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[ICY] Project MANAFOLD


Cierfrost

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So over the last few months I've been working on and on with making a TCG since I found a website
to make your cards physically for you. So I decided that my first proactive project of the year would be
to make a CCG/TCG that would be interesting to play. Something that makes you feel like the player,
roleplaying not with your deck but with your cards. Trying heavily to combine a game that includes
an untold number of options per deck while still keeping the core gameplay simple almost to a fault.
One of the first ideas I came up with basically cemented the gameplay. The Refund Mechanic, which
will be detailed heavily in the rules section of this post.
 
What I will ask of you but not require of all of you is to give me input on the game itself as it develops
or freely post cards of your own given the written card templates I will provide with examples later on.
While I do not expect this project to make me any money, I do want it to be at the very least something
I can share with all the friends I make both online and offline. So without further ado and trying to sound 
fancy... I present to you...

 


K5Kw4Nj.png

 
[spoiler="Rules, Definitions, Etc"]Project MANAFOLD
----------------
================
----------------
Unless otherwise stated all pregame decisions affect what abilities you can
play on cards.
----------------
================
----------------

Rules
- Win Condition and Damage Rules
--------------------------------
*: Your deck must contain a minimum of 60 cards.
*: You start the game with 10 Life (Armor).
*: You can only be dealt 1 damage from any source and all damage dealt to
you is reduced to 1 or less. No exceptions.
*: You may have up to 3 of an existing card in your deck
unless otherwise stated.
*: When playing a Summon it is considered to be "preparing for battle"
(Prep) and cannot attack that turn. This can be omitted and the Summon
attack the turn it is played if you apply an effect onto that unit that
increases its Attack, HP, or gives it additional effects. Dealing damage to
a unit, healing, or removing effects it is not considered a "buff".
*: Buffs applied to a Summon by itself does not circumvent the Prep ruling.
*: You are free to attack any Summon you dont control or player unless
otherwise stated.
*: All damage to Summons are considered static and do not recover at the
end of turns or otherwise unless otherwise stated.
//////////////////////////////////////////////////


Rules
- General Gameplay
-------------------
*: Your Deck may only contain Skill Cards for one class. Any deck that runs
only "All Class" Skill Cards is referred to as the "Novice Class" and is
automatically playing with the "True Neutral" alignment.
*: At the start of the duel you choose from the standard Alignment chart.
[Lawful Good/Evil/Neutral, Chaotic Good/Evil/Neutral, Neutral Good/Evil]
except True Neutral. True Neutral can only be played by Novice Classes.
*: Each turn you gain 1 Ability Point (AP), up to a maximum of 10.
*: You recover all AP at the start of your next turn as you draw.
*: Each card you play costs AP accordingly; this includes all Summons,
Skills and all iterations thereof.
*: You get a refund* of AP for the last card you played that turn.
*: You draw 1 card from your Deck at the start of the turn including the
first turn of the duel, and 5 in your opening hand.
*: Starting turn player is decided through mutual means, be they coin flip,
dice roll or otherwise.
///////////////////////////////////

Rules
- Refund Mechanic
------------------
*: Each time you play a card its card type (Summon, Passive Skill Card,
Active Skill Card), is marked by the game and its AP cost until you play
another card.
*: If your next card played that turn is of another card type you may
reveal it and play it, getting refunded for half the AP rounded down of the
last card you played that turn.
Example; You play a Summon that had an AP cost of 3, half it is 1.5, so
rounded down you get a refund of 1 back if the next card you play is a
Passive Skill or Active Skill Card. The same applies if it is any other non
repeating instance.
Example; You have 10 AP. You play a Passive Skill Card with an AP of 5. You
now have 5 AP. Your next card is a Summon with an AP of 3. As you play it
you now have 5 AP again because 5/2 is 3.5 rounded down is 3. AP 5 + 3
(refunded) is given back - 3 (cost of the Summon). Then you play another
Passive skill Card with an AP of 6. You now have 0 AP because 5 AP + 1
(refund from the Summon is 1) - 6 = 0 AP. You are then free to play another
card for 3 and then 1, provided it follows the Refund requirement.
///////////////////////////////////

Classes at Start and short descriptions
----------------
Novice: Can only play All Class Skill Cards. Only class able to be True
Neutral.
Warrior: Can only play Warrior Skill Cards.
Ranger: Can only play Ranger Skill Cards.
Mage: Can only play Mage Skill Cards.
Cleric: Can only play Cleric Skill Cards.

