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Messages - 3XXXDDD

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1
Chimera Plugin
Rules

Playtesters welcome and very much appreciated.

Art (or lackthere of) is not Representative of the final product.

2
CCG Design Forum / Re: Macro: The Micro Card Game
« on: May 12, 2013, 03:08:13 AM »
I'm well aware of shift (I made a plugin for it as well as backing its Kickstarter).

The art is a paid piece from dA. I'm not sure if I have the means to invest in more.

3
Plugins & Plugin Creation Forum / Re: Vanguard Plugin
« on: May 11, 2013, 10:43:31 AM »
It downloads the images from a photobucket account (currently mine). If someone is willing to update the rest of the information and collect the images for me, I'll upload them.

Pack definitions are only needed if playing draft/sealed. Is that your intent?

4
Plugins & Plugin Creation Forum / Re: Vanguard Plugin
« on: May 09, 2013, 06:51:42 AM »
Everything seems to be hosted here - http://nikulas.webs.com/Vanguard/updatelist.txt (Missing BT08-BT11 and a couple of TDs).

5
Plugins & Plugin Creation Forum / Re: Z/X Zillions of Enemies X
« on: May 09, 2013, 06:39:56 AM »
Added a new fresh link. Cards not so much though.

6
Plugins & Plugin Creation Forum / Re: Z/X Zillions of Enemies X
« on: May 08, 2013, 03:03:45 PM »
Did anyone happen to have these saved?

7
Why do the power and guard stats all have extra meaningless zeros tacked on at the end? It seems like a complicated enough game to not have young kids be the demographic, so why the arbitrary inflation (which is usually aimed at Timmy)?

Didn't see this. I think it's nostalgia more than anything, he talked about Yugioh a lot in his Kickstarter.

8
CCG Design Forum / Re: Macro: The Micro Card Game
« on: May 07, 2013, 08:24:09 AM »
This is incredibly close to the final template. (Also the game is now language independent using symbols instead of text).


9
CCG Design Forum / Re: Tactics -- A classical fantasy CCG
« on: May 05, 2013, 05:41:15 AM »
I think the betting system actually makes this worse than MTG honestly. People shouldn't really be guessing who is going first because it creates various imbalances. I also found myself a bit bored reading the rules, mainly because I could replace everything with Magic Terms.

I think, before you start making something, you would have to ask yourself What is your objective here? What "idea" are you trying to capture in this game? For example, MTG was supposed to capture the idea of being a Mage whereas Cardfight!! Vanguard was supposed to capture the idea of being a Commander.

Don't worry though, you're still in a growing step. I've had a number of games be typical and boring before I found my inspiration that I'm confident on.

10
CCG Design Forum / Re: Tactics -- A classical fantasy CCG
« on: May 04, 2013, 04:42:49 PM »
Just curious, is this the first game you're attempting to design?

11
CCG Design Forum / Re: Tactics -- A classical fantasy CCG
« on: May 03, 2013, 08:16:50 PM »
It sounds basically like Magic/Kaijudo.

Although the betting system seems different, care to expand on that?

12
CCG Design Forum / Re: Macro: The Micro Card Game
« on: April 17, 2013, 11:27:22 AM »
Introducing two new concepts into the game, the first is the simple "Regeneration phase" at the end of every round which each card restores 1 point of vitality.

The second is a bit more intricate

|Combat Phase Sub-Step: Card Effect Turn Structure|

Each ability has at least one effect and may have up to a total of three. Each effect has a period after it to note when it is finished.

During combat, the ability who wins in the speed gets to activates its first effect first, once it is resolved, priority is passed over to the opponent (Player  who gets to activate his first effect, before passing priority back to his opponent (Player A). This process is repeated until all effects are resolved.

If an ability has no additional effects, priority is still passed. (E.g. Player A may play and resolve an ability with three effects fully regardless of Player B playing an ability with less than three effects)

In short, a card with the abilities

+1 Endurance. Deal 2 Damage.

Is a different card than

Deal 2 Damage. +1 Endurance.

E.g

Player A plays "Deal 2 Damage. No Effect. No Effect."
Player B Plays "+1 Endurance. Deal 2 Damage. No Effect"
(Player B's card activates first)

In this case, Player B gets +1 Endurance before Player A deals 2 Damage, therefore resulting in Player A dealing 1 less damage.

Player A plays "Deal 2 Damage. No Effect. No Effect."
Player B plays "Deal 2 Damage. +1 Endurance. No Effect"
(Player B's card activates first)

B: Deals 2 Damage
A: Deals 2 Damage
B: +1 Endurance (after already being dealt damage from A's card so this has no effect on that battle).

Same effects but different order resulting in a different play.

13
Plugins & Plugin Creation Forum / Shift - The Single Card Card Game
« on: March 22, 2013, 04:47:28 PM »


Shift is an anime themed card game in which players duel using a single card and some coins. Shift cards have stats and Modifiers on all four sides, called Gears. Each card functions like a deck in a traditional CCG, where each Gear is a separate hand. And much like decks in a CCG, each card rewards different strategies and play styles.

Players take turns attacking or shifting their cards to another Gear. To use a Gear's Modifier, you might have to pay a cost; costs may require flipping a coin, or paying spirit - which is earned by taking damage. The first player to deal six damage to their opponent wins!

This game has already reached it's goal on Kickstarter so it will be created. I got to say, despite the heavy coin-flipping and that card art being somewhat squashed, I'm actually loving this game. It's nice to have something that can just fit in your wallet too. It's quite refreshing to say the least.

The Kickstarter ends this Sunday, $7 ($12 if outside US) for a PnP Template, $15 ($20 if outside of US) for fully developed set of 10 cards - http://www.kickstarter.com/projects/laboratory/shift-the-single-card-ccg

LackeyCCG Plugin

Quote
Notes
Spending Spirit: First click "Heal Damage" then click "Spend Spirit"
Refreshing Spirit: First click "Heal Damage/Refresh Spirit" then click "Deal Damage"
Healing Spent Spirit: Click "Heal Damage/Refresh Spirit". DO NOT CLICK "Heal Damage"
Healing Active Spirit: Click "Heal Damage". DO NOT CLICK "Heal Damage/Refresh Spirit"

How to Play Video

Critical Preview







14
CCG Design Forum / What if Mana was relative?
« on: March 18, 2013, 08:46:45 AM »
What if Mana was relative?

(Note – I say Land but any mean any game with a similar resource mechanic, including but not limited to Duel Masters, Z/X etc)

Instead of Land being “Tap this for 1 X Mana”

It would be

 “Tap this for 1 X Mana for each X LAND in your mana zone.”

E.g
Turn 1 – I tap the only Forest Land in my mana zone for 1 Green Mana

Turn 2 – I play another Forest. I tap both forest for a total of 4 Green Mana (2 each).
I feel this could help pace your generic mana/resource systems a little bit better so they don’t become something of a snorefest which is a possibility with those sort of games. 

15
As half-promised, PnP sheets for Macro: The Micro Card Game

Microsoft Publisher Template
PDF Templates
How to Play

I understand a couple of aesthetics problems with the designs currently. Try to bare with them for now.

Feedback much appreciated!

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