means you insert (d10, but max value is 8, so 9 and 10 count as 8) as his arm1 and throw in this manner for arm2
ideas, as it would force not only going through the icon bible, multiple times, but also rolling and doing math.
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>>39223811
as I stated earlier, in polish dice is kostka and we shorten it just like in english so it's your plain old d3 - non-standard dices force players to state how they are rolling them, it can be d4 rerolling 4, d6 as "1 2 3 1 2 3" or d6, divide by two and round up
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I'm off, don't let this thread die op
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>>39223910
sorry, I had posted that before seeing
>>39223736
due to not refreshing.

yes, non standard die are something I want to be necessary.
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Make the card's names impact the game:
- counter target 'spell' with less letters in its name then this cards.
- destroy all cards that start its name with a specific set of letters.
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>>39223937
thanks for your help anon. I won't- this is going to take some time, and is the second thread I have made about it (the first helped me to get the basics of where I wanted to head, now I am trying to expand the confusing parts now that the bare bones are laid out).

I'll be around, and post the rules PDF in the future.

>>39224052
love it. great ideas for icon (keyword) abilities
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"Destroy all cards without a dragon in the card art"
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>>39223532
You could say your equip/instant/whatevers that give a bonus, instead of "+5" or "+200" it'd be an increase of, say, 30%. That's applicable to die rolls, thankfully. So if health is "2d6+3" you can tack on the 30% bonus as well (so a roll of 7 would give hp 10, multiply by 1.3- health of 13). Of course, you'll get all sorts of fun decimals to keep track of a lot of times. Your dividing the mean thing would work fine- it's all about the extra steps (and quite possibly forcing them to use a calculator)
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>>39223252
>card ability
Have a card that states flavor text is now rules text. Have the players sort out what that exactly means per card.
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>>39224247
while funny, I would need a way to make it work. I want a complicated game- not necessary unhinged/unglued fan addition if that makes sense.

>>39224218
I like the percentage idea, would make games last even longer, particularly when a creature can survive off .5 HP

>>39224161
like it. all cards have
>card type
>creature type
>alignment
>elemental type
>gender
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>>39224218
Oh! Even better if you just have a formula chart so you can work in more complex stuff. Like, a card may say something like "Your opponent destroys the top X cards of their deck, where X equals the result of formula 7" and a chart with something like:

"X= SQRT{2[a-b]^c * [d(-5*e)/-(f^2 +g) (rounded down) where a= the number of cards in your opponent's hand, b=the number of cards in your hand at the end of your last turn, c=the number of different card types in your opponent's banished zone, d= the number of permanents on your opponent's side of the field with a CMC greater than c" etc. You get the idea.
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I remember once a friend of mine was trying to make a system with realistic 3D combat and between turn 2 and turn 3 we lost two hours to advanced triganometry, so something that forces them to track the altitude of any creature that flys, and maybe some kind of check to see if it is manouverable enough to attack another flying creature without crashing.
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>>39224490
>>39224542
god damn it, I wish Iw as better at math. Both of these are awesome sounding, and will force me to figure it out (at least in relation to putting it in the rules).

>track the altitude of any creature that flys
HAHAAHAHAHA
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>>39224473
>yfw Yugioh actually has card type, creature type, elemental type, and occasionally an additional type on top of that (harpies, XYZ, cartoon monsters, etc).
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At some point players get 6 numbers. There is a whole book of charts.

The first two numbers are used with the first chart to get a chart number.
The second pair of numbers is used on the second chart to get an x axis value
The third pair is used on the third chart to get a y axis value.

Players then go to the chart numbered from the first pair of numbers, use the x and y axis values to look up a result. A result which can include things like: Increase the first, third and fifth numbers by two and do the lookup again.
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>>39223252
Every action must be narrated in a spanish XVIII century poetry.
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Bizzaro world from VS system should be in your game.

It was a card which had different rulings every day and it's text stated to check the website to see it's current effect.
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>>39224572
I can't speak to advanced trigonometry, but they have online algebraic calculators you can use if that would help, even if it means you have to break things up into multiple steps just to make it easier on yourself. (A good graphing calculator is another good way to go)
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>>39224609
the game is being made for a zine/fun, and will parody yugioh/MtG/Pokemon somewhat.

>>39224633
I can work with this, thank you.

>>39224680
funny, but its not unglued.

>>39224686
>to the website
man. yeah, like here
>>39223495
I want to incorporate something like this, but not get too much 'unglued/unhinged' vibe. A little is fine..

>>39224761
I have a T-9 somewhere...It might even be fun to have the steps/formulas in the rules, long drawn out explanations.
>I never took trig, and my last math class was something like 6 years ago
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you can swap cards for HP
you can choose to attack dead creatures to over kill them to remove them from the game
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>>39224761
To be perfectly fair I would not recommend including the actually trigonometry, as you can not fully appreciate the sadness of being one of three grown men who is wasting their day off huddled around a scientific calculator and a bad three dimensional diagram drawn on a pizza box until you have lived it.

That being said there is plenty of room between "Flying is a boolean tag" and "Advanced spacial mathematics" that you can stick rules for flying to render them needlessly overly convoluted.

Also maybe stick in a formula that calculates how much the locals in the area your giant monsters are fighting it out in hate you. Some kind of slowly increasing chance that a pitchfork wielding mob are going to show up and start attacking both sides until you take your fight somewhere else.
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>>39223252
Have players be able to attack / damage ANYTHING.

That is, I can attack:
My opponent's creatures
My opponent
My opponent's equipment
My opponent's spells
My opponent's enchantments
My opponent's hand
My opponent's library
My opponent's graveyard
My opponent's battlefield
Etc.

And have differences in combat, ranging from minor to significant, depending on what you're attacking.
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>>39225008
as a math person, what formulas would you recommend? The idea of altitude/ 'super flying' is funny, and could be applied to other areas as well (like burrowing/ swimming/etc).
>needlessly overly convoluted
what I want actually.
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>>39225072
;^) thats a part of the game already.

oh, also, because it may help:
>all cards have a 'gold' cost
>start the game with X amount of gold
>you can win the game with X amount of gold
>gold can buy other cards/ 'bribe'/steal opponents cards in play
>certain cards 'mine' 'steal' 'sell' gold
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>>39225083
Maybe your flying creatures have the option to change altitude up or down by a certain amount, but add a check based on the difference in altitude between the attacking and defending creatures to see if you fuck up your swooping and crash.

Then you have to choose weather you want your bird/plane/dragon in the fray or high enough above the fight that it can't be hit by attackers with projectiles but knowing that you can only garentee being able to use the damn thing to attack or block once with out it fucking up and crashing.
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>>39225217
Excellent. Make sure to have at least five to ten resources.

Gold: just said
Energy: also used to pay cards, or to activate cards or help pay for player powers
Stars: used to pay for player powers and to fund your deck (you have to spend your starting stars to put some cards in the deck)
Crystals: you can only spend as much energy in a turn as you have crystals
Production: you increase production with gold. your level of production determines how many crystals you get every turn.
Action Points: determines how many actions you can take per turn, you can 'burn' an action point to get an extra action if you've used all your action points that turn
Destiny: must be spent to do anything that involves luck, including drawing a card
Motivation: must be spent to move cards from one zone to another, or to get a card to do a basic action, such as attacking or blocking

Etc.