///////////////////////////////////

Parts to a Card
- Card Template
-- Definitions
---------------

NAME | AP COST
CARD TYPE - CARD SUBTYPE
ALIGNMENT/CLASS BONUSES
EFFECT BOX
ATK/HP
------------------------
*Name: The Name of the Card
*Card Type: Summon, Passive Skill Card, Active Skill Card
*Card Subtype: If Summon it determines what its type is as a creature. This
is purely for other effects and skill cards. If Passive or Active Skill
Card then it determines what class can play it, this includes All Class.
*AP Cost: The amount of Ability Points (AP) required to play the Card.
*Alignment/Class Bonuses: The effect changes that the card gets when you
are playing a particular class or alignment if there are any at all.
*Effect Box: The main effect of the card, if any at all.
*ATK: The amount of ATK the Card may or may not have.
*HP: Same as above except for HP/Health.[/spoiler]
 
VANIR VICTORY - Story Set 1 Premise:

 

A conflict started by the Vanir, who are gifted with extraordinary foresight even amongst the Aesir. They see a time when the Aesir of Asgard shall strike down their home of Vanaheim and wipe out their race in a bloody war.
As they do not wish to die, they seek to attack their fellow Aesir unprovoked. And in doing so fracture the bonds between the nine realms and destabilize Yggdrasil itself.
Asgard is in shambles, Odin is missing, much of the Aesir of Asgard are either hiding or dead. Even the trickster god Loki is thought to be dead having failed to cross the bifrost to his native home of Jottunheim in time.

Midgard is the first to react, having been entirely unfamiliar with the notion of the nine realms. While unable to combat much of the Vanir, they do help as many Asgards as they can and through their help are able to create some havens on Earth as a temporary bastion.
Our story starts when the time to stop hiding comes, lead by the Asgard known as "Tyr" having regained use of both hands using technology from Midgard, they charge at the Vanir on Asgard to claim back their homeland.

 


 
[spoiler="Example Cards - Vanir Victory"]Dowsing Camp | 10
Summon - Vanir Fort
Tank (As long as this unit is on the field your opponent cannot deal damage to you).
You may assign other Vanir you control to be dealt damage instead of this unit. You may not divide that damage amongst other Vanir you control before it would be dealt fatal damage.
Lawful Evil: When your opponent would activate a Skill give target unit you control +1/+1 for each of its refund.
0/1
[hr]
Portal Ambush Tactics | 0
Active Skill - Warrior/Ranger
This skill costs 3 more for each unit beyond the first you control you control.
Target unit control deals its damage to target unit your opponent controls.
Repeat this for each unit you control.
Lawful: Target unit you control deals its damage to target unit your
opponent 3 times instead. Do not repeat this action.
Good: Recover the HP of all constructs you control.
Evil: Target Unit you control deals its damage to target player.[/spoiler]
 
Any card accepted that is not a part of the vanir set, including my own, will be added to a secondary set referred to as "MANA1".

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Reworked all the cards I had written up on the document. Terminology may not fully match up yet but I am trying.

Sidenote: If you do post cards of your own, more than not you will be helping develop the language used in this game. It would be unfathomable for me to get it all done on my own in any sensible time frame. But I will. And if you do while not required, try to keep it to MMO terminology for anything like a keyword.

 

 

[spoiler='Vanir Prototype Cards - Full Rework for Language 1']
Vanir Fortune | 2
Summon - Vanir Footsoldier
Chaotic: This Summon is treated as an Aesir in addition to its other 
types.
You may reveal 1 Vanir Passive Skill Card or Summon in your hand as you play this card. If you do it comes into play attacking target summon or player.
1/1
 
////
 
Natural Foresight | 2
Active Skill - All Classes
Lawful: This card now costs 5. Draw an additional card.
Chaotic: Do not look at the top card of your deck. Target Summon you control gains +1/+0.
Look at the top card of your deck, put it on the top of your deck or the 
bottom of your deck then draw 1 card.
 
