TV Tropes Trading Card Game:

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251 Matrix23rd Feb 2009 03:01:40 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
Feudal Overlord

SP: 5

Genre: Fantasy

Character Trope (Villain)

Passive Effect: Choke 'em with Taxes!
As long as this card is in play, all other Trope cards lose an extra 1 SP per turn.

Trope Ability: Off With Their Heads!
Send one Character Trope Card into the Killed Off for Real discard pile.

I like her not! - Henry VIII

edited Mon, 23 Feb 2009 16:14:05 by Matrix

252 Matrix23rd Feb 2009 03:34:07 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
Hurricane of Euphemisms

SP: 4

Genre: Comedy

Eventual Trope

Passive Effect: Euphesion Confumism
While this card is active, instead of a Trope's ability being used upon activation, it is used on the next turn.

Trope Ability: Euphemisms from the Aether
This ability can only be used upon activation of another Trope's ability. That ability takes two turns to activate, instead of this card's passive effect.

This is an ex-parrot! - Monty Python's Flying Circus
253 VampireBuddha23rd Feb 2009 04:02:17 PM from Right behind you , Relationship Status: Having tea with Cthulhu
Butterscotch Dinosaur Pussy
Moe Green Special: Instant trope. Genre: Action/Adventure. Activation: 2 SP. Can only be played if one character is armed with a gun.

A Character with a gun attacks another character successfully. Toss a coin. If it lands on heads, the Character that was attacked is sent to the Graveyard. If it lands on tails, the Character that was attacked is sent to the Bus, and resurrected three turns later with an Eyepatch of Power.
Vomiting Cop: Instant trope. Genre: Mystery. Activation: 2 SP.

A selected Police Character cannot perform any action for the rest of the turn. If the Sliding Scale is in play, reduce Idealism by 1 if higher than -3.
Vomit Chain Reaction: Twist. Activation: 1 SP per Character affected.

If a Character vomits, a number of other Characters selected by the activator of this card also vomit.
Vomit Discretion Shot: Twist. Activation: 2 SP (1 SP if Executive Meddling is in play).

Cancel the effect of Vomiting Cop.
Vomit Indiscretion Shot: Twist. Activation: 2 SP. Cannot be played of Executive Meddling is in effect.

Cancel the effect of Vomit Discretion Shot.
I'm thinking there should be weapons of some sort, probably divided into projectile and melee, though some could function as both. Their strength would be determined by one of two ratings - dakka for projectile weapons and choppa for melee weapons. This lets us have:

More Dakka: Structural Trope. Activation cost: 2 SP per card affected.

When this card is played, each player can select any number of projectile weapons to have their dakka increased by 10%. A card selected by a player must have its upgrade cost paid from that player's own SP stock.
254 Matrix23rd Feb 2009 04:06:44 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
Wutai

SP: 10

Genre: Fantasy

Setting Card

Genre Bonus: Trope Cards matching this card's Genre are in play one more turn at no extra SP cost.

Effect: The Ninja Cometh
Change all Ninja and Samurai tropes to Fantasy.

What is this "Japan" you speak of? I have never heard of it before. - Miko Miyazaki, Order of the Stick
255 Matrix23rd Feb 2009 04:12:28 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
I'm thinking there should be weapons of some sort

I don't think that would really work, since we don't have attacking, per se.
Terraform

12 SP

Edit: Genre: Sci Fi

Eventual Trope

Activated ability: If Terraform has 7 or fewer SP, you may send one target Setting Trope to the Killed Off for Real discard pile, search your deck for a Setting Card, put that card into play replacing the old one, put Terraform in the Killed Off for Real discard pile, and shuffle your deck. (Pay all put-into-play costs for that Setting Card.)

They say that time changes things, but you actually have to change them yourself.

- Andy Warhol


Sorry if this seems a little Magic-y, what with the long weird effect and parenthetical reminder...also, sorry if the mechanic doesn't seem to fit- I just figured that Terraforming usually takes a while to do. Thematically it might make more sense to choose the Setting Card first, but I wasn't sure if the card's owner could replace it (if not, this is pretty powerful, and might need a higher cost), in which case you'd have just played an expensive card only for it to fizzle as its target was replaced.

Also, on a different note- how exactly does playing "Instant"-type cards/activating abilities during an opponent's turn work? Is there a set limit for them, too? That might ruin the surprise element a bit, since you'd know when an opponent was out of things to do.

edited Mon, 23 Feb 2009 17:15:24 by intuition

"I like them to talk nonsense. That's man's one privilege over all creation. Through error you come to truth! You never reach any truth without making fourteen mistakes- and very likely a hundred and fourteen." - Razumikhin, Crime and Punishment
257 Matrix23rd Feb 2009 05:09:48 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
12 SP for an Eventual Trope is way too much, especially if you have to pay for the setting as well. 22 SP for one Setting?

Also, you forgot to specify a Genre for the card.

Also, generally, Twists can only be activated when they say they can, so you're limited in that way.

edited Mon, 23 Feb 2009 17:18:35 by Matrix

Edited to add the Genre.