Also, try to make sure there's lots of book-keeping. I'll post an example in the next post.
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>>39224473
Photoshop shitty pictures of dragons into card art, just to fuck with that rule.
Make them shitty enough that
its difficult to tell if it's actually a dragon or something else, requiring many errata confirming of its a dragon or not, according to your whims.
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>>39225350
brilliant, and added. how would I determine the altitude/crash rate? I immediately go to die rolls, but how can I incorporate some formulas into it?

>>39225453
>the game is actually just a tie in to a zine as im an autist and its more about the comic they will come in.

>>39225410
I have some of these, great minds and all that. Will expand on them however. Production and motivation are the more interesting- already have action points.
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There is a rule specifically saying that if your opponent gets angry enough to flip the table, or one of several other things, then you automatically win.

Make this rule hard to miss. Take several pages just to be specific about what does and doesn't qualify as winning by making your opponent angry.
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>>39225410
When building a deck, you choose an initial faction. You can add more factions to your deck by consulting the Faction Wheel - to add a faction, find its distance from your current faction on the current wheel, this distance's number being called N, and find the Nth Fibbonaci term. (So if it's three spaces away on the wheel, it costs 1, 1, 2 stars.)

If you wish to add another faction, you continue the Fibbonaci sequence, from the last term of the previous cost.

When determining distance, if the faction is not equidistant from both directions, alternate whether you use the longest or shortest distance. Determine whether you start with longest or shortest by consulting your starting faction's details.

Now that you've determined your factions, it's time to add cards. You can have 3 rares, 9 uncommons, and 18 commons in your deck. You can add another rare by adding 5 commons to your deck, and another uncommon by adding 2 commons to your deck. However, some cards have abilities called Optimize, which lets them remove one common from your deck by being included in your deck, as long as you remain over the minimum deck size.

Some cards also have Limit, which means you can't have too many of that card in your deck. They will note they have Limit, but not what their Limit is - that's noted in the errata. (By the way: lots of card should have errata.)

To determine your starting Gold, count up the number of uncommons and rares you have below the maximum (12), and then add the 9 minus the lowest costed common you have. Your starting Energy is equal to the greatest Energizer card in your deck.

(Continued in next post...)
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>>39225556
this is funny, but I already have the basics of the game down, and its more of a print and play/ box game of 104 cards atm. So no rares/uncommons/etc.

>>39225552
funny, and added. I do have a few rules about the ante cards, where if a player loses ante cards they can play best 2 out of three, but have to ante half their deck first. Also, you can play without ante, but youve sold your soul to satan and are a lil bitch.
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>>39225556
Deck contents are public knowledge - at the start of the match, you reveal your deck's cards one by one, for ten seconds each. This is to prevent cheating and circumventing the rules of deck construction - it is up to your opponent to verify your deck is legal.

During Revelation, if you reveal a card with Conceal, you can stop revealing your deck at that card. (That card remains revealed for ten seconds.)

If your deck contains ten or more cards with Conceal, then you do not have to reveal your deck at the beginning of the game. However, to prevent cheating, if you play ten or more cards in the match with Conceal, you immediately lose the game. It is up to your opponent to call you out.

If your deck is Concealed at any point, the rest your deck's contents must be verified as legal by a third party.

Some cards are Vehement. This means if you include that card, you cannot include any cards they feel Vehemently about. Most cards have a constant Vehemency, but some are variable depending on your deck's contents. For example, Wandering Paladin is Vehement towards the least commonly referenced card type in your deck's text. On the other hand, Contrary Sorcerer is Vehement towards the Faction that appears most often in the rules or flavor text of your deck.

The last deck-building rule is Group. Some cards form a Group - if you have a Grouped card in your deck, you must have all cards in that Group in the deck. Cards do not state the other members of their Group, just that they exist in a Group. (It is obviously in the errata what Group they're in and what cards form that group, of course.)

Alright, now that deckbuilding is done - except for corner-case mechanics, of course - the game truly begins. We will now go over some of the basic bookkeeping of the game itself.

>>39225619
Too bad, I'm on a roll and I can't stop.

(Continued in next post...)
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go full munchkin mode and allow cheating if not caught
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>>39223252
Make a dozen armour and attack types, each one with different defence/damage value.
Pic related
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>>39223252
have very esoteric situational rules that players must consult a rule book to make use of that require lots of happy accidents (basically a real version of destroying dark castle's ring)
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>>39225647
Some cards have Threshold. You can only play ten Threshold cards normally in a game - if you attempt to play another, and your opponent calls you out, you lose. Threshold cards are returned to your deck when they leave the battlefield. You can sacrifice a Crystal to play another Threshold card beyond seven, but only before you play the card - you cannot do it after, as that's cheating.

Many cards will create enduring effects - ones that last for multiple turns. In addition, some augment other cards' stats for indefinite periods of time. To remember these effects, post-it notes or notebooks are recommended.

Some cards affect areas of the table. An unstated area is a circle, with radius equivalent to the long-side of a card. Otherwise stated areas' dimensions - such as square, field, tendrils, and so on - are noted in the errata. Any card touching in an area is 'grazed' by it, and any card wholly within an area is 'contained' unless they are flying at an altitude greater than the radius of the area, in which case they are not contained. If they are flying at an altitude lower than the radius of the area, then they are grazed, but not contained. Contained cards also count as being grazed, unless they are armored, in which case they are merely contained.

Counters are referenced often in the game. Some counters are used to mark currency or improvement. - for example, charge counters. Other counters are used to count things - for example, timers, or trackers. Other other counters are 'countering', a verb that means to prevent a card from being play. There are also Counter cards, a card type that can only be played when an opponent is playing or has a card of the same non-Counter type in their deck. For example, a Counter Creature - Ghoul can only be played if the opponent has a Creature - Ghoul in play or in their deck. In addition, counter is also an area - see the previous paragraph for information on areas.

(Continued in next post...)
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>>39223502
>and do include "may" at every choice
'must' is much more difficult tho,makes a lot of cards unusable the majority of the time
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>>39223532
>right now I have most of the attack/HP on cards being determined by die rolls, where each card gets a HP amount of initial die roll, and attacks are based on random die rolls. Mostly to force multiple rolling of die, and high/random numbers of HP to prolong the game and force players to write down individual card HP. Some cards roll d6, others d20, and I plan on doing some dumb stuff like some rolls require really random die like d100 etc.
make sure strong cards allow for rolling multiple oddly shaped dice and include vocabulary like Sum and Product
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>>39225798
Some cards measure time - for example, Cooling Elemental is burning for 30 seconds, and if it attacks within that 30 seconds it deals 2.5x damage. To measure time, a stopwatch or a counter (the title of the person who keeps track of time verbally, not the same thing as a time-counter (stopwatch)) is recommended.

