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Messages - Malagar

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1
CCG Design Forum / Re: Macro: The Micro Card Game
« on: May 12, 2013, 02:22:23 AM »
sorry, i saw this just now!

Artwork is cool, did you do that? The layout is okay - is it supposed to be square? the border is a bit big, but i see its required for your concept.

Did you check aut "Shift - the single card CCG", they also use cards with information on all edges. maybe this inspires you a bit:

http://www.kickstarter.com/projects/laboratory/shift-the-single-card-ccg

(the link to ks is the first one that appeared in google search)

2
CCG Design Forum / Re: Last Fief - free fantasy CCG
« on: May 08, 2013, 01:12:16 PM »
Hey all,
The rulebook, as well as the first 24 tiles for LAST FIEF have been released today.
If you are interested in this hilarious dueling game for kids and grown ups, go and
grab your free PDF copy today at:

http://www.last-fief.com

Please note that LAST FIEF is still in beta. If you want to help us playtest, I would
really apprecciate! Please report balancing issues, mechanics errors and hidden loopholes
directly to my email. You can also post new ideas for funny names, tiles and rules - after
evaluating they might be included in a future expansion (we take care about artworks).

tobias at 1manstudio.de

3
CCG Design Forum / Last Fief - free fantasy CCG
« on: May 05, 2013, 01:48:16 PM »


okay guys - i need your help - and this time, for real

Im working on another game. A tiny, little, FREE print-and-play CCG for kids, grown-ups, nerds and casual gamers alike. And i really need your help with creature names, name/mechanic combinations and name/artwork combinations (i take care about the artworks). As some of you might already know, im not native english speaking - so getting EN/US jokes is not an easy task for me. But this is exactly what this game is asking for.

Does someone remember the old Guardians CCG where you had hillarious creatures like "Giant Aunts" and "40.000 useless warhammers"? It was a combat game after all, but set in a very funny fantasy world. Last Fief ist trying to trailblaze good old Guardians.

The Last Fief game itself is almost ready. the rules are finished and playtested (still balancing is required). Rules document got a layout and the 36 card base set is ready to go. All i need now are more ideas for really funny, sarcastic, ironic creatures (for base set or the future).

Remember: This project is free and i will add every contributor to the thanks section of the rulebook. Furthermore I will post the full rules here later on and let you participate in creation of the next expansion set (for anyone who might be interested).

THE LAST FIEF - STORY

“The war is over and noble houses divided the whole realm among them. Wait, really the whole realm? Not quite! A long overlooked fief in a far corner of the land is still unconquered. Battle starts again, as nobles from all across the realm strive to conquer the last fief!”

Welcome to the official LAST FIEF card game. LAST FIEF is a fast, two player dueling game played using stacks of square tiles and a tiny game board. The player who controls all nine spaces on the board, wins the game. Last Fief is easy to learn, plays very fast and still provides a decent depth for strategies and tactics.

This is a game for everyone. Got time during lunchbreak? A few minutes before your bus arrives? Going on a train travel? Grab your comrade (little brother, sister, girlfriend, class mate, father, mother) and play!

THE LAST FIEF - GAME

Grab a stack of 18 crazy fantasy creatures. gain 3 gold per turn. use gold to play tiles onto the 3x3 tic-tac-toe board. or use gold to do various actions like drawing tiles, attacking, moving, activating special abilities and so on. attacking reduces the targets life by your creatures power rating (use dice or counters to keep track). the first player who puts a creature tile onto each one of the 9 spaces on the board - wins the game.

THE LAST FIEF - MY REQUEST

Creatures! No mechanics (as you dont know the rules yet). Focus on crazy names and name/artwork combination. They must be fantasy with lots of craziness, sarcasm and self irony. You always wanted to make fun of your favorite boardgame/movie/series/comic/computer game? NOW IS YOUR CHANCE!

Give me the good old "Lizards on the Toast"!