////
 
Determined Fortune | 3
Summon - Vanir Footsoldier
"On the frontlines, those of the vanir are called Fortunes. The first to 
attack the fate they wish to avoid."
3/2
 
////
 
Farseer Outpost | 5
Vanir Fort
Lawful: When this construct dies, put a 1/1 Vanir Fortune onto the 
battlefield.
Chaotic: Prevent the first damage dealt to this construct dealt by Skill 
Cards your opponent controls each turn.
0/2
 
////
 
Brutuneteller | 4
Summon - Vanir Footsoldier
If you played a Skill Card earlier this turn, this card costs 2 instead. You cannot refund this card.
4/1
 
////
 
Futuregaze | 4
Active Skill - Mage/Cleric
Good: After looking at your opponents hand, the next card you play costs 1 less.
Evil: This card now costs 7. All cards in your opponents hand now costs 1 more instead. (You still look at their hand).
Look at an opponents hand. Increase the cost of target card in their hand 
by 1.
 
////
 
Portal Ambush Tactics | 0
Active Skill - Warrior/Ranger
This skill costs 3 more for each Summon beyond the first you control you 
control (no more than 10). 
Target Summon you control deals its damage to target summon your opponent controls. 
Repeat this for each unit you control.
Lawful: Target Summon you control deals its damage to target Summon your 
opponent 3 times instead of its normal effect. Do not repeat this action.
Good: Recover all summons you control with Tank.
Evil: If you control more summons than your opponent you may increase the cost of this card to 10. Deal 1 damage to them.
 
////
 
Backup Fortune | 1
Summon - Vanir Footsoldier
You may play this card anytime during your opponents turn. If a Vanir you control died this turn reduce the cost of this card by 1.
Good: As this summon enters play recover all Vanir you control.
Evil: This unit always costs 3 and its cost cannot be refunded. This unit 
gets +2/+2 and it is a Tank (as long as this unit is on the field your opponent cannot deal damage to you).
1/1
 
////
 
Dowsing Camp | 10
Vanir Fort
Tank (As long as this unit is on the field your opponent cannot deal damage 
to you).
You may assign other Vanir you control to be dealt damage instead of this 
unit. You may not divide that damage amongst other Vanir you control before 
it would be dealt fatal damage.
Lawful Evil: When your opponent would activate a Skill give target unit you 
control +1/+1 for each of its refund.
0/1
 
////
 
Tarot Elite Footsoldier | 0
Summon - Vanir Elite Footsoldier
This card cannot be played unless it is the third card you played this turn.
3/2
[/spoiler]
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Some generic cleric stuff for MANA1 while I wait for my PS3 Controller to charge.

Also designing these cards caused me to add game changes/mechanics:

  • If for any reason a card you would play cost 0, then you not lose your last refund unless otherwise stated.
  • You can only have 1 Elite Summon in play at any time.

 

[hr]

 

Cure | 2

Active Skill - Cleric

Recover target Summon.

If the opposing player is Chaotic destroy their Summon instead.

----

Battle Recovery | 5

Passive Skill - All Classes

This Skill cannot be refunded.

Every time you refund a second card during your turn add 1 Skill Card from your Discard Pile to your hand.

----

Double Cure | 4

Active Skill - Cleric

Recover up to 2 Summons you control.

If you recover 2 Summons you control, add to your hand 1 "Cure" card from your Discard Pile to your hand.

----

Revival | 0

Active Skill - Cleric

Put into play 1 Summon from your Discard Pile whos AP is equal to your refund. You lose your last refund.

----

Healers Oath | 7

Passive Skill - Cleric

As a Summon you control is dealt damage you may discard a "Cure" skill card from your hand. Prevent that damage.