Some cards have you make decisions before they are placed in your deck. If these are Permanent Decisions, you write it on the card. If they are Temporary Decisions, you write it on a post-it note or notebook page, title it with the card's name, and then keep it hidden from your opponent until that card is played. If you have multiple copies of that card with Unique Temporary Decisions, then they can have unique decisions, despite their same card name - in this case, marking the card with an identifying symbol (called a 'counter') is recommended, as long as the mark does not aid in detecting the card while shuffling. Lastly, there are Constant Decisions, which are marked when the card is played.

Many cards have triggered or conditional abilities. These abilities are usually clear, such as "When three or more of your Servos are rotated 45 degrees, this permanent counts as engaged even when it is not", but sometimes their conditions are unclear or reliant on another card's conditional condition. When another card's conditional nature is referenced by another card, refer to time-stamps - post-it notes or other forms of note-taking that keep track of when cards were played. The earlier a card was played, the earlier it is resolved in matters where two cards are reliant on each other. These notes, time-stamps, are also referred to as timing-counters.

Some effects stack - for example, changing power with an addition or subtraction, and then making power an inverse, that is, 1 divided by power. To figure out which one is applied first or last, refer the effects' source's timing-counter (time stamp).

(Continued in next post...)
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>>39225798
>grazed
>contained
holy fuck that paragraph was something else
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>>39225539
I'd say probably some kind of dice roll with a look up table of your altitude vs theirs for the difficulty of the check.

For added fun give flyers a maneuver rating that determines what kind of die they get to roll for the check.

If you're feeling sadistic make the difficulty values look like they go off a logical progression but have some values randomly not fit properly so your mathematically minded players waste hours trying to work out what the hell kind of formula you used to calculate the difficulties in the first place.
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I'm curious about your game OP. When we are seeing a beta release?
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>>39225930
Many effects contradict or conflict with each other. For example, Plasmatic Man makes your creatures able to attack two zones in a turn, but your opponent's Well-Made Guard prevents your cards from attacking two or more zones in the same attack. Which one supersedes the other?

In cases like this the player who spent the least Stars in deck construction has their effect counter the other effect. However, the other player may pay Motivation to lower their Star-Spending value momentarily, to tie or beat the other player. If the two players have the same Star-Spending value, then the player with the smallest minimum deck size is the winner of the effect-counter contest. If the two players have the same minimum deck size, then the player who sat at the table first wins the effect-counter contest.

The battlefield has many zones, which are important to the considerations of quite a few cards. The basic zone is the default battlefield where most cards stay. There is the Attacking Zone, where attackers go, which is further delineated into Attacking Routes, depending on which zones the attackers are attacking. The Blocking Zone is for blockers, but does not have Blocking Routes - blockers are able to block attacks from any Route, unless otherwise stated. Instead, the Blocking Zone is divided into Regiments. The number of Regiments you have is determined by the number of Routes your opponent is attacking from, added with the number of Commander cards you have. Each Commander card serves as the Commander of a Regiment automatically, and other Regiments will automatically be lead by the card that is closest to a Commander by their set number. Regiments can have a number of blockers in them equal to their Commander's Command value, and in the case of Regiments lead by a non-Commander, their Command value is equal to their rarity - common=1, uncommon=2, rare=3. If they have changed rarities, refer to the rarity they were first printed in.

(Continued in next post...)
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>>39224161
>"Destroy all cards without a dragon in the card art"
"players are allowed one sand timer duration each to argue and agree to the exact definition of 'dragon' as used in this context. If agreement cannot be reached, an arbitrator may be summoned"

>rulebook section7: part D4: arbitration
>when rules require, players may agree to jointly summon an arbitrator. To do so, players draw a card from the 'arbitration' deck and follow the rules shown.
examples include 'flip a coin' 'play rock/paper/scissors' 'the youngest player wins the argument' 'bring in a third party' 'forget about it' etc.

make sure play requires multiple decks and the participation of as many bystanders as possible
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reading this thread makes me understand where mad scientists are coming from.

its not mere insanity, but curiosity, morbid, overpowering curiosity.
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>>39226123
During an attack, attackers may move into other Routes after the Blocking Regiments have been formed, based on what attacker type they are. Scouts can move any number of Routes, Soldiers can move 2, Knights can move 1, and Elites can move 0. These attacker types are not literal - Soldiers are not creature-type Soldier, but instead, attacker-type Soldier. Assassins are not assigned a Route until after Blocking Regiments have been formed. Attacker-type Assassin is the same as creature-type Assassin, unlike the other attacker-types.

To determine the distance from one Route to another, one must consult the status of the attacked zone. Rank the health of the attacked zones from lowest to highest, and then arrange their Routes in the Attacking Zone accordingly. You must have the least number of attackers in the Route associated with their most vulnerable Zone. Your opponent can shift the placement of your Attacking Zone by spending Action Points, one point to shift a Zone one space.

Blockers can only be assigned to zones that they have been in at some point. For this reason, the Eternal Discard is the hardest zone to defend, as cards that go to the Eternal Discard do not return unless they are Un-Eternal, in which case they return to the Ephemeral Discard immediately after being placed in the Eternal Discard. All blockers can block the Battlefield Route, unless they are Phantom blockers, which never count as occupying the battlefield, or are Restless Fliers, which never touch down on the battlefield.

(Continued in next post...)
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>>39226194
Some cards look for Allied or Opposing cards. These are cards that are distant or close to that card on the Faction Wheel. If the Faction is directly across or adjacent to the Faction directly across the card's Faction on the Faction Wheel, then they are Opposing. If the Faction is the same or adjacent to the card's Faction, then they are Allied.

For cards that are not either of these conditions, their Alliance or Opposition are determined by the amount of Motivation you pay the first time that card's Alliance or Opposition is called into question by another card. For example, if one of my card is of the Azoigin Clan, and is checking the Alignment/Opposition of a Hsungyue Confederation card (which is neither Aligned or Opposed with the Azoigin Clan), then I must spent Motivation to make them Aligned or Opposed with this card. For each Motivation I spend, I can 'shift' their position one on the Faction Wheel, towards the Alignment or Opposition Zone. These Faction Shifts are specific to each card. So, for example, if another card would reference the Hsungyue card's Alignment/Opposition, I would have to repeat this process, and the resulting shift would be specific to this second card. It is recommended to keep track of these values on a post-it note or index card beneath the relevant card. This card is referred to as a Faction Counter.

(Continued in next post...)
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>>39226246
In fact, there are many kind of relationships between cards unique to those two cards. (Relationships among more than two cards are referred to as Groupings, different from Groups as mentioned earlier.) These duality relationships are referred to as Moeities. For example, a card that gives another card alacrity has a Moiety - Alacrity Acquisiton/Granting.

Ipseities are relationships a card has with themselves. These often occur when a card can grant an effect to any card, and chooses itself. These too must be noted, and can be prevented by any effect that prevents a Moiety or Grouping. If a card targets all card in a Moiety/Grouping, and it targets an Ipsiety, then the card in the Ipsiety is targeted twice, as its relationship is with itself.

Cards in Ipseities/Moieties/Groupings must be put together on the table, grazing each other. If a card is an Ipseity, it is obviously impossible to graze itself - for cases like this, a card-counter is produced, a piece of paper that represents a card.