Well, I figured the Setting Trope you're replacing represents an opponent's investment of 10 or so SP, so it would make sense that nullifying that would cost about the same..of course, the usefulness/value (and therefore optimum cost) of the card all really depend on how often you'd normally replace a Setting card, and how easy it is to do so. I'm guessing it's fairly easy, but you normally wouldn't do it, since they have general effects that probably mesh well with your other cards, so having one of yours replaced would probably leave you without a new one you could use to re-replace the old one.

Still, 12 is probably a little high, so I guess I should either add a clause saying something like "the Setting Card you place cannot be sent to a discard pile until it runs out of SP", making it legitimately game-changing (and probably worth a bit more), or just cheapen it up.
"I like them to talk nonsense. That's man's one privilege over all creation. Through error you come to truth! You never reach any truth without making fourteen mistakes- and very likely a hundred and fourteen." - Razumikhin, Crime and Punishment
259 Matrix23rd Feb 2009 05:22:32 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
Setting Cards don't have SP. They are in play indefinitely.
Whoops, you're right. I guess the solution is just to cheapen it, then:

Terraform

7 SP

Genre: Sci Fi

Eventual Trope

Activated ability (4 SP): If Terraform has 2 or fewer SP, you may send one target Setting Trope to the Killed Off for Real discard pile, search your deck for a Setting Card, put that card into play replacing the old one, put Terraform in the Killed Off for Real discard pile, and shuffle your deck.

They say that time changes things, but you actually have to change them yourself.

- Andy Warhol

Better, I hope. I removed the cost-paying thing because you don't want to use the card only to have the opponent replace it. At the same time, just 7 to kill an expensive Setting Card is probably too little.

edited Mon, 23 Feb 2009 17:35:10 by intuition

"I like them to talk nonsense. That's man's one privilege over all creation. Through error you come to truth! You never reach any truth without making fourteen mistakes- and very likely a hundred and fourteen." - Razumikhin, Crime and Punishment
261 Ironeye23rd Feb 2009 05:45:46 PM from SoCal , Relationship Status: Falling within your bell curve
Cutmaster-san
As a reminder to everyone:

  • Every trope has an invocation cost.
  • Tropes that stay in play also have an SP total.
    • This is usually the invocation cost, but there are exceptions
    • If an SP total is unlisted for a trope that stays in play, the trope comes into play with no SP and you don't have to worry about it leaving play from SP loss. This is standard for setting and theme tropes, but there are exceptions here, as well. There may be a few setting and theme tropes that are temporary, and there may be other sorts of tropes that are permanent.
  • If a card has a listed SP total, it also has an Idea Penalty. This is the number of cards you must remove from the top of your deck (or discard), if the trope leaves play unactivated.
    • Tropes that have Idea Penalties will almost always have either an Active Ability or Major Effect, since those are the only two abilities a trope can have that will allow it to be activated. Almost all tropes without these abilities will come into play already in the "activated" orientation (the normal orientation)
  • If a trope has an active ability, there is usually an SP bonus associated with that ability (though in theory it could be an SP cost).
  • If a trope has a genre (as most tropes will), it also has a genre value.
    • 0 if the trope is fairly universal or not a particularly common feature of the genre
    • 1 if the trope is most common seen in the genre, but possible elsewhere; if it shows up in other genres, it'll be [Genre] 0.
    • 2 if the trope can only show up in that genre.
    • The Hero (Fantasy version); Fantasy 0
    • Evil Overlord (Fantasy version); Fantasy 1
    • White Magic; Fantasy 2
  • Twists can be played at any time specific on the trope card. We don't yet have a name for tropes with a one-time effect that can only be invoked during your own Story Phase—any ideas?
  • Tropes can have a Genre Bonus/Penalty. These bonuses and penalties can be for any genre—it just has to make sense.

Other notes from a general design point of view:
  • Try to avoid trope cards that reference other trope cards by name. There are three exceptions:
    • The trope so common that many decks will run it (any character or AP trope that gets the "major" tag, such as The Hero or Doomsday Device)
    • The trope mentioned by name gives the other trope a bonus (ie there is reason for one player to play them both)
    • The named trope is not essential for the other trope to be effective.

edited Mon, 23 Feb 2009 17:46:36 by Ironeye

I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
262 Ironeye23rd Feb 2009 05:53:38 PM from SoCal , Relationship Status: Falling within your bell curve
Cutmaster-san
Matrix, I love your Wutai design, but it doesn't work well with the rules as written.

Genre Bonus: Trope Cards matching this card's Genre are in play one more turn at no extra SP cost.

works better as:

Genre Bonus: When this Trope comes into play, add 1 SP to all tropes of matching genre that have SP. Trope Cards matching this Trope's Genre come into play with +1 SP.