----

Overcharged Cure | 5

Active Skill - Cleric

True: Recover target Summon. Until the end of your opponents next turn, swap the ATK and HP of that Summon.

Lawful: The ATK and HP of that Summon become whichever is higher. Do not recover that Summon.

Chaotic: The ATK and HP of that Summon become whichever is lower. Do not recover that Summon.

----

Protection Field | 4

Passive Skill - Cleric

As you put this Skill into play it becomes an Elite Summon the following:

"Tank (As long as this summon is in play your opponent cannot deal damage to you).

Your opponent cannot deal damage to your other Summons as long as this summon is in play. And this Summon cannot gain ATK.

0/8"

It is still a Passive Skill Card in addition to a Summon with no type.

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Some Ranger Stuff for MANA1 today. 

 

[hr]

 

Frantic Shot | 1

Active Skill - Ranger

Can be played any time during your opponents turn.

Prevent that damage and deal damage to the attacking Summon or Player equal to the number of Passive Skills you have in play but no less than 1.

-----

Impractical Ballista | 8

Passive Skill - Ranger

If you control no Summons destroy this skill.

When a Summon you control would be dealt damage you may send it to the discard pile. If you do, deal damage to target Summon equal to its refund.

-----

Peering Bow | 2

Passive Skill - Ranger 

Gain 1 Armor. If you take damage destroy this skill.

Good: This card now costs 5 AP. Gain 3 Armor. Reduce the refund of this card by 1.

Evil: Target Summon you control gains +1/+0 until the end of the turn.

Lawful: Draw a card.

Chaotic: Increase the AP cost of this card by 1. When this Skill is destroyed gain 1 armor.

-----

Knife Arrows | 2

Passive Skill - Ranger

Deal 1 damage to target Summon if you play your first summon this turn on a refund.

-----

Weighted Boxing Glove Arrow | 5

Active Skill - Ranger

Return target summon to its owners hand. That Summon cannot get a refund the next time it is played.

Lawful: Reduce the AP cost of this card by 3. Double the refund of that summon during your next turn.

Chaotic: Increase the AP cost of this card by 2. Return target Summon you and your opponent controls to your hands. Double both summons refund they are played instead.

-----

Glue Dispensing Arrow | 3

Passive Skill - Ranger

Select a summon you dont control. Your opponent gets it's refund instead for the next card they play.

If that Summon would be removed from the field, destroy this card.

-----

Multistage Acetlyne Torch Arrow | 10

Active Skill - Ranger

You can play this card any time during either players turn.

If you have less armor and more summons than your opponent, they take 1 damage and deal damage to all summons they control equal to the number of Passive Skills you have in play.

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Quite a few edits for rule clarification or for redundancies.

  • Red Marked points are for questioning points.
  • There is no longer "Neutral Good/Neutral Evil". For the sake of understanding and no rule confusion, there will only be True Good/True Evil. 
  • True will be the default effect modifier that all alignments go with unless otherwise stated, the vanilla effects of the cards without modifiers.
  • Since I am going with MMO Terminology for most wording, Discard Pile is not a definite thing. All nouns are subject to change.

[spoiler='In addition this remark by Klavier will be on the backburner down the line.'][11:31:22 AM] Ayame: Because this entire refund mechanic is a BIT hard to 

grasp the way it is now so

[11:31:41 AM] Ayame: how about the rules defined 3 types:

Action Points

Skill Points

Summon Points

[11:31:48 AM] Ayame: and make it so that by rules

[11:32:03 AM] Ayame: each Summon generate X Skill Points for you to spend

[11:32:10 AM] Ayame: and each Skill generates X Summon Points

[11:32:15 AM] Ayame: and ACtion Points can be spent on anything[/spoiler]

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Midgardian Summon Cards for Vanir Victory today. I was going to do Warriors today but then while prototyping
some effects I realized that I need to flesh out monsters more before figuring out the two conventionally

DPS "attacky" classes in games. And keep in mind this game is supposed to have a high-science fiction aesthetic.