Card-counters are in fact produced by many effects in the game. Some cards produce card-counters for existing cards - these are called Replicant Card-counters. Other cards produce card-counters that are unique to card-counters, also called Produced Card-Counters. Cards do not note which type of card-counter they produce - this is noted in the card's errata.

Card-counters are just like cards in every way. If they go to a player's hand or library, obviously you cannot have a card-counter there, as it reveals they are not a card. So they are replaced with a random card from outside the game. If no other cards exist in the area, then a card from the controller of the effect that moved the card-counter is randomly taken from that controller's library, and used to represent the card-counter in these hidden zones.

(Continued in next post...)
>>
Tie inherent rules into every type and subtype. Like, lots of them. For example, all goats have a 72% chance to insta-kill any plant they fight, they have superior digestion that gives them optional immunity to any food or eating themed cards that would otherwise affect them, they can jump back into your hand as an uninterruptible action as long as your hand stays within 8 inches of the goat and every time they take an action they leave a footprint which can be used by the opponent to tutor Hunters out of their deck. None of these rules would be indicated on the card itself in any fashion and between all of the types on a card would lead to 15-20+ unwritten rules that need to be memorized (or looked up) for every single card.
>>
>>39226280
Lastly, the game's win conditions.

Most games are won by accruing Health Damage, which is given to opponent's by attacking along the Opponent Route. When an opponent's Health Damage reaches 100, that opponent loses the game.

In addition, players can win from Battlefield Damage, Hand Damage, and Library Damage. By damaging the Battlefield sufficiently, the battlefield is corrupted and made into a copy of that player's homeland, and conquered by their Factions - thus making it a default win. By damaging the Hand or Library, the opponent's cards are converted into allies (errata: not Allies) of the attacking player's deck's contents, thus meaning they are left without an army.

By attacking the Deck and Eternal Discard and Ephemeral Discard, you simply remove options from your opponent. However, if an Overkilling Strike ever lands on an empty Deck / Eternal Discard / Ephemeral Discard, the damage is translated and divided randomly amongst the Opponent and their Battlefield, Hand, and Library.

In addition, players can forfeit the game at any time by paying 10 Action Points and giving their deck to their opponent. Otherwise, a player cannot forfeit the game - instead, they concede, which means leaving the game and taking their cards with them. In this case, the player who won by opponent's concession is Infinite Victor, and will automatically win any future games they play with that opponent.
>>
>>39226363
(But seriously, I can write more if you guys want, I just don't want to spam this thread.)
>>
>>39223252
make players win best of three
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>>39225556
Using the standard Fibbonaci sequence is just a lookup. Use different starting values to make them calculate it manually. For example, start with 2 and 3. Then the next value is 5, the next 8, etc.
>>
>>39226394
Aha, you are right. Most devious.
>>
cards that shuffle themselves into your opponent's deck.

also, a card that makes you play a "game within a game" to determine the result. Like literally start an entirely new game, and the winner of that game, gets +200 gold or whatever. Then carry on with the game you were playing before. Naturally, this effect can stack, like Russian Nesting dolls.
>>
>>39226552
>+200

Really big numbers that actually have each digit matter. For example a card that costs 449 gold, has 1251 attack power, and 2357 defense.
>>
>>39226611
This. Also the bonus you get from playing the game within a game should be determined by a ridiculous diceroll (like 1d1000), meaning you could potentially waste 30 minutes on it only to get something pointless like 16 gold from it.
>>
>>39226047
perfect, adding.

>>39226050
I have 20 pages of basic rules, not counting the final bits/ interaction stuff that this thread and future will help with. Card basic set up is already solid, so potentially see some of the cards (without final rules) in the next month.

>>39226184
>bystanders
awesome.

>>39226188
yes. when I was little, I wanted to be a mad scientist. I wanted to be Doc Brown. But i wasnt smart enough. It still leaks into my other hobbies though.

>>39226333
yes, this is going in already.
>looked up for every card
thats the idea!

>>39226389
have this, but for ante. each game will last around 3-6 hours for two player I think.

>>39226552
would play nice into the ante rules. sub games in sub games..perfect.
>>
Whenever the game calls for Rock-Paper-Scissors, rock beats paper, paper beats scissors, and scissors beat rock.
>>
Give every component an odd name, instead of a hand you have your "senses" which you "empower" by drawing a "page" from your "Descendant Portfolio", stuff like that.
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>>39226898
Oh gosh I can imagine it "Enervate this Figment to the Ancestral Pit to Empower your Senses by two Pages from your Descendant Portfolio".
If you want to be extra annoying give the opponents things their own name, so cards that effect your opponents "Descendant Portfolio" instead affect your "Terror Stack".
>>
>>39223811
>(so the cards don't end up clogged looking, but the rules themselves can be expanded to a drastic way- I want at least 20 pages of different icon abilities, and 20+ semi-'explaining' how interactions between them work).
You could do something like what Heroclix does, where there are various slots a figure (or card in this case) has which can be filled with different colors, each of which gives a different power when found in a different slot.
>>
>>39226993
>"Terror Stack"
>Stack
Reuse terms that players are familiar with from other games, but give them new meanings.
So when multiple effects trigger, they still go into a stack, but that stack resolves first-in-first-out instead of last-in-first-out.
And make "Trigger" a card type.
And make "Stack" a creature type.
And make "Resolve" one of the combat zones.
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>>39226993
Extra annoying would be that there are multiple, unusual, terms for each component. The rules randomly switch up which one they are using.

By randomly, I mean that any time a particular component is mentioned you roll a die to decide which term you will use.
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>>39227098
>And make "Resolve" one of the combat zones
IDK why but I laughed
>>
>>39227098
Please this.

>>39227145
I wouldn't use dice. I would just have different wording. And then card effects can trigger off one wording but not the other.

>draw a card
"I Empower my Senses by two Pages from my Descendant Portfolio"
"I Energize my Circuits by two Memory Nodes from my Motherboard"
"I Authorize my Legislation by two Votes from my Congress."
ect. ect. You could make one flavored for each faction.

Then, make wording-specific effects.
>whenever an opponent Authorizes Legislation, you may...
So it would only work on cards with that wording.
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>>39223252
HP is rolled every turn.
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>>39223532
>>39223685
Give them an Armor stat. Damage is calculated by the formula (Atk/Arm) round up.
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>>39224052
Create Archetypes within card names, then create cards that are clearly not part of that archetype with that archetype's name in their card name.

Then create an errata document that tracks each archetyped card's archetype.
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>>39224882
have cards with exemptions that are undone by effects on the card exempted.

i.e. Osiron's wrath, Destroy all cards except Osiron.
when Osiron has an effect "this card is destroyed when you play Osiron's wrath."
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>>39223252
You know what you need, coming from a lawyer? Advocacy
You need to make the points on the cards ARGUABLE. You need to make every game different and prove to your opponant that your interpretation is right. And you have points that mean that they have to accept it. And you get points by negotiating how much you're willing to overlook when they play a card.
You are playing the long game. Trust me, I do law
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>>39226783
hilariously convoluted. Im thinking less 'every time' and more 'under certain circumstances/rolls'

>>39226898
great idea.

>>39226993
love.

