Shattered Planes Archives (Seasons 4 & 5)
The Board => Archive => Void => Topic started by: K2 on August 15, 2010, 07:40:35 PM
-
This topic is for discussion of RULES and GAMEPLAY of a possible SPTCG, not for 'OMG MAKE A SO-AND-SO-CARD-PLEASE' topic.
-
Hm...I did like that planet system you had, K2. I'd say to keep it.
As for Characters...Specifically, what would they do?
-
Rules
1.You can have only 60 cards in your deck.
2.You can not recycle cards from your grave yard unless you have a spell card or a character capable of doing such a thing.
3.You may not regain lifepoints through sacrifice of your characters, in fact it saps your lifepoints if you do.
-
Before we say about Life Points, lets determine if we actually WANT life points in the game...?
It could be more of a 'Whoever can keep his area populated longest' type deal...Or something like that that makes sense.
-
Hm...I did like that planet system you had, K2. I'd say to keep it.
As for Characters...Specifically, what would they do?
A planet almost always starts off with zero lifepoints. The cumulative HP of the characters on your planet determines the LP of your planet. So, to end the enemy, you have to get them down to having no characters on a planet, then attack their planet. The characters have spells you can use to attack the enemy. Yes, there are also magic cards, but some characters have spells.
Also, instead of graveyard, when a character is removed from play, you should place it in the 'spirit realm'. You can use any spell card or whatever to bring it back into play for 20 turns, then it goes to the 'afterlife'.
-
posting the count system, in all of it's confusing glory.
Makes perfect sense to me, but I guess it's cause I made it.
--- Count System ---
The entire premise of the Count system is play cards --> play more cards, rather than waiting around for a resource or three to play stuff, or winning in a single turn.
-pros-
-Forces balanced decks and discourages gimmick decks (OMG WIN IN ONE TURN LOLOLOL)
-No resource cards. All of your cards are useful and you can have more of a strategy/strategies
-less "Crap, I can't summon this because of ____!!" and more "Huh. I can summon this next turn if I summon this first" or "I can summon this right now, but I'll be without counts next turn. Then again, this card is badass enough to make up for it."
-cons-
-confusing apparently.
-inhibits deck construction a bit (For those that like decks with, say, only spells/whatever we're using will find that they have to make due with the other card types.)
The best way to explain the count system is, like I said earlier, Play cards --> play more cards. Let's look at an example, since that's the best way to explain this.
Both players start with a counter of 2. (can be any number actually.)
Let's say that I play a character/monster/whatever. It has two numbers: Count Cost and Count gain. The Count cost is how many counts it would take to summon the card. Let's say the cost is two, so my counter goes to 0 and I play the card.
But wait! That's not all! We would then look at the count gain, which so happens to be 3. Which means that I gain 3 counts, and my counter is boosted to 3. What could I do with the remaining three counts? I could unload a heap of maybe 1-3 spells/abilities/whatever on my opponent, or I could end the turn with that 3. And then next turn, I could summon something that costs 3 to summon, but gained me 5, or maybe 2 to summon, but gain nothing back.
Like I play a card that decimates everything off the field. Something like that would definitely cost some counts, but it wouldn't gain me anything in return. In other words, the cost/gain on the card is another way of saying "Look, you have to give me this, but I'll give you this in return," or "Give me this and I'll do this for you. No take backsies though. >:D"
And now for some NRFAQ! (Not really Frequently asked questions.)
Q: Why not give every card cost/gain to get rid of the "Can't make a pure ___ deck" thing?
A: That'd give up the gimmick deck protection and is more likely to have a "WIN IN ONE TURN HA HA HA HA HA" thing. Of course, you could limit it to another card type other than characters/monsters/whatever, but then that'd make even less sense.
Q: Uh, what about life? How to win? Lose? what about the other rules?
A: This system only concerns summoning/playing/getting cards out there. Never said this system would take care of everything.
Q: This is confusing.
A: 1. that's not a question and 2. I don't care.