 

Or maybe not. Blah. I seem to have run into a bit of a roadblock. Not creatively but "for purpose". No matter how I look

at it, in order to create summons that matter I have to create a whole new world. One off cards are fine, but if I want to

make a whole slew of things. They have to be coherent, unified, for the purpose of each other.

 

Sure I have the Vanir who can be worked on as I please since they're derivatives of the Aesir just psychic.

I have the Aesir who's direction is easily stated by Norse Mythology. 

 

But to do Midgard, the third faction involved in the immediate story I have to detail what earth is like and where the Aesir landed,

if they landed at all in the same area or if their actions forced a one world government. Or if in this case is this Earth in the past?

Is this Earth in the future like intended? Modern era but augmented and do I risk that for fear of political shenanigans? If I do an 

alternate modern era, how far back do I choose divergence or how far forward? At what point of divergence do I start to rewrite 

history enough to make cards and what effects does it have on earth? I basically have to rewrite a whole history without

political shenanigans and preferences. And I really do not have a country preference. I like Hawaii, I am a proud US Citizen, but otherwise

I could not give a damn. Do I just roll the RNG dice and pick one at random?

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Midgardian History divergent point and where the history of Earth begins in the story set.

It was discussed and developed by me and Nexev, formally written by Nexev.

 

The sun never sets on the British empire.
 
This is a statement that has long faded into obscurity but in some dimensions, where Fenrir remains chained and Odin's ravens watch all, this statement rings truer then any bell that iron wrought.
 
It is the year 1862 and the American Front of the Seven Year war was quickly resolved thanks to a well placed sniper and skillful and violent negotiations. The East India Company has flourished and Britain is powerful, and under the mournfully bitter gaze of Queen Victoria, or Queen Vicious as whispers call her, Britain seeks to soon make advances into Mexico and quickly gain dominion over the world.
 
However even as Benito Juarez hurriedly negotiates with conservative members of his government in hopes of withstanding this assault, enemies from within threaten to make this a war that never was.
 
For freed man Fredrick Douglas has a mission in his life, and that is to liberate his fellow man from the oppressive British rule that claims freedom yet uses debts to force him and the rest of Britain's main colonies down. Under the inspired writing of his pen, many join the Abolishment movement, hoping to gain independence from the crown even if Robert Lee has to cleave it off Vicious's neck.

 

 

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  • 2 weeks later...

Some Warrior stuff for MANA1 today.

 

Notes: 

  • Buffing a summon is considered when it gains an ability or stats.
  • Buffing is the formal term for all gains in this manner, and exists as a word to clarify rulings and what happens in the game so that effects do not get cluttered in this regard.
  • It is not considered buffing if the summon loses an ability or has a negative reduction in stats. This is considered Debuffing.
  • If a summon would gain both an ability or stats and lose an ability or stats at the same time, then it is considered whatever happened last.
  • If a summon would gain an ability and then negative stat gains, or negative stat gains and then an ability by the same effect it is considered buffing.

[hr]

 

Pumped | 1

Active Skill - Warrior

True: Give a Summon you control +0/+1.

Lawful: Give a Summon you control +0/+2 instead.

Chaotic: Give a Summon you control +1/+0 instead.

 

Charging into Battle | 3

Passive Skill - Warrior

You cannot refund this skill.

As you buff a summon you control, you may refuse the refund of that Skill Card. If you do that Summon is no longer Preparing.

 

Planning for Battle | 3

Passive Skill - Warrior

You cannot refund this skill.

As you buff a Summon you control, you may refuse the refund of that Skill Card. If you do you may play that skill again for its cost.

 

Savagery | 5

Active Skill - Warrior

You cannot refund this skill.

You may play this card as you attack with a Summon you control. It can be the only Summon that attacks this turn. 

Target Summon you control gains +3/+3. If it destroys a Summon, deal damage to that Summons controller then destroy your Summon.

 

Bolster for War | 4

Active Skill - Warrior

Up to 3 Summons you control gain +1/+1 until the end of the turn.

 

Armors Up | 2

Active Skill - Warrior

Until the end of your next turn, target Summon you control gains: "Prevent all damage dealt to this Summon. It cannot deal damage to players."