>>39227024
thats sort of the idea. icons, say, a skull. different colors rep different things, etc, found in the guide/rule book

>>39227145
>>39227347
>>39227098
>>39227573
love it

>>39227742
problem with that is it would be almost impossible to kill things permanently- I want the game to be difficult to understand/ take turns, but still solid.

>>39227986
bwahahaha

>>39227879
also good.

thank you all for helping the brainstorm, ill make sure to post a PDF of the beta rules in the coming weeks.
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>>39228235
considering obtaining gold, and bidding on cards to sway their loyalty is part of the game...this is a fabulous idea lawyer-man.
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>>39228304
I stole the idea from Civilization Beyond Earth's favors. Except now it's good.
Blessed be the barristers who get drunk as shit before trial
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>>39228391
its ok as long as the ideas arnt 100% rip offs (like taping a card, or syncro etc). The games gonna be a print/downloadable for the most part (although I'll prob be selling printed 'boosters' at zine festivals but only for the print cost) and its meant to parody the ridiculousness of tcg's
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>>39228420
Favours in beyond earth were that they were like trade favours, so they give you a favour in exchange for something you give them now. Except because AI is shit they weren't ever worth it, so your bribing with gold idea is better
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>>39227098
This one's gold.

>>39223252
Add reflex based challenges to keep players on their toes and balance the battlefield between the quick-witted and the quick-handed.

>COMBAT
To deal damage to an opponent's creature, you must physically touch your card to the card you wish to attack.

If your opponent wishes to avoid the damage, he may move his card out of the way.

Neither card can leave the surface of the table, though they may push other cards out of the way.

Combat ends when either the attacker has touched his card to his opponent's or the attacker declares his attack complete.
>>
Make cards that have support effects that loop almost endlessly just for the sake of it.
For instance:
>"X" - When you draw this card, discard it and send "Y" card from your deck/graveyard/dumpster to your hand
>"Y" - When you get this card from your grave/deck by another card effect, discard it and put one "Z" card from your deck/grave/hand into play
>"Z" - When this card comes into play via a card effect, destroy it and draw cards until you get "X" card, then return every card from your hand, field or graveyard to your deck and shuffle it.

But also make one card that forces multiple X, Y and Z cards into another player's deck.
Also, if you want to be a dick, make a card that limits the actual time of player turns.
>>
You can also go the Munchkin route and straight up declare that cheating is allowed as long as you don't get caught.
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>>39226381
Please keep going, I want to know how these rules interact with previous editions, as well as which cards are illegal in competition (and which are ONLY legal in competition).
>>
The problem with Ante rules is that in some states, they mean that your game is classed as "gambling" and is either illegal or legally restricted.

The obvious solution to this is to give all ante cards per-state rules text.
>>
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>>39228514
This actually sounds like a vile combo.
>Force your endless loop of shitty useless cards into enemy library
>Limit their playtime
>They're forced to execute the shitty loop over and over until the end of their turn
>You can now play safely knowing that they couldn't do anything besides loop your cards
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>>39228706
well, good thing its frreeeee so if you loose your cards you can just print more.
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>>39228706
> Per state rules text
Go one better. Application of certain rules for fliers is reliant upon your latitude
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>>39225685
That chart ... It hurts...
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>>39225685
The thing about video games is that you can have retarded complex rules. You just don't have to do any of the calculations like you do in tabletop, so it's not actually that retarded.

That said, take any number of video game calculations and make them part of your game that nobody's going to play.
>>
Make flavour text indistinguishable from rules text and have it use the same language that rules text does.

Use Jokerman as the default font.

17 different "colours" that interact in ways that are not flavour based. The colour of cards changes based on number of cards in each player's deck minus the number of cards in play each turn (you have to count the number of cards every turn, then consult a chart, with different values for each colour).

Minimum of three players per game. Don't state this ANYWHERE in the official rules. Just have certain cards not logically work without more than 2 players (as in, "switch decks with the player to your right. Everyone does this").

Each card needs at least 5 different numeric values, preferably ones with confusing names. "Combat Power" determines if a monster hits before another one, while "Speed" determines if a monster can attack on a given turn, for example.
>>
>>39226710
The victory condition is for your opponent to have no deck, and I don't just mean to have no cards left in their deck. Every time a player's deck is empty, they shuffle their discard pile and remove the top card of their deck from the game. A player only loses when they cannot form a new deck.
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>>39228262
>problem with that is it would be almost impossible to kill things permanently- I want the game to be difficult to understand/ take turns, but still solid.
I assumed it would be like magic where damage is reset each turn.
>>
Add vague terminology so that certain cards say things like "NotLightning Bolt burns target creature or player for 3x(#of times creature/player has been burned previously)."

Don't specify what the "3 x (#of times creature/player has been burned previously)" is. It might be damage. It might not be.
Don't explain "burning". Use deals damage or something else where. Use burning in a different context that doesn't fit with NotLighting Bolt.

And yes, the first time you burn something with Not!Lightning Bolt, nothing happens.

>>39229482
Add in game ante rules so that you can win your opponents cards and use them in that same game.

>THE RIDE NEVER ENDS
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>>39229302
On that note, have rules stating how specific calculations must be performed. Some must be done on a calculator (including a few which are complicated, but will always spit out the same answer.). Some must be done with pen and paper. Some must be done in one players head.

Penalties for doing it wrong involve even more painful calculations.
>>
>>39229616
>Add in game ante rules so that you can win your opponents cards and use them in that same game.
I was thinking of suggesting pokemon's prize rules, except you draw from your opponent's prize cards. But I think OP is going for more magic than pokemon TCG.
>>
>>39229542
Magic resets the HP because that's simpler to do with physical cards than tracking the HP.

Which means this card game needs to have the HP* of each card track. Preferably with large starting values where every point matters.

*And several other stats.
>>
>>39229723
Maybe gave a vertical or horizontal HP-track down one side of the cards?
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>>39229687
Combine this with >>39229482 and >>39226993 by making >>39229482 the victory condition and having a rule that states "every time you destroy one of your opponent's monsters draw a card from the terror stack."
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>>39229737
Sure, if you want to help make this game simple to play.
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>>39229737
>Maybe give vertical and horizontal HP
This is how I read your post. It is also a terribly brilliant idea. OP, make cards have different HP (and other stats) while tapped. Damage they receive only applies to the HP total of the state they were received in (i.e. if a card gets damaged while tapped then it subtracts that damage from its tapped HP, but when it is untapped it still has its full untapped HP.)
>>
>>39229762
That depends on how easy the HP track is to use, if you have multiple tokens moving on the same track.
>>39229792
Perhaps fluff it as 'awake' HP vs 'Asleep/dreaming' HP?
>>
Have conceding be a long and arduous process that results in games officially not ending unless a certain set of VERY SPECIFIC criteria are met by all three players (different ones depending on who is winning, how you define "winning", reasons for ending the game, and current board state and deck composition). In order to play another game, the proper concession procedures must be met first. Players are unable to participate in any official games until all outstanding games have been resolved (both officially sanctioned ones and unofficially sanctioned ones).
This will encourage beginners to learn the game instead of being discouraged by it's complexity.

Make sure that some cards are blatantly overpowered with no explanation. Ban things that are not them until everyone is using them, and then ban them.