-
Does sound interesting. What kind of location/spell cards would we have?
-
Does sound interesting. What kind of location/spell cards would we have?
The types of cards I listed were as follows:
Planetary (Your basis of life in the game)
Characters (What your planet depends on to survive)
Magic
Technology (Both Magic and Technology are used to attack your enemy)
Artifact
ALSO, two other 'rare' types I were thinking about were Dimension and Nexus.
-
I'd suggest also adding in certain Ship cards, as a sub-classification as Technology, also acting somewhat like characters in that they dont go away, but serve less purpose defensively; basically being able to attack other planets more than once.
Possibly also sub classifications of Magic, like Phoenix and Genesis as well, but that might be reserved for a later point in development.
-
Phoenix is more a racial ability than magic.
-
Ja, and Magic is already supposed to be used by certain characters on the field. Meaning that to use Phoenix magic, you'd need a character already capable of using it.
-
Phoenix is more a racial ability than magic.
This isn't true.
-
Yeah? You may want to tell Hikaru that then.
-
MAKE A KOTY CARD
-
OMG a Koty Card
Effect- When up against a character controlled by Hawkeye Orph automaticly wins...When up against chuck norris Everyones head exsplodes from the epicness!!!!
-
Theoretical rule time!! Zai's attempt at building the game by himself!
For this, I'll be using the types described earlier. Except artifact:
Planets: Your life, your whole reason why you're fighting, to protect your friends and loved ones. Or to protect it so you can continue your cruel, unforgiving rule. Or just for the lulz.
Characters: The guys that stand between the planet and it's utter destruction.
Magic: Fuck you, it's magic. The process of how your characters attack.
Technology: That other form of 'raep everything.' Involves your units and ships and shit.
/me stares at Gaser for a moment.
Let's get into turn order! To decide turn order, FIGHT TO THE DEATH- no, just kidding. Flip a coin, paper rock scissors, roll a dice, whatever.
Once you decide whoever goes first, each player places a planet of their choice from their deck onto the field. This is your starting planet. Shuffle your deck afterward.
"What? Starting planet? What the fuck Zai?" Shut up, I'll get to that later. Once you've placed your planets and your decks are shuffled, go to war!*
There will be 5 turn phases.
Draw phase
Effect phase
Recruit/Build phase
Battle phase
End phase
Let's go through each in detail.
Draw Phase: Must I explain? You take the card on top of your deck and place it into your hand. Congratulations! You just did the one action that most card games require you to know! Good going!
Effect Phase: Nothing you can do happens this phase. Except for card effects that say stuff happens this phase. Then you abide by whatever they say.
Recruit/Build Phase: Finally, your main part of the game! During this phase, you may play one character from your hand (a maximum of three characters can be out at a time). Your characters are your first and last line of defense. Unless of course, y'know, you like to make use of other stuff like technology. ... err, ahem. Anyways, it's also during this phase you may set down any other planets (max of three) and build technology..
Battle Phase: This is where the magic happens! ... Literally! During this phase, all of your units or whatever magic you have conjured up has the chance to go into battle. Remember though, you cannot attack/cast spells the same turn the card involving them was played. So if I played a character that turn, that character can't do anything. Same for my units.
End Phase: You stop your endless onslaught and your opponent decides he wants to do something instead of sit there and take it like an idiot.* technically, you are on your end phase the entire time your opponent is doing stuff...
"So, uh, Zai... nice phases and all, but uh, what the fuck about everything else?" I'm getting to that. Next is what to expect from the cards that are played.
Magic cards: This is your main way of your character attacking things. To cast Magic, you need Soul, which is supplied from your character(s). You may cast as much magic as you want, hell, even share the soul cost among your characters if you want.
Technology: This is your unit source, where you'll play your massive ships or giant robots or your tech'd out soldiers of fiery death. However, to make use of technology, you must meet the requirements in Tech Level. Your tech level is decided by the planet you've chosen. I'll get into tech level later.