 

Sharpened Sword and Shield | 3

Active Skill - Warrior

Neutral: Target Summon you control gains ATK equal to its HP. 

Good: Heal that Summon before buffing.

Evil: This card now costs 6. Double the ATK of that Summon instead.

 

On the Field Training | 2

Passive Skill - Warrior

You cannot refund this Skill.

As you play a Summon, you may pay an additional 2. If you do that summon gets +1/+0.

 

Final Act of War | 10

Active Skill - Warrior

You cannot refund this Skill.

During the start of your next turn all summons you control gain +2/+2, cannot be dealt damage and you gain AP equal to the number of Passive Skills and Summons you control that say "You cannot refund this skill". (You can have more than 10 AP because of this skill).

Skills and Summons you control during that turn cannot be refunded.

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Mage notes for MANA1 today.

 

I really want this class to be compelling. Mages are so standard, so normal. They are always either DPS or Counter variants

depending on the game you're playing, subclasses not withstanding. They're more vanilla than a cleric to me. And I want all the

Novice/All Class Skills to take care of the standard stuff that you'd expect from a mage. So right off the bat, their traditional way

of doing their shenanigans are gone. And I kind of have (or had, we'll see) to look at other base mage archetypes, from a large

variety of games.

 

One that stuck out to me is the mages in Dungeon and Fighter Online. They are based on an elemental rotation. Do one thing in

one element, get a buff to the next action in the next element. But as I was brainstorming ideas for them the cards felt cluttered 

and without a way to do some kind of shorthand for everything, it just wasn't going to work at least aesthetically. Not to mention

the sheer variables on top of the naturally existing ones within MANAFOLD would make it a horrid mess to read. Cards would have say:

Ice: Effect, Fire: Effect, Wind: Effect, Water: Effect
Chaotic: Effect, Good: Effect

It just... it wouldnt lend itself to sensibility. Sure they would be more combo heavy than other classes by a wide margin that likely

wouldnt gets gap closed ever; but at what cost? Being confused every time something is declared? Not worth it. So even if I did introduce

a keyword system earlier than anticipated it wouldn't help in any way...

 

So what other base mages can I look at?

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Mage stuff for MANA1 today. More proof of concept. If I or others like how they work out... it'll be kept as the theme.

 

Notes:

- Armz made note of an Alignment Mage being a thing. Will consider but not right now.

- Going to try and go back and add cost modifiers to the Alignment modifiers to keep things simple and compressed. 

There is no reason to believe that it would affect rulings not to write it out.

- Literally only 5 cards for this. I wanna take a look at it and see if it works.

- Mages will ideally be the most interactive with the board rather than outright game state.

 

[hr]

 

Fire Pulse | 3

Passive Skill - Mage

Deal 1 damage to target Summon.

At the start of your turn, you may pay 1. If you do return this card from the field to your hand.

Good -1: Deal 1 damage to a Summon you control.

Evil +1: Deal 1 damage to a Summon you dont control.

 

Water Break | 1

Passive Skill - Mage

Recover target Summon you control then return another target Summon you control to your hand.

Good: Do not recover a Summon you control. Instead when you return a Summon to your hand, put it back into play for 0.

Evil +3: Do not return a Summon you control to your hand. Instead deal damage to target Summon you dont control equal to the amount it recovered.

 

Shearing Wind | 6

Passive Skill - Mage

Deal 2 damage to all Summons in play. If any Summon would be destroyed return it to its owners hand.

Lawful: Reduce the damage to all Summons by 1.

Chaotic: Increase the damage to all Summons by 1.

 

Shape of the Earth | 4

Passive Skill - Mage

Destroy 2 Summons you control. Gain 1 Armor.

Lawful +4: You cannot refund this Skill. Destroy 1 Summon you control and gain 2 Armor instead.

Chaotic: Do not gain 1 Armor. Double this Skills refund.

 

Elemental Control | 0

Passive Skill - Mage

Send to the Discard pile from the field 1 of each Skill with the name "Water", "Fire", "Wind" and "Earth". Draw 4 cards and put into play a number of Summons equal to the difference in Summons you and your opponent controls.