>>39229687
>Not anteing your sideboard
>Not having a prize card sideboard
>Not having a sideboard sideboard
>Not having a side prize board
>Not anteing your prizes
>Not using real money to bribe judges

It's like you're literally terrible at game design.
>>
>>39229815
Call them Vitality and Wounds. Vitality is vertical HP, Wounds are tapped HP.

A monster is only destroyed when it receives damage equal to its wounds, when it receives damage equal to its Vitality it is immediately tapped and cannot untap.
So the field will eventually be cluttered by useless monsters that can do nothing.

Also, make "destroy" deal damage equal to its current remaining HP of its current state.
>>
>>39229866
Instead of simply tapped and untapped, there are more states, all differentiated by the direction the card is sitting in.

Or a card that has its attack power determined by what angle its on. To the point where players will need a protractor.

And some cards have their states all rotated by x degrees depending on factor y.
>>
>>39230037
Nah, there's just tapped and untapped, but they also have an incline, That's way more fiddly as players will have to prop up their cards during play.
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>>39230037
Like asleep/confused/poisoned in Pokemon?
>>39230066
Don't forget face-up/face-down ala Magic's morph or something-something in NetRunner.
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>>39230066
So faceup, face down and edge ?
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>>39229838
For the three players thing, the third player is the counter, who keeps track of turn time and whatnot, but they are also technically a player. This means they can be targeted by effects, lose (and win) the game, and have to forfeit or concede if they want to leave early (people who have conceded games cannot counter (verb) for the eternal Victor).
Then have effects where they can add cards to their empty decks, take cards from players, and slowly become a participant. The player with the fewest number of cards in their library is the counter. By emptying your opponent's library and then giving cards to the counter you can win the game by attacking the ex- counter. The ex- opponent has to count turn time.

Games within games effects can make your opponent challenge the counter (using their pre nominated deck, stored secretly on the counter counter to avoid decisions based on your opponent being a natural counter to the counter, intuitively), with benefits to you based on who wins, and some effects like deck changes within the sub game carrying over to the over game.
>>
>>39230090
>>39230124
Facedown is just 180 degree incline.

I see card status as being Tapped/untapped and an incline measured in degrees. So a card with a 90 degree incline must be kept standing upright, turned in its side if it's also tapped.
>>
Have the ability to join mid game and cards that counter players. If you can't counter a player who wants to join a game you MUST allow them to join.
>>
>>39230225
What happens when someone gets defeated, goes away for a while, then wants to rejoin using the same or a different deck ?

Can we get the game that never ends ?
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>>39230436
Nah, players cannot join a game they have lost, however at a tournament, if you lose your game you could go to the next table and join that game.
>>
>>39223252
>You have to pass a DC10 every time you want to play a card.
>rather than have just a card graveyard, you have a card purgatory, nine circles of card hell, and seven levels of card heaven.
>the cards' stats are set between two ranges of numbers, roll to determine which one it is.
>The cards themselves are written in Cuneiform
>To tap a card, you must sing the entirety of Bohemian Rhapsody.
>Card costs are determined by the in-game card stock market, which you must follow regulary to avoid overspending resources.
>land cards require contractor cards which require money cards which require land.
>each card is triangular shaped, just to fuck with you.
>each card has a special ability that can only be read with a black light.
>>
Don't forget to include rules for moving the entire game board into the next room!
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>>39230868
>This time, it's personal!
A card can challenge another card to a one-on-one duel.
If accepted, the two players must go in the nearest janitorial closet with only a chessboard. They must play a game and chess and a game of checkers: Chess representing the damage one hero puts out over the other, and checkers representig their respecive healths.

Players alternate between games every turn.
When a player achives victory in both game, the opponent's card is remived from the match.
If a player wins one but loses the other, a panel of judges will carefully decide a winner based on trivia quesions from an old trivial pursuit game.
>>
You don't tap cards, you rotate the rest of the play area.
>>
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>>39230613
> Card Purgatory
Jesus Christ the madness
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>>39230613
>the cards' stats are set between two ranges of numbers, roll to determine which one it is.
they already have like 5 I guess
>rather than have just a card graveyard, you have a card purgatory, nine circles of card hell, and seven levels of card heaven.
absolutely brilliant
>>
>>39228633
Its unfortunately late here but I will continue tomorrow morning if the thread is still up.
>>
>>39230178
This is beautiful. As the guy who posted all that eternal Victor bs: I love you for extending it so perfectly.
>>
>>39230613
The card purgatory thing. I dig it.
>>
Have different ways to place cards, and them give the positions stupid fucking names. So, rotated (ie: facedown), flipped (turned 90 degrees), and turned (both). Maybe have more precise angles that change the effects like defense mode (turned 40 degrees) or garrison mode (turned 30 degrees)
>>
>>39231927
We were already talking about that, except rather than turning them sideways you flip them vertically.
>>
OP here, I had to go for a bit, wanted to say I love you /tg/.
>>
>>39230613
>rather than have just a card graveyard, you have a card purgatory, nine circles of card hell, and seven levels of card heaven.
>Card costs are determined by the in-game card stock market, which you must follow regulary to avoid overspending resources.
I FUCKING LOVE THIS.
>>
Wonderful concept Op and anons.

Please, PLEASE add in an official wiki full of dead links, multiple errata contradicting each other, calculators and interactive graphs that have to be set up in advance by players according to their agreement on how to interpret certain rules something like a calculator set up via a 5-page questionnaire each of the players has to answer to separately, which fills in random answers where players' answers arent unanimous
And please set up some blog/twitter account/something so we can track development
>>
>>39232715
OP here
http://acardgame.tumblr.com/

just made it. dont expect anything right away, but just so people can track it a bit.
>>
>>39232039
Do both.
>>
>>39223385
>>39223532
get quadratic equasions up in here
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>>39232793
Thanks a bunch, this looks very promising!
>>
make everything fucking parasitic
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>>39233015
I promise to try and update their/ post on /tg/ about it.

Hopefully some poor souls will beta test it.
>>
>>39233041
I might, this sounds hilarious, if masochistic
>>
>>39232793
> Tumblr
I'd be mad but really it's this or blogspot
>>
>>39223252
Have locational damage that adjusts what the card can and can not do. Make it really arbitrary and illogical.

"When you hid the Purpletypoo in the arm, it loses its ability to do 1d6/2*3 whenever an enemy minion is played" for example.

Give everything a confusing name and make it sound like something else that's similar.

Use identical card art, tastefully.

Make your mathematics text really poorly formatted. 1d6/2*3 could mean one six sided die, divided by six, one six sided die divided by two times three or one six divided by two die times three or one six divided by two times three die.
>>
Additionally, you could adjust attack damage based on card levels: something like this (just tried it on a spreadsheet)

=IF(diff=0;1;EXP(TANH(diff)*LOG(ABS(diff);10)))

gives a multiplier for the attack damage based on "level" difference diff=(attacker_level-attacked_level)
so if level difference is -1, 0 or 1 damage is multiplied by 1, but every single other time players will be forced to use a scientific calculator.
Big plus is the metric f**ton of decimal numbers you can make them have to consider... Just sayin'.
Of course you could come up with a much more complicated equation, but this one is simple looking while being a nightmare to evaluate without a scientific calc.

