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Messages - yudencow

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CCG Design Forum / Re: How many cards should a CCG have?
« on: March 19, 2014, 12:12:40 PM »
I really want all the cards I'm making in the metagame. Magic has around 1300, so is mine in the groundswork. I thought to do for the more ideas to have different special decks like raid deck of Wow and some other original ideas.

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I thought so, thanks.

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I mean is if a card game doesn't release anymore new cards, is it over for it? Will its reputation slowly diminish until it's gone?

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CCG Design Forum / Re: How many cards should a CCG have?
« on: February 22, 2014, 08:26:13 AM »
I'm talking total number in the end is 2600~, meanining 2600~ in the meta-game. I thought to start with 150~.

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CCG Design Forum / How many cards should a CCG have?
« on: February 21, 2014, 03:46:22 PM »
How many cards should a CCG have? What are the factors that should be put in the decision?

I am working on a game that has 3 faction that can't mix, there are also 9 elements to the cards and you have to have a dominent one of at least a third f your deck (20 cards). I think to end around 2600~ cards. Is it too much, too little or okay?

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CCG Design Forum / Re: Will it be confusing?
« on: March 13, 2013, 06:07:08 PM »
Think of it whether it should 3 continuous trap cards or 3 continuous magic cards, speaking in yugioh. What do you reckon is better?

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CCG Design Forum / Re: Will it be confusing?
« on: March 10, 2013, 08:20:00 PM »
Thanks for the support.

I thought these cards will be like artifacts with one effect always, whether one that requires tapping and resources or a passive one. Should they be placed face down, and reveled on first activation, or should they be face up from the beginning?

A non-permanent card to begin the game with could be interesting.

I think that if you draw from a shared deck at the beginning of the game, the shared deck has to be a part of the game too. Meaning, people can draw from it later, maybe every turn, maybe at a cost, maybe under special circumstances.

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CCG Design Forum / Will it be confusing?
« on: March 09, 2013, 05:09:22 PM »
In the beginning of the game, each player picks 3 cards. Each card has a single effect. will that give too many options and be confusing?

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CCG Design Forum / Re: Playmats
« on: December 18, 2012, 07:45:55 PM »
It's a good idea Kevashim, but it doesn't fit that one. What you suggest might be interesting for miniature games.

Balancing it is quite easy actually, same as balancing cards.

Each playmat, besides "blank" will have 1 to 3 unique slots of different strengths. There are 12 slots in the field. arranged in 3 rows of 4.

I thought to drop the idea to save time, but I like the fact that each player (the game support to up to 6 players even in free for all) bring his home terrain. For example a sea civilization and a mountain, enchanted forest, sacrifice temple whatever and so on.

I think it can even effect things regarding your deck, graveyard and out-of-play areas. Some will, some don't.

Players can still play without playmats, or using the playmeat "blank" to add no powers.

How about it now?

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CCG Design Forum / Difficulty
« on: December 11, 2012, 11:56:40 AM »
Let's say X is the difficulty.
X=1 is easy.
X=2 is intermediate.
X=3 is hard.

Gambit in that game works like in A Game Of Thrones LCG where you put cards of a certain cost from your hand before the game starts. Opponent start with no advantage and with the difficulty rise they will have some more.

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CCG Design Forum / Re: Playmats
« on: December 11, 2012, 11:50:38 AM »
Trevor, the question is how to make playmats a thing players would like to buy. If it will be really not invasive, and supports a tactic of yours by empowering certain cards at certain slots depending on the playmat. The difference between a folded playmat and some extra cards is minute.

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CCG Design Forum / Re: Playmats
« on: December 10, 2012, 06:32:47 PM »
That's the plan. Thanks for the reply.

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CCG Design Forum / Playmats
« on: December 09, 2012, 03:12:53 PM »
I have an idea to make playmats more profitable.

The playmat at certain slots will give a certain ability for the card on it.

The idea comes from a lecture I heard. He told me that in a game with 90% make players they attempted to add cosmic upgrades but it didn't work as well as they thought. Then he said, but if you give them a minigun.

Playmats are pretty much not required, but if they had some power, they would seem more attractive.

Is that a good idea? Or is there anything else, not competitive that will make the playmats to be more appealing?

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CCG Design Forum / Re: Different Victory Points
« on: December 05, 2012, 01:38:29 PM »
I second Wisp. Accumulating points rather than losing them is better.

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CCG Design Forum / Re: Idea for non-random card drawing
« on: November 14, 2012, 11:29:49 AM »
I think you should do this this way. Instead of building a deck, you create 5 decks of 12 cards. You can pick 1 card out of the 12 to draw. If this deck is over, you move to the next one. Each player sets the order of their decks.
I don't think this would work because if a game lasts 12 turns or less then players only ever see the first deck and all the others are meaningless. Most card games seem to last somewhere between 5 - 15 turns.

This is called strategy, to know which cards you'll need in most games. Maybe it is better to have a deck is an opener which you also draw your hand from. And you can pick a deck out of the remaining 4 to be the next one.

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