Planet: YOUR LIFE OF THE WAR. You may have more than one planet (A maximum of 3), but one is always played at the very beginning of the game. If you have no planets left, you're dead. Your planet has two things you should be aware of. The Tech Level and it's life (population)*. Once it's life is 0, your planet dies/abandoned/whatever.
Character: Your magic casting guys. Or maybe they increase tech. Whatever. Anyways, your characters also have two things you should be aware of, life and soul. (We are NOT implementing spirit here! If you must, do it as a card effect!) Your soul is what you need to cast spells. If you don't have enough soul for a spell, you cannot cast it. Simple as that, no take backsies. Life is what keeps your character alive. If you wanna add in types like "immortal" or "homunculus" or "android" to modify these things, go right ahead.
"GODDAMMIT ZAI EXPLAIN SOUL LIFE AND TECH LEVEL NOOOOOOOW" Okay, okay. Gawd.
Let's say your planet's tech level is, I dunno, 12. This means that you can produce tech. Durr. Every piece of tech has a tech cost, and the cost is deducted from your planet's tech level. If you have multiple planets, they can combine their wits- er, tech level to produce something as well.
So let's say I put in play a battlecruiser. His tech level costs, say, 2. My tech level from my planet is then reduced by two to ten. Simple math, right? You can go ahead and play whatever else you have in your hand too that's tech, as long as you have enough tech levels for it.
Once your draw phase comes, your tech level is replenished by half out of the maximum tech level. So let's say I play 9 levels more worth of tech, bringing it down to 1. Well, half of 12 is 6, so next turn it's replenished up to 7, and the turn after that (if you didn't do anything to it,) It's replenished by another 6 to the full amount. You can't keep building stuff willy nilly, I'm sure the guys on your planet building them have to rest sometime, right?
The units you build are the guys that go into direct battle. Oh, just to get rid of any misconceptions, mage soldiers can be sent into battle too despite they have nothing to do with tech. You could just say that a mage academy trained them, which might as well be tech. Kay? Kay. Units attack the opposing planets by default, but the player can also choose to attack enemy units or enemy characters as well. But hey, your opponent probably won't let you do that so easily, right? The defending player can do a few things.
1. Units can defend the planets, and they can defend characters.
2. Characters can defend units, and they can defend planets.
3. Planets can't defend anything unless it says it can.
4. The player can just stand there and take it like an idiot while the opponent gets to do whatever the hell he wishes.
Now onto Soul. Like what we've already defined, the soul of a character is the magic portion of their body, and has a set number. It's the same as above; say I have a character known as "retard silly pants." His soul level is at 10. Any magic card should have a cost, and you deduct that cost from your soul level. So I cast "OMFG RAEP" spell, which it costs 9. so 10 - 9 = 1. Retard Silly Pants has 1 soul level left! Huzzah!
And like tech levels, your soul level is also replenished by half of it's max. So you spent 9, leaving you with 1. Half of 10 is 5, so 5 + 1 = 6. Huzzah! Another turn and it's back to it's maximum, 10! ... unless you do even more. This replenishment system discourages constant spamming of everything. Magic spells that attack things work exactly the same way as combat with technology. They can be blocked.
Seems like an endless war, right? Of course. That's what SP is all about. Defending your life. Speaking of life...
Life. Every card should have it except spells. Your planets have life, your characters have life, your units have life (unless your tech is something completely different and acts as an item.)... Everything. So how does life work? How does attack work? Once we decide how life works, we have an idea of how attack works.
No idea. Should we keep it simple guys? Have life in the single/double digits, or go to the 100s? Here's a few suggestions:
If it's single/double digits( 1 - 10 or 20 ), every draw phase, life is reset to it's maximum. None of the replenishment shit Life and Tech have. That means if you want something gone, do it right then.
If we do double/triple digits ( 50 - 900s ), nothing is reset. Once we figure this out, we can do attack.