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A little bit of a blogish thing for this. (Holy hell I need a proper place to put all my notes).

 

So given the nature of how much Passive Skills, which are basically on-character buffs rather than

Summons are rather prevalent, with so far it being half and half. Clerics and Warriors using Active

as primary, then Rangers and Mages using Passives as primary. There is a running theme that

certain types of Skills seem to be put onto the field and then juggled around or used for other effects.

These elements are purely accidental and a result of me trying to make them interesting.

 

In light of that I was considering the possibility of a "Buffer Zone"*, a separate zone on the field. What this zone

would do is the following:

  • As you play a Skill instead of placing it into the Discard pile upon resolution you may put it onto the "Buffer Zone".
  • A card on a stack is treated as being on the field but has no active effects and cannot have active effects.
  • In this way you can have a bunch of cards outside of the main play area with a bunch of different names or Skill types.
  • The "Buffer Zone" would be used for cards that require a certain kind of card in play whether its to burn them or recycle them.
  • Cards in the "Buffer Zone" would go into the Discard Pile upon resolution of any effect that requires them. This means all cards even if they arent used for that card.
  • You can remove any or all cards in the "Buffer Zone" by refusing the refund on a card that gives you one and place them in the Discard Pile immediately.

This would certainly add some variety and keep things a little less messy on the playing field, at least ideally... maybe?

 

*: Name is subject to change.

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Is there a preset list of classes? If yes, did I miss them/can I get them? If no, do I need to provide any info for prototypical classes?

 

Cleric, Ranger, Warrior, Mage and Novice. Novice uses exclusively all class cards.

 

From others though I need Summons more than anything.

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  • 2 months later...

Ninanai was gracious enough to move this for me. I have enough fleshed to where I'd want it in a more appropriate section and I've been doing a little of reading on Nordic lore. 

So I feel with confidence I can work on some summons and skills soonish.

 

Will likely go with a "Skill Stack" idea as stated above though. I feel it doesnt complicate things any further and would lend itself to more creative cards and plays.

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So... I decided to include the HERO's of the Set, which are basically alternative classes that can be chosen. 

They will include the ability to play either one class type or can do so with others at a cost.

HERO's will generally have the same life (L), draw(D), mana gain(M+/10) and refund basics as the rest of the classes.

 

A HERO's class also determines its deck type forcibly so.

No cards may be made that interacts with a specific HERO. Interacts better yes, interacts directly no.

 

The fact that a HERO may exist as a HERO does not prevent it from being made a Summon and does not affect the same named Summon as the HERO in any way outside standard card effects.

[hr]

Tyr, Aesir of War

HERO - Warrior

When a Summon you control would gain ATK and HP, you may have it gain that HP as ATK instead. If you do destroy that

Summon at the end of the turn.

L: 10 | D: 1 | M+1/10

 

Frederick Douglass, Friend of the Gods

HERO - Novice

Your Novice Deck may include Warrior, Cleric, Ranger and Mage Skill Cards.

Any Skill Card you play that is not All Class has its cost doubled (no greater than 10) but refund remain unchanged.

L: 10 | D: 1 | M+1/10

 

Edgar, Hero Poet

HERO - Mage

Whenever a Water Skill(s) would be removed from the Skill Stack, you can counter a Spell played during your opponents next turn into play equal

to the number of Water Skills removed from the Skill Stack.

L: 10 | D: 1 | M+1/10

[hr]

Meanwhile I just kind of realized that I need to separate the Aesir and determine which ones are Vanir.

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There will be other HERO's added as suggested/the story is worked out better. Anyone who peaked at this thread prior to a couple of edits got a hint about where the story is going.

I do want to say that I'm not the biggest fan of the Armor/Life System as is where your life is;

"10 armor + 1 life. A source can only deal 1 damage to you at any given time regardless of card effects or other bonuses. After you are dealt 10 damage or your Armor is gone, you will need to take one more damage to lose the game."