THE LAST FIEF - CREATURE SAMPLES






4
CCG Design Forum / Re: Un-fun strategies/types
« on: April 29, 2013, 01:37:30 PM »
I second Typherion and would also thinkt that resource denial and degenarte combo decks belong to the list.

Back in the days when I played Type-1 tournaments here in germany (no pro tour of course) we had those Necropotence decks like the pest. And we hated them like the pest as well! No matter what you played, they litereally ignored the other player and just "did their thing". Necro/Hypnot Spectre/Land Destruction/Discard - rewind, repeat.

What I see in "un-fun strategies" are "omni strategies" that could be easily applied to any CCG out there (now this may be a bit of a weird point of view, but thats just how my brain works):

strategies that rely on the overall physics of a card game (like drawing, discarding, resource control, counter, stall, mill) instead of the built-in mechanics (like combat, creatures, their interactions etc.). is what i perceive as "omni strategies".

basically you can plug-and-play all omni strategies from one game (like MTG) into any other CCG out there. because (for example) discard is possible in every game that uses cards. the same is true for mill, stall or resource control.

so, "un-fun strategies" are those that mess with the "physics" or card games instead of its mechanics.

they are un-fun because they bypass the rules (like creature combat, attacking or blocking) and instead manipulate the nature of card games in order to win.

--

off topic: this brings me again to the "perfect CCG". this would be a CCG that is able to turn all hard cards into soft cards (like typherion keyworded it). and at the same time shifts gameplay completely from physics to mechanics as well.

this would require a "soft mechanics layer" to be created on top of the "hard physics layer" of the cards and their built in attributes. and that soft layer must provide enough design space to fit all game mechanics into it. so that the design space is big enough for all cards to take place on the "mechanics/soft side", and designers are not tempted to create cards that are part of the "physics/hard side".

in a nutshell this would mean a CCG without mill, discard etc. strategies. instead rely on combat (number comparison), intrigue (bluffing), bidding or any other mechanic that can be build "ontop" of cards.

5
CCG Design Forum / Re: The Magitech Wars (was: Crystal Archons)
« on: April 07, 2013, 04:15:44 AM »
Just a quick announcement that the free PDF Rulebook for “The Magitech Wars” has been released. Head straight to the download section and grab your copy. Be sure to read the rules thoroughly before the Nexus Core Set is released (wich will be soon)!

http://www.magitechwars.com/downloads


6
CCG Design Forum / Re: The Magitech Wars (was: Crystal Archons)
« on: April 04, 2013, 01:18:30 AM »
thanks.

yeah the concept is a bit older, it took me a while to get everything right. This is inspired by Summoner Wars, Mage Wars and also the WOTC miniatures game Dreamblade (now OOP).

Magitech Wars has no deck, instead you put all your cards (24) face up in front of you when the game starts. It also uses a MTG like mana system that ramps up, so you dont start with all your units in play. two major factors delayed the design:

1. not all people like boardgames that are played with cards. especially when the game is not a real card game. but i still decided for cards as miniatures are out of question and tiles are just bad (not enough space for art and rules). you just have to be aware that this is more a boardgame than a cardgame. thats all.

2. getting the card movement and the gameboard to work. usually, games like this tend to be slow and boring at the start (especially with a ramp up mana system). but we finally got it right:

take a look at the gameboard in my previous post. first of all its small. second, you dont have to move your cards too far into enemy territory - because the victory condition is about conquering the crystals instead. it creates a lot of tension in the middle of the board and concentrates the action on the crystals instead of spreading all units wildly across the board.

finally: all cards may move 1 hex when entering the game already. cards start at the dark grey "portal hexes". as you can see: on turn two, you can already capture your first crystal. and your opponent too. for the first few turns, there are enough crystals for both players.

thats all for now, thanks for reading!