The reason why is that players remove a trope from play the moment it runs out of SP so that they don't need to remember how long it's been since the trope ran out of SP. This leads to the weird circumstance where the trope will last one turn less than its SP total, but the alternative depends on players remembering just how long a trope has been in play—defeating the point of SP. (Though we could have tropes with no SP be removed at the beginning of your turn, then there'd have to be a check for which tropes had SP to begin with; which were permanent; which were permanent until another trope gave them SP...)

edited Mon, 23 Feb 2009 17:53:59 by Ironeye

I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
263 Matrix23rd Feb 2009 05:57:08 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
You never said anything about that Idea Penalty before as card loss. It was SP loss last time I checked.
264 Ironeye23rd Feb 2009 06:03:04 PM from SoCal , Relationship Status: Falling within your bell curve
Cutmaster-san
Really? I thought I had it as card loss since...ever. Well, ever since Kyler Thatch suggested such a mechanic back in post 59, I ran with the idea in post 63, you made it very clear in post 69 that you didn't want health to overlap with mana, and [AOD] laid out the idea quite simply in post 73.

If I recall correctly, every rules summary I have written since post 73 (only two, I think) has had Idea Damage for tropes leaving play unactivated. In fact, I used to call it "Card Damage" because I didn't have a good name.

Edit: We can change this, but you were one of the first to make it clear that you didn't want mana and health to be linked.

edited Mon, 23 Feb 2009 18:04:31 by Ironeye

I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
Considering how many values the cards have, maybe it'd be better to just have a standard Idea Penalty (say, two) for most cards, with a special one for some which might somehow have additional plot relevance or be more powerful in some way?

(Ninja'd.)

edited Mon, 23 Feb 2009 18:05:44 by intuition

"I like them to talk nonsense. That's man's one privilege over all creation. Through error you come to truth! You never reach any truth without making fourteen mistakes- and very likely a hundred and fourteen." - Razumikhin, Crime and Punishment
266 Matrix23rd Feb 2009 06:07:03 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
Oh. Sometimes I forget what I say and what I wanted.
267 Ironeye23rd Feb 2009 06:08:45 PM from SoCal , Relationship Status: Falling within your bell curve
Cutmaster-san
hmm, could be worthwhile. We currently have four standard values that a card could have: SP cost, SP total, Idea Penalty, and Genre Value. I know that Magic: The Gathering has three standard values (Mana Cost, Power, and Toughness) and it's never been a problem, so I don't think a "too complex" argument should be used to drop the number of numbers below 3.
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
268 Ironeye23rd Feb 2009 06:11:21 PM from SoCal , Relationship Status: Falling within your bell curve
Cutmaster-san
We all change our minds sometimes. smile

So, consensus: does not using tropes in time deal card damage or SP damage? In either case, is this number standardized or specific to the card? (Note that all tropes with the "major" addition do not leave play from having 0 SP and deal 1 damage per turn that they begin without SP.)
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
269 Matrix23rd Feb 2009 06:17:10 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
Well, whichever one we choose, I say the damage should be standardised.
270 KylerThatch23rd Feb 2009 06:35:19 PM , Relationship Status: Don't hug me; I'm scared
literary masochist
I'm not sure what kind of damage it should be dealing, but I'm with Matrix in that it should be standardized.

I'm still not sure how trope activation works. What's to stop you from avoiding the "running out of SP" penalty by activating the trope right before its SP reaches 0? (Even if doing so would be pretty useless otherwise, at least you're not losing any more cards/SP)
They say we are what we are
But we don't have to be
271 Ironeye23rd Feb 2009 06:46:09 PM from SoCal , Relationship Status: Falling within your bell curve
Cutmaster-san
The idea is that trope abilities would have rather restricted targets so that they can't just be activated whenever.
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
272 Matrix23rd Feb 2009 06:47:41 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
The parameters of the card might be able to stop you from activating it, also relevancy.

What Ironeye said.

Damn ninja.

edited Mon, 23 Feb 2009 18:48:20 by Matrix

273 Mio23rd Feb 2009 06:58:42 PM , Relationship Status: Gone fishin'
Pink Pony Heretical
I have to be honest, I'm still a bit fuzzy on the card rules but I wanted to put forth ideas for two Structual Tropes.

Arc Fatigue : While this card is in play your opponent may not claim any arc cards.

Screwed by the Network : Remove all cards on the field and reset all arc cards.

Needless to say they are both very powerful (the last one was inspired by Magic's infamous "Wrath of God" card) they would probably cost alot to bring out and would probably need to be limited in the deck. Any thoughts?

edited Mon, 23 Feb 2009 18:59:20 by Mio

Pony Character Analysis/Commentary

3DS FC: 4425-1960-3848
274 Ironeye23rd Feb 2009 07:02:06 PM from SoCal , Relationship Status: Falling within your bell curve
Cutmaster-san
I really need to get around to making a Just for Fun page with the current rules so we don't need to re-post them. tongue

Of course, it's Up for Grabs to anyone who knows the rules well.

edited Mon, 23 Feb 2009 19:02:52 by Ironeye

I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
275 Matrix23rd Feb 2009 07:02:47 PM from The Matrix, Canada , Relationship Status: Less than three
quidf scire vis?
Well, as a Structural Trope, Arc Fatigue would be expensive anyways.

As for Screwed by the Network, I think that limiting it to being able to be activated only when Executive Meddling is in play would work.

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