- Invoke: play the trope card.
- Defy: Put trope back into player's hand
- Justify a Trope: Play an appropriate cost for the trope card.
- Lampshaded: Remove casting cost, Partially Lampshaded: Casting cost is halved, rounded down.
- Deconstructed: Removed from play
- Inverted Trope: Put back into your deck
- Subvert a Trope: Counter trope card
- Avert a Trope: Discard from your hand
White: Slice of Life
edited Thu, 12 Feb 2009 18:19:07 by [AOD]
- The nominees are:
- Three Tropers, they die, you lose.
- Plot Points. Gotta Catch 'Em All!
edited Thu, 12 Feb 2009 18:26:13 by [AOD]
edited Thu, 12 Feb 2009 19:12:53 by [AOD]
edited Thu, 12 Feb 2009 19:05:21 by Hikari no Kaze
edited Thu, 12 Feb 2009 19:39:12 by Hikari no Kaze
- Players fight to control the narrative by getting their hands on as many plot points as possible. The number of plot points is fixed at the start of the game. One of the key disadvantages of this system is that the first few turns will probably make the game, as the player who has more plot points can spend more...so on and so forth.
- Players control a certain number of Tropers (default: 3). Each of these tropers have an independent life total, and is removed from play if that total reaches 0. Players loose when they run out of tropers. This system can avoid some of the "win more" problems by giving players ways to protect individual tropers while leaving the others more vulnerable. The main argument against this system is that the "troper" is the person playing the game, not a piece (albeit a key one) in that game
- Damage is dealt to players via loss of cards from their deck. Has a "knocking the ideas out of you" feel. Except in card-drawing-based decks, the amount of cards still in the deck doesn't matter so much, and thus the "win more" issue doesn't come up. On the other hand, it's not so clear what the gameplay would be in this setup
- Plot Cards: players race to be the first to collect 3 (or some other number) plot cards by satisfying the conditions on those cards.
- The Plot cards are tailored to the deck. Each player inserts a number of plot cards into their deck and specifically builds around finishing those plots. Players do not compete for plots, but rather try to prevent their opponent from reaching his/her plot conditions.
- The Plot cards are general. Players either directly compete for the plot cards and do not include them in their decks
- Some hybridization of the above.
- Hybrid Plot Points and Tropers: Plot points also count for troper life. Introduces the interesting tactical decision of whether or not to make your tropers weaker in order to invoke more tropes.
- Something else entirely
edited Thu, 12 Feb 2009 19:53:22 by Ironeye
edited Thu, 12 Feb 2009 20:38:50 by Eio
edited Thu, 12 Feb 2009 20:44:19 by Matrix
edited Thu, 12 Feb 2009 20:44:46 by Ironeye
edited Thu, 12 Feb 2009 20:56:05 by Matrix
edited Thu, 12 Feb 2009 21:07:44 by Eio