While aesthetically it feels great, and thematically it's freaking genius a little bit. From a gameplay standpoint I really really don't like it. I could go with just straight 10 damage, 1 damage only from any source, or I could increase the life count dramatically and just keep it there without the minimum. I am entirely undecided but I know I want the current Armor Mechanic to outright disappear. For the purposes of any cards I add however it will remain until I change it, then every card will be updated as necessary.

 

For the purpose of formality this is the template I will be using for making cards:

[SUMMON CARD NAME] | [COST]
Summon - [SUMMON TYPE]
[EFFECT]
[FLAVOR TEXT]
[ATK]/[HP]
-----
[SKILL CARD NAME] | [COST]
[TYPE OF SKILL (Passive/Active)] - [CLASS(ES)]
[EFFECT]
-----
[HERO NAME] 
HERO - [CLASS TYPE]
[EFFECTS]
[LIFE] | [DRAW PER TURN AND STARTING HAND] | [MANA GAINED PER TURN AND MAX MANA]

I am not adverse to adding additional card types to the game itself as long as it doesnt complicate things any further.

In particular, Warrior and Ranger Classes would do good by this. But I am as of yet uncertain how I'd want that to work.

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Summons today... I wanna see what they'd look like in respect to what the game would lead into and how the direction of Skill Cards will go. 

Utterly generic and unrelated to the current Story Set.

Summon type will be omitted for the sake of less details to focus on at the moment.

Cards will also function as study for where keywords and the like should come in.

[hr]

 

Just Swordsman | 3

Summon

You can play this card any time during your opponents turn.

When this Summon is put into play during your opponents turn remove the top card of your opponents Skill Stack.

3/3

 

Infected Cretin | 1

Summon

If this Summon survives combat the opposing Summon becomes a copy of this Summon under your control.

0/4

 

Thick-Skinned Giant | 7

Summon

If you have 2 or more Skills in the Skill Stack, prevent all damage dealt to this Summon.

4/9

 

Mimicry Leech | 2

Summon

You cannot refund this card.

When this Summon is put into play it becomes a copy of a Summon you control with an ATK of 0.

0/0

 

Sagely Forester | 4
Summon

Double the refund of the next Skill Card you play.

You cannot refund this card if it is the first card you played this turn.

0/1

 

Loyal Beast | 5

Summon

If this card is destroyed during the same turn it is put into play increase the refund of this card by 1.

2/1

 

Kobold Runner | 1

Summon 

When this Summon is put into play draw 1 card, reveal it and reduce the cost of that card by 1. It cannot be refunded.

1/1

 

Not-So-Imposing Midget on Stilts | 2

Summon

The first time this Summon is destroyed it is not, then recover this Summon.

1/1

 

Thirsty Vampire | 5

Summon

When this Summon destroys a Summon give a summon you control +0/+1.

Increase the refund of this card by 1.

5/2

 

Zombie that isnt aware it is a Zombie | 8

Summon

When this Summon is destroyed put 1 of each "Zombie Head and Torso", "Zombie Right Arm", "Zombie Right Leg", "Zombie Left Arm", and "Zombie Left Leg" Token Summons into play with 1/1 each.

Reduce the refund of this card by 2.

5/5

[hr]

Wound up with some interesting wording I'll give it that. Time to mull it over I guess.

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Systematic notes I guess-

  • I'm not sure how I feel about the recover mechanic and the subsequent data behind it. It feels clunky and adds a lot of information to one card on top of the existing variables.
  • +Refund, -Refund, No Refund, x2Refund, /2Refund are all very common card text. I could do with a keyword/symbol to say that much easier and take up less card space.
  • Need a formal name for what "Cost" is.
  • With the Zombie I wonder about graves themselves and how Summons and their subsequent Tokens would interact.
  • I almost feel like I want Summons to be one of's and Skills to shuffle back into the deck. Unsure as of this posting.
  • If not that then keep it to standard TCG practices. 
  • The combo nature makes me question how big decks should be. Same for starting hands.
  • Still thinking about the Life-Loss Win Conditionit still feels wrong despite being very thematically interesting and simple.
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