-Malagar (Tobias)

7
CCG Design Forum / Re: The Magitech Wars (was: Crystal Archons)
« on: April 03, 2013, 12:26:40 PM »
we proudly present the first, play tested, balanced and artistically finished card from our upcoming game

THE MAGITECH WARS - techno fantasy skirmish battles

* available soon via The Gamecrafter for Print-on-demand (it wont be expensive and has no random card boosters)
* available with a 40% discount for home print-and-play on Wargamevault (even cheaper and you can reprint cards as you like)
* and also available completely for free for LackeyCCG someday


THE WHITE KNIGHT

* With a cost of 3 he is medium priced (and you get quite a lot for that cost)
* His power of 9 outmatches all weenies and rank-and-file minions
* Two health points make him quite durable
* The Protector ability is both a blessing and a curse at the same time
* Speed of Light makes him strike so fast, his enemies have no chance to react
* The Lightning Reflexes Technique allows you to play this card as an attachment instead too.

Into the light!

8
CCG Design Forum / Re: Aspects CCG
« on: April 03, 2013, 12:24:13 PM »
nice page!

sorry i cant help you with free art (i pay my artists from my own earnings. once thing i learned in the past is: if you want to move towards a more professional presentation you just have to do that.).

9
CCG Design Forum / Re: Aspects CCG
« on: April 02, 2013, 09:42:48 AM »
good, i think the second one is the best.

now you only have to solve the "using copyrighted artwork" issue  ;D

10
CCG Design Forum / Re: Aspects CCG
« on: April 02, 2013, 01:39:18 AM »
Ah thats much better than the old one.

1. name is big enough but the background is so-so.
2. cost is a bit small but the grey line underneath is nice.
3. image border is good.
3. Minion/Humanoid is a bit small, maybe center the image and put these keywords below it (esp. when there should be more later)
4. textbox is good and big enough
5. bottom part of the card is also okay (set info etc. could be bigger font size, but that is not a must in my eyes).

hmm, a few tweaks here and there and I think your template is ready.

11
CCG Design Forum / Re: The Magitech Wars (was: Crystal Archons)
« on: April 01, 2013, 10:47:24 AM »
Revised "Shadow Element" template from my side-project "The Magitech Wars" (title changed a while ago).

feel free to also like the project on facebook (as most updates will be there): http://facebook.magitechwars.com


12
@r0cknes okay thanks.

Attached you find the next iteration of terrain templates. Please give me some feedback folks!

From my POV this will be the final version, as it looks good. Added lots of modifications and as you can see, the template looks good when using images with lots of green (typical for a land card), but also when using other colors. and it looks good in big size as well as in small size. everythings is readable and nicely arranged.

Also notice the cool continent/archipel texture above the title and underneath the textbox.

EDIT: The greenish coloring of the background does not fit every terrain image equally well. the easiest solution would be to turn the background into greyscale, because this removes the clashing colors. i could also soften the green aspect or tint the background textures depending on what terrain is displayed. hmm...

EDIT 2: also think that I will remove that white shadow from the keyword in the middle and turn the text into bold instead.

I will no redo all templates for the game - but like to hear your comments first.

thanks!

13
@Dragoon. Yes I understand. i meant please dont start nitpicking about such a tiny thing that a dot is. I know that there is still lots of stuff that must be changed on the templates. Its lots of work and takes enormous amounts of time. the previews where done to show off the card art. i did not have a chance to correct all templates yet.

besides that, keep the critque coming - your are always helpful.

@r0cknes. sorry i did not understand that. which ones do yo mean? and why "red"? the last sample posted was not about coloring of the cards. its about the black/white icons in comparison to greyscale ones. thanks for clearing things up.

14
quick update: we are upgrading our icon set. but im currently unsure if thats a good idea. compare the icon styles in the attached picture. as "lame" as the simple icons look - they are much better to read then the artistically done versions.

what i learned is that most card game put readability over aesthetics

any feedback on this?

15
Plugins & Plugin Creation Forum / Re: Update Via Dropbox?
« on: March 28, 2013, 04:09:26 PM »
yes, they do so for the Mage Wars rulebook i think. (because everyone who synchronises to your DB auto receives the updates)

have not tried it yet, but will do so in the future.

PS: ah sorry, read too quickly: was refferering to "files" and not plugins. dont know if this works with lackey...

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