Oh. Well, my mistake, then.
Its cool, lot's of people skim.
You have any input on the current MOD?
edited 12th Aug '11 4:23:23 PM by JusticeMan
Let's make a TCG!Hmm... no updates yesterday.
Well, let's wait for a tiebreaker on the vote.
edited 13th Aug '11 6:59:32 AM by randomguy123
Misanthrope SupremeJust did, I'll close the crowner and prep the next MOD.
Let's make a TCG!I think this game should get really meta. Cards for tropers, edit actions, and tropes themselves. It would make the game different from all the others out there.
Just my two pennies.
If I were to write some of the strange things that come under my eyes they would not be believed. ~Cora M. Strayer~I think it was stated a while back that a troper tcg wouldn't work, regardless if Yugioh's any indicator. Shout outs WILL be abound. :)
Let's make a TCG!Tell me when the next Mod's up...
Misanthrope SupremeOkay. Can you explain what the 3 options are in more detail?
Misanthrope SupremeUh....Like what? That;s all the info i could think to say, what the condition is and some games that use it. Sorry. Update is edited in the first post.
Let's make a TCG!Okay, got it.
Misanthrope SupremeJust want to throw up the possibility of multiple win conditions, like in L 5 R, which has two point-scoring win conditions (get your Honour to 40 or everyone else's to -20), a destruction one (destroy everyone else's provinces) and Enlightenment, where you have to get five specific cards in play.
Reminds me of Civ, I'll add a Mixed(Please Specify) option in the crowner.
And remember people, try not to vote without posting.
edited 22nd Aug '11 8:34:01 AM by JusticeMan
Let's make a TCG!A quick update, it seems that right now that "Mixed (Please Specify) is winning, yet no one has specified, thus at the end of the mod friday, the runner up will be the winner, unless the voters note exactly what they want; we can't continue with a result when we have no idea what that result is. Thank you.
edited 24th Aug '11 7:10:19 PM by JusticeMan
Let's make a TCG!Derp. That was me, sorry... I'll get a solid idea down, I just want to get it worded properly; watch this space...
I also voted mixed and failed to specify. Sorry.
Right so here's the general sort of idea. There are two independent, equally viable methods of winning: destroying all of your opponent's Generators or raising your Technology Level to it's maximum.
Each player starts the game with some small prime number of Generators, which give you the power needed to play other cards. After they're destroyed Generators produce some sort of Negative Space Wedgie that makes it more difficult to destroy the others.
A higher Tech Level gives you some TBA benefit, so raising it is a good idea even if you aren't going for it as a victory condition. However, it becomes increasingly difficult to raise your Tech Level as it gets higher, meaning that you need to focus on it in order to get anywhere.
edited 24th Aug '11 8:43:43 PM by Neuman
Crap, well now I'll have to edit in the ideas.
Let's make a TCG!Since we're neck and neck, I thought I'd give more detail about my resource destruction plan (which is, of course to be edited.
The basis is that to summon the battle units you need to use “charge.” Charge is like mana in Duel Masters or Land in Magic, although there is a twist To play a battle unit, you have to put a certain number of charge under it, you can put more than you need for a power boost or for certain effects. However you can also play less. You see, each unit would have two numbers one a minimum charge, the charge for it to be summoned, and one an “activated charge” the charge for you to use it. SO for example if a card has charge cost 3/2 that means charging 2 will let your put it down, but it’ll just be a brick, only good for sopping up damage, or for being the target of an effect. But charge one more and it can attack and use it's effect. Like Vanguard, thistle make the choices of were, when, and what to charge a basis of the game.
A key note is that if you run out of charge, you lose. When a Battle Units is Severed, all the charge with it goes to the discard pile. When you take damage, charge is milled from your deck or hand. So you loose the game when you run out of charge. This would also make the game fun, as players would have to decide between having a lot of charge (and thus health) or having more Battle Units to attack and defend with. Charge cards could also be cast straight from the hand if they have an effect (like spell cards in D or Yugioh) with stronger ones having an extra effect. Later on, cards that manipulate charge. (like cards that can add charge, cards that can move charge from unit to unit, and cards that get more effect based on how charged they are) could be added to the game. I think the charge system is a unique and intuitive way of playing cards that hasn’t been seen until now.
edited 26th Aug '11 4:50:52 AM by JusticeMan
Let's make a TCG!I think is a good idea. Better than the neumans plan i believe
Wow, it looks like a close call. I'll close the poll now. Neuman, do you think you could pm me how your plan cold be modified to fir the winning system?
Let's make a TCG!
Crown Description:
They're synonymous, which is why the two of us keep switching then around in our edits.
Let's make a TCG!