Also, boolean logic to affect mechanics based on card combination on the table?
You could leave some blank space on the face of the card, where its owner can write down a custom binary code, possibly unique.
easy example:
>as a card effect, apply XOR operation between every binary code with a random number asked to a bystander (translated to binary as sequence of ascii codes)
>sum all results
>if the result ends in 0 do *specific action*, otherwise do *other action*
>>
>>39226363
Sweet christmas, that was a roller coaster
>>
Certain cards can be played face down. When an opponent interacts with whatever location they're in, the card's controller can choose to turn them face up and make you interact with them for <cost>, but they can also choose not to and save that resource for later.

Android: Netrunner does this, and I swear a good half of my playtime every game is spent with my opponent looking at his facedown ICE and trying to decide if he wants to actually rez them or not while I sit there with my thumb up my ass.
>>
>>39233226
tumblr is faster to make, so fuck it.

>>39233200
>masochistic
now your getting it

>mfw the aussies will continue the thread till the morning
based.
>>
You have to appoint a second who will shuffle the deck for you and try to dissuade you from engaging in the card duel
>>
>>39223252
Mother of God. It's like the Synnibar of card games.
>>
>>39223252
You know, there's a simple rule variant that will add endless and pointless complexity to any card game.

- You have temporary cards. They're all blank while they're in your hand, in your library or face-down. Basically, they're blank while your opponent can't see them. Your real deck is outside the game.
- When you reveal a card by casting a spell/summoning a monster/flipping a card, you decide what card it was exactly. Swap it for a valid card from your deck.

That is all.
>>
Be sure to make all the card shapes irregular polygons. Better yet, make each card a different irregular shape depending on their statistics, e.g. the card for a dragon with eight health might be roughly "d"-shaped, with eight edges to the card... except based on all of their statistics, so much more complex than that.
>>
>>39229463
>Make flavour text indistinguishable from rules text and have it use the same language that rules text does.

>Each card needs at least 5 different numeric values, preferably ones with confusing names. "Combat Power" determines if a monster hits before another one, while "Speed" determines if a monster can attack on a given turn, for example.

you're a goddamn monster
>>
>>39229838
it should be specified that if a game doesn't end in a clear victory, both players are considered to have lost.
>>
>>39230225
better, make cards whos effect allows players to 'appeal to the universal karmic forces' in times of crisis, allowing players to beg bystanders for new cards throughout the game. Once an appeal is made, bystanders may each give one of their own cards to either player they choose. (this may result in the first instance where the best players in a given meta are the ones with the most IRL friends)
>>
instead of games being 1v1, games take place between two or more triumvirates
>>
Go full Calvinball and have cards that are really powerful, but require the user to do something retarded like sing the national anthem or something. Have cards that do nothing but make the other player do similarly retarded shit. Include drinking in the rules, but make figuring out how much you have to drink require math
>tfw alcoholic friend optimizes his deck to get himself as trashed as possible
>>
>>39236665
he already said that it's not going to be unhinged kind of game
>>
Add arbitrary objective cards.
>This card must take 25000 damage before you or an opponent is allowed to play more spells
>no player can lose unless an opponent deal damage to a them that is exactly equal to their life + the number of cards in their hand times 100

Add incredibly useful cards, but they're so complex that a deck would need to be build around them for them to work at all
>This card can not be destroyed. At the end of your turn, exile this card. When this card is put into a graveyard from the battlefield, if no abilities were activated and no cards besides this card were played this turn, your opponent shows you the bottom of their deck. If the bottom card has the same name as a card put in your opponents graveyard this turn, you win the game.
>>
>>39223252
make it so that whenever both players life totals are the same, they have to take their decks and play a new game to break the tie. Loser loses 1 HP

whenever a player reaches 0HP, he may challenge the other player to an all-or-nothing hangman game. If the losing player would lose, he admits defeat and must tear one random card from his deck

Whenever the game is played on a Saturday, each card a player puts on the field must be announced with a "oy vey I place a (...) on the field" failure to do so will incurr the offending player in X slaps, in which X is the converted mana cost of the card played
>>
>>39238444
I like the tie breaking rule

>>39238298
I like both of these. the 'useless build around me' in particular.

>>39237835
thank you anon

>>39236056
I like this, only because it works with the current bribe/steal rules.

>>39235870
good idea, as the game is made at the moment for loops to be almost impossible to break with certain cards making stalemates very easy.

>>39234537
I would as I loved Hecatomb, but this is print and play, gonna make things too difficult.

I will have double faced cards/ cards where you need two or three to play it at once (one picture over two cards etc)

>>39234391
I like these
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>>39238298
How this would work in magic if the card was named "BS Cannon"
>Play BS cannon
>turn into a creature
>Remove all abilities from it
>play an extra turn card
>put an age counter or something like that on BS cannon
>end turn
>somehow use phasing to bring in a mill and "place card from graveyard on bottom of library" card
>>
Make sure that the rulebook has (at least) one section emphasizing how each rule is there for a very good reason absolutely critical to balance and the enjoyment of all.

You know how every tabletop rulebook has a page to a section telling you how the rules are just guidelines and to get rid of whatever doesn't work for your group? The exact opposite of that, how the game's designers have thought about this more than you ever will, you should just listen to them, they know better than you.
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>>39235870
Now that's just silly. If there isn't a clear victor, they have to redo until there IS one.
>>
bumping for prosperity and madness.
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>>39240219
More like have each rule include emphasis on how important that specific rule is for the balance and enjoyment of all.
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>>39230948
No, I meant physically moving the entire game board, cards and all, into the next room to continue the game.
>>
Guys guys guys.
You're missing something crucial.
No turn timers.

You need to make stalling your turn for the rest of eternity a viable backup strategy.
>>
>>39242333
Or inversely, a very short timer. For example, you get 3 seconds to decide what to play at each phase. If you haven't played something or ended your turn/phase after 3 seconds, you lose the match.
>>
Making blocking a game all of its own

There are positions for each creature. Up to 10 on each side
1 2 3 4 5 6 7 8 9 10

A B C D E F G H I J

Creatures can only block opposing creatures in the opposing slot and slots next to it. A creature in slot 5 can attack or block D,E,and F but none of the other letters normally. Creatures in slot A can attack and block 1 and 2 but not 9.
Certain creatures can have abilities like "Wallrunner", allowing the creatures in the end slot to avoid being blocked by creatures without Wallrunner. "Long arms" allows creatures to reach in extra slots so they can attack and block maybe so they can block and attack in an extra 3 slots. "Reach around" allows creatures on end slots to interact with the other end slot (10 can't normally block A, but reach around allows that)
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>>39240488
no, i mean instead of a player giving up and conseding victory to the opponent, both players receive a loss. It won't matter to most people, but those few faggots who like to win by forcing the opposition to surrender will hate it... And people who are autistic about perfect win records will get trolled thoroughly
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>>39242562
>Creatures in slot A can attack and block 1 and 2 but not 9.
Should say 10, not 9

