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Messages - yudencow

Pages: [1] 2 3 ... 18
1
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?

2
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.

3
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?

4
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?

5
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.

6
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.

7
CCG Design Forum / Re: Playmats
« on: December 10, 2012, 06:32:47 PM »
That's the plan. Thanks for the reply.

8
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?

9
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.

10
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.

11
I still think there shouldn't be any influence stealing abilities, but there can be mechanics to gain influence no through territories.

12
CCG Design Forum / Re: New Game Idea
« on: November 13, 2012, 07:50:15 PM »
New resource mechanic:

Same thing like A Game of thrones LCG. You have a side deck of 6 industry cards (unlike 7 in aGoT LCG), each inustry card has a resource income, damage bonus and an trigger effect. You have to pick a new one for the next turn.

What do you think?

13
The last thing you want to do is to frustrate the player. People will strategize hard to gain these points, if you lose them, the game shifts from keeping the territories to keep influence safe.

On the other hand, It doesn't mean there can't be other cards that generate influence regardless of the territories or stealing.

14
I like the fact a territory evolves into a support cards if destroyed.

If you win by gaining influence, I don't think they should be stolen in the first place. You can steal anything from a player, but not victory points. That's just bad design. Same thing goes with life link in magic though it is quite limited.

15
CCG Design Forum / Re: Idea for non-random card drawing
« on: November 13, 2012, 10:37:20 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.

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