TV Tropes Trading Card Game:
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
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
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.
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
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
edited Mon, 23 Feb 2009 17:18:35 by Matrix
edited Mon, 23 Feb 2009 17:35:10 by intuition
- 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.
- 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
edited Mon, 23 Feb 2009 17:53:59 by Ironeye
edited Mon, 23 Feb 2009 18:04:31 by Ironeye
edited Mon, 23 Feb 2009 18:05:44 by intuition
edited Mon, 23 Feb 2009 18:48:20 by Matrix
edited Mon, 23 Feb 2009 18:59:20 by Mio
edited Mon, 23 Feb 2009 19:02:52 by Ironeye