> "Long arms" allows creatures to reach in extra slots so they can attack and block in an additional 2 or 3 slots.
Fixed

Also some creatures that are massive should require 2 or 3 slots. There should be ways to add slots to your side so each player is forced to carry cards that add slots in case the other player wants to spam slots.
>>
>>39242448
"match" being this games term for 'coin toss', if a coin toss is required that turn and the player didn't begin fast enough, the coin flip is assumed to have been preemptively lost by the player.

if no"match" is required that turn players must log it in a 'match book' until a coin flip is required. Matches are taken from the match book in order of first in first out.

this will result in players abusing gamble cards based on the match record
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>>39242562
i loved senet monsters!
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>>39242562
That makes too much sense. You need to make who can block what zone change each turn. Based on an order set out in the rulebook, with a formula for calculating who can block what on turns past the 3rd.
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>>39243284
this thing was so stupid.

i mean, their are allot of shitty and weird cards in yugioh, but this one truly took the cake.
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>>39243371
give each card a color indicating which zones they can attack but allow players to decide the color order of their own field at the beginning of the game
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>>39243397
it wouldn't have been as bad if there had been more than like 4 total cards in the archetype
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>>39223252
Subgames. that is all
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One of the numeric values should be expressed in a non-base-10 number system, like base-8 or hex code. No other stat should use this system or say if/how it interacts with other numbers, you just have to convert it yourself.
>A monster's aetheric resonance is C
>Its void potential is 1F
>Its mind power is BC
>>
>>39243672
Use some completely unused system, like base 36.
>>
>>39243371
>>39243431
Are you trying make it complicated or unplayable cause I feel like its the latter
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>>39244270
color zones would create another level of strategy with players organizing their field in anticipation of their opponents deckbuilds
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>>39244270
Almost unplayably complicated. I mean, it's better than the anons suggesting that precise positioning on two different axes should be used to denote card states.
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>>39244270
OP here.

Playable, but complicated.

Im taking the suggestions posted here, and will be tuning them. I want the basics of the game to seem 'easy' but them the nuances to be complicated, with a large amount of things to keep track of.
>>
I just remembered that the Shaman King card game had some cards that were like sleeves with a second card inside them, so you could pull the second card out as a surprise attack or something.
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>>39224473
Just make it so that cards that say something like (creature name) has enough strength to destroy gods on the bottom like in MtG now have the ability to destroy any gods that show up in game.
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>>39246286
To expand, any cards that have a keyword in their flavor text now have that keywords ability. If a flavor text say "blah blah blah destroy blah blah blah everything." it would destroy everything in play.

Add cards that add side games of other card games like bridge, hearts, gin, 500, etc.
>>
Have errata that completely changes a card's abilities. For example, have a card that says "destroy all creatures in play" and then errata it to say "target creature gets +1/+1".
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>>39245787
>Shaman King card game had some cards that were like sleeves with a second card inside them, so you could pull the second card out as a surprise attack or something
that sounds ridiculous
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>>39246388
Are you telling me if I play this and my opponent has a card that shows a room in the art, Torch fiend does fire DoT to that card?

Also OP should have status effects like in pokemon (paralysis,sleep,etc). There's a video on Youtube I can't remember the name of but it talks about the errors in first gen Pokemon games. You should include those if you find it. My favorite error was that doubling effects stacked. Example

Toxic does poison damage each turn, and the amount of damage doubles each turn. Leech seed had the same effect. Using toxic and leech seed on the same pokemon caused the damage to stack. Turn 1 they take damage from toxic, then double that damage from leech seed. Turn 2 they take double the leech seeded damage as toxic damage, then double the damage of the last toxic as leech seed damage.
>>
include a deck of 'laws' which operate as extra rules not included in the rule book, at the start of each match (or even each turn) players each draw a law and keep it secret from the opponent but enforce it throughout the game.

laws can be simple like "cards are destroyed if they remain active for more than 3 turns" to complex like "cards with higher than 3d12 attack cannot attack on the turn after a monster whose name begins with the letter c/b/o/or s was summoned and successfully performed an action"
>>
This thread has gone places. We've created a monster.
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>>39246522
it was part of the later 'quickstrike' system. Both the avatar and pirates of the c game had it. Sort of functioned like EDH generals + flip cards.

>>39247061
>>39246388
Yeah, this sounds do-able.

>>39247492
I like this.

>>39250427
I just hope I can jam it together and make it walk.
>>
>>39223252
Add counter cards. And then let players only have a one-time ability to concede, and if it is countered, they must sit through to the end
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>>39223252
>>39225685

What about the third dimension? Target card type!
Fourth dimension! Attacking card type!
>damage system elegantly represented by a four-dimensional matrix
>still haven't figured in terrain type, modifiers, etc

>never again let an engineer help designing a card game. EVER.
>>
>>39253993
We could have elements of the game that require solving of differential equations of various types, just to make things more complicated.
>>
Have as many cards as possible that requires an outside tool to arbitrate. Like a card that has its attack power determined by the force you slam it down on the table with when you play it.
>>
>>39254029
Oh god.
Honestly, we could even squeeze in some real physics diff equations, depending on the setting OP wants the game to be in.

I wonder where the line between sadistic math abuse and pure evil will be drawn
>>
>>39223252
OP, just adapt wh40k's rules and make them apply to a card game.
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>>39253471
hilarious, and definitely will make it onto a card.

>>39253993
>>39254029
>>39254110
actually, I'd love some engineers and math people to help with it. I am making it mostly as a zine tie-in thing with some fellow artists.

The basic 'story' of the game is you use the cards to make a village/ society/ castle system, protect it with critters and dudes, who also go and raid your opponents places. You both start with a god in play.
think of it as religious battles sorta, where you try to build your nation worshiping one god while raiding and destroying your heretical neighbors.

but with robots and aliens and mtg/ygo/pokemon parody stuff.

>>39254041
all the cards will require looking up rules in the pdf, as all card rules will be icons referring to it. All attack rolls/etc will be (at least based on) die rolls, but refer to charts in the rules.

>>39254235
never played 40k, what do you have in mind?
>>
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>>39247061
Couldn't find the video but heres a list of the issues
>>
I love this damn thread.
This card game got a name, OP?
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>>39254923
>all the cards will require looking up rules in the pdf,
make sure to include cards that require multiple differently shaped dice, timers of various durations, coins of various denominations, etc. with explanations about how the items are completely necessary and not substitutable

>monks mist: player lights a stick of incense, opposing monsters receive -2(n) accuracy where n=the number of 'monks mist' in play. when the incense burns out, this card is destroyed.

>Queens choice: Player flips an English one pound coin and calls heads/tails. If you call it right, destroy one card on the opponents field,,if you call wrong destroy one card on your own field
>>
>>39223252
Can you please start a blog or something so I can keep up to date on this game, I don't frequent /tg/ every day but I really want to see the end result of this
>>
>>39255641
>This card game got a name, OP?
not OP, but I vote for 'spindle' both because of the messy unraveling of gameplay, and also because the game overall is a trap likely to put the players to sleep
>>
>>39257686
see
>>39232793
>>
>>39257739
Thank you!
>>
You should change what the cards do based on the time of day in real time.



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