"Your shit is confusing." Shut up. The main goal (if you haven't figured it out already) is to destroy your opponent's planets. Keep in mind these ways on how to lose though:
1. Your planets are destroyed.
2. If you run out of cards to draw.
3. You forfeit.
PRACTICE DUEL SO YOU CAN PULL ALL OF THIS TOGETHER:
Me and my opponent both set a planet down from our deck. We then shuffle our deck. I decide to go first. My planet's life and tech levels are 14 respectively.
--Draw Phase
I draw a card.
--Effect Phase
Nothing happens here. Think of this like a standby phase from Yugioh.
--Recruit/build Phase
I decide I want to play down Faote with a soul level of, I dunno, 23. You can only play one character/planet per turn, so that's it in terms of characters. However, I decide I want to put out some troops and ships, so I waste 7 of my tech level to bring out a battle cruiser and a battalion.
--Battle phase
Can't do anything here. All my stuff that should attack was summoned that turn. Skip this phase!
--End Phase
My opponent takes over. While my opponent is taking his turn, I remain in this phase until he reaches his end phase.
So, my opponent now!
--Draw Phase
He draws a card.
--Effect Phase
I didn't do anything to muck with his effect phase, so he skips it.
--Recruit/build Phase
He decides he... ... ... wants to do almost the exact same as me and play Katherine and the battle cruiser and battalion. The copying bastard. But wait! Let's say Katherine has a special ability that for every effect phase, both players draw a card.
--Battle Phase
Same as me, he played everything out that same turn as well. he can't do anything.
--End Phase.
My turn!
--Draw Phase
I draw a card. Durr.*
--Effect Phase
Since Katherine requires us both to draw a card during effect phase, I actually do something during this phase. GUESS WHAT IT IS???? I draw another card.
--Recruit/build Phase
Eh, I don't think I'll play anything else. Keep in mind though that my tech level that I spent last turn (Which was 7 out of a total of 14.) is replenished by half of it's maximum level. So half of 14 is 7, so I'm back up to full.
--Battle phase
Finally! I get to do something! Alright. Let's say I cast a fireball spell that does 10 damage to whatever I want to attack. It costs 5, so Faote's soul level drops from 23 to 18. I target my opponent's planet... Which he blocks with his battalion! Dammit! Okay, so his battalion takes 10 damage. No biggie. Whatever. I decide to send in my battalion and cruiser to fuck things up on the opponent's planet. my opponent probably decides to block my cruiser with his cruiser, and my battalion with Katherine. So damage is dealt, lives are lost, and the cries of innocent people are heard. ... Er, yeah.
--End Phase
Fuck all this fighting! I'm done!
--Zai Forfeits.
So, do you get the picture? It behaves just like SP if you ask me. Build up your forces to unimaginable levels and raep your opponent!
I'm done.
*Zai's sorry attempt at coining some phrases for the card game.
-
I like how it's kinda like Magic, I know how to play magic.
-
I like how it's kinda like Magic, I know how to play magic.
It's better than magic. 8{D
-
. . .
Zai...Are you SURE you aren't some sort of card-game-making mastermind? Because...That is just awesome.
-
. . .
Zai...Are you SURE you aren't some sort of card-game-making mastermind? Because...That is just awesome.
I dunno. My IQ of 70 something tells me I'm not.
-
My IQ of 147 tells me you are!!!
-
XD
But seriously...If the cards xistd already, I'd be paying that riht now. It sounds awesomely cool. XD
-
Collectors Edition Mark Tepper Card...FTW!!!!
-
Not a bad idea, I think. =]
Buuuut, I do think god-characters like Faote, Koty, the Embodiments, etc shouldn't be included, or should be very, very very VERY rare, due to their power.
-
lolk
But there are some things to address if we go with my rules.
1. Life.
How should this work? Should life be in the 100s? 1000s? 10s? 1s? Once we decide life, we can get a complete grasp on the kinds of numbers we're thinking of for everything else. Like attack power, or the costs of casting magic or to build tech.
2. Beginning Soul and Tech levels.
Should they begin at max? I dunno, making them begin at max seems to let the player do whatever the hell he wants once he has the chance. That means you could see some "OMFG RAEP" cards more soon than you really should be. I would suggest making the replenishment process even lower than half, but that doesn't stop the beginning "I has everything, Imma kill ur stuffz nao lolol" sort of thing. Maybe make both levels start at 0? And when it's your starting turn, you have half of what you should? I dunno.
3. Number Crunching.
Face it. There is A LOT to keep track of here. It's probably not as bad on a forum where you can just type it up and keep track, but... If this ever gets popular, think of how hard it'll be to keep track of then with physical cards.
4. No cost to put down God-like characters like Faote and Koty.
Yeah, the rules state one character/planet a turn, but what if that character was a god modding retard? What should be done to limit that? Should they even be put in the game at all?
That's all I can think of.
-
I've read most of Zai's post. I'm at school right now and can't exactly read the entire post (at the risk of having someone look over my shoulder and be like 'LOL HE'S TALKING ABOUT A TCG HOW NERDY' but yeah... So far from what I can see, it's a great system. I've got some things to address which I will do later, but right now, I wanna know who's interested.
-
I'm definitely interested. I just wrote up an entire system from scratch and provided insight on what could be fixed and added, didn't I?
just don't make me staff of the forum it's more than likely going on I'll even staff it just to make sure it stays in order (OMFG). ... Just keep anything away from me I could suicide with.
Also.
(http://i9.photobucket.com/albums/a51/Zon_TH/--1.gif)(http://i9.photobucket.com/albums/a51/Zon_TH/----.gif)
Am I being too obsessed?
-
Wheres my Tepper card!!!!!!!! XD
Nice job Zai
-
A few fixes:
Life. It should probably be in numbers divisible by 5, though in-betweens can exist if you want to get nitty gritty with card effects. This means that number crunching isn't as bad, and it's not too high to where things get confusing, and not too low to where there isn't too much to mess with. There should be some sort of customization with the number, which I think maybe instead of having numbers like 10, 45, 75, 40, you could throw in an extra 2 or maybe your cards gain one life per turn, or maybe even joke card stuff like "if your cards are not divisible by 5, discard them."
Beginning Soul and Tech Levels. I think they should start at 0 until the next effect phase, where their stuff is increased by half then. With this, you can get rid of the 'can't do anything same turn you summon it' rule since they already can't do anything due to lack of soul/tech. And if you really want to get a card out to war, you could use another card effect to muck with the just summoned one so you can do stuff with it. This goes for a planet's tech level too.
I have an idea for those cards that are too god moddy to put in the game.
Classify them as Legendary character cards. Once you play them, you are forbidden to play any other character card on the field, and the ones already on your side of the field are placed back in your hand. Once legendary characters die though, they go out of play rather than discard.
A character card must also be chosen at the start of the duel if the deck has any. Another rule should probably be that starting planets and characters always start out with half of their tech and soul, unless says otherwise. However, it should be forbidden for the first person to take their turn to attack. Give the other guy a chance to build up first!
All characters, summons, and units can equip items. That being said, if a battle cruiser equipped a sword of unforgiving shit ( +5 soul ), it'd be a legit move and the battle cruiser can now contribute soul to magic.
Another card type that could be put in are Beserkers. They're basically characters, only you can send them into battle with the rest of your units if you feel they'd be more of a use there rather than sitting behind front lines like a coward.
With all that, I think that solves most of my issues with my system. Feel free to comment.
-
Yo, uh, this topic is really inactive. If we're not going to make the SPTCG, at least tell me so I'm not obsessed with it every day. Hell, I keep thinking of the rules and cards to make every day!
Are we still doing this? Or can I stop my obsession?
(http://i9.photobucket.com/albums/a51/Zon_TH/-1.gif)
-
I think we are doing this.
-
It's up K23 or whoever is in charge of this thing. And considering how slow it's going, it might as well not happen.