NeoRWBY65 Posted September 12, 2014 Author Report Share Posted September 12, 2014 If I seem inactive, its because I'm in college (which is taking up most of my time) sorry for any delays this may create in the future Link to comment Share on other sites More sharing options...
Spinny Posted September 12, 2014 Report Share Posted September 12, 2014 its ok. Link to comment Share on other sites More sharing options...
BatMed Posted September 25, 2014 Report Share Posted September 25, 2014 sorry cause I was inactive these days.. I'm a new in University and I try to carry on >< Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted September 25, 2014 Author Report Share Posted September 25, 2014 can you still provide the base template that you used before for the sample cards? If you do, I can start actually playtesting with some of our creations, and seeing what is needed. Link to comment Share on other sites More sharing options...
Spinny Posted September 25, 2014 Report Share Posted September 25, 2014 Yeah ive really been looking for those templates... HOWEVER! I have a really cool new idea, Since so far we've been doing some basic idea's but the game REALLY needs something unique. I have a unique idea of planeswalker-like monsters.... They will be like the normal monsters (but the art will be like an orica/fullart). they will ALL have the keyword Lost. There will be a zone called the "Lost Zone" or something along those lines. and, to get the lost dudes on the field they have to start their journey first right? so to get the dudes in the lost zone in the first place you have to target 1 level X or higher (Where X is the number after Lost) monster you control and place it and ALL cards (From everywhere that you control) with the same name as it in the lost zone along with the Lost Person you are using the effect of (Only 1 person can be lost at a time but any amount of monsters can be and the Lost person will always be on top of the lost zone aswell as this effect being able to be activated from the deck aswell as the hand.) The way you summon this person and ALL cards beneath it is to destroy ALL other cards you control (Remember Level Limits apply when you summon them still.) You cant get them on the field the turn you get them in the lost zone either. Example time. Fenrir, Werewolf Of Lust. Level 7. Lost 3 When this card is summoned, it gains +1 attack for each Beat-Type monster you control. Combat shield 1 4/4/3 Also Lost People cant deal direct damage. Its a completely weird idea but i would really like to see it happen.... Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted September 25, 2014 Author Report Share Posted September 25, 2014 I would have to playtest with it to see if it works. The only trouble I have with that is that for new players (which everyone would be) it kinda needs to stay simple to start with. EDIT: I mean, we can go complex, but I'm thinking along the lines of if this gets actually released (somehow), the first set kinda needs to have simple mechanics and effects to be new-player friendly. If it starts complex, later sets would only be more complex, and drive players away. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 1, 2014 Author Report Share Posted October 1, 2014 Sorry to bump this, but Batmed, I would really appreciate it if you could get a copy of the base template to me, as I really want to start playtesting this with the cards. Link to comment Share on other sites More sharing options...
Peridank Posted October 2, 2014 Report Share Posted October 2, 2014 Out of curiosity... anyway I can help? btw I'm sure bat will get it done soon, It's a tough job. Link to comment Share on other sites More sharing options...
BatMed Posted October 2, 2014 Report Share Posted October 2, 2014 Sorry to bump this, but Batmed, I would really appreciate it if you could get a copy of the base template to me, as I really want to start playtesting this with the cards. Out of curiosity... anyway I can help? btw I'm sure bat will get it done soon, It's a tough job. so sorry for the delay, but don't worry, I will post the .psd file of the template once It will be finished Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 2, 2014 Author Report Share Posted October 2, 2014 okay. Thanks Batmed Kuriboh, we are kinda working out keywords and other effects at the moment, so if you have any ideas for effects that could work with this, jump in anytime. Link to comment Share on other sites More sharing options...
Peridank Posted October 3, 2014 Report Share Posted October 3, 2014 OK I'm on it... Link to comment Share on other sites More sharing options...
Peridank Posted October 3, 2014 Report Share Posted October 3, 2014 To be clear for effects, we should set up sequences... Like for example... Start Sequence/Field Sequence/War Sequence/End Sequence Start: Draw a cards and possibly activate a effect Field: Play Being (since monsters is used by YGO and creatures by MTG) and Hecate Cards (I recall yugioh getting sued for "Magic" cards) also activate possible effects at this time. War: Attack with Beings while opposing player decides if and what to block with. Any possible effects. End: Activate any possible effects then end your turn. How zat? Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 3, 2014 Author Report Share Posted October 3, 2014 I honestly would like a second "Field Sequence" (since every card game I can think of has one) Link to comment Share on other sites More sharing options...
Peridank Posted October 3, 2014 Report Share Posted October 3, 2014 OK then... After War comes a secound field sequence, I just don't see when the player would use it... Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 3, 2014 Author Report Share Posted October 3, 2014 OK then... After War comes a secound field sequence, I just don't see when the player would use it... If you lost some of your cards in the fight, you'll find yourself with a lower level sum, and you can play more cards to get it back close to your current level sum maximum. We have just been using placeholder names for most of the stuff, but I like the Hecate name. I'm not sure on the other name. Batmed, King, what do you two think on the names Hecate for spells and Being for what we have been calling monsters? Link to comment Share on other sites More sharing options...
Spinny Posted October 3, 2014 Report Share Posted October 3, 2014 Your by yyourselves on that one,dont take my opinions for names..... just dont. ( I wanted to include something to do with the word "Neon" for spells and stuff but ill invent a new idea to implement that.) As for the senquences i will add them to the board of stuff. I wish there was a way to make the board "editable" by other people but oh well..... Anyway..... Im gonna start writing a written archetype soon and get your guys opinion. Chaining and stuff needs sorting out. (I shall do this if i have no other volunteers.) so yeah.... Rules ------- .You start on 40 Life. .Starting hand is 6 cards big... . Monsters Have three stats Attack/Defense/Intelligence . Decks are 50 cards big. . On your first turn your level is 1 and increases by 1 during the beginning of all your other turns. .You declare what you attack with 1 by 1 and your opponent declares what they block with when an attacker is declared. .Spells that don't stay on the field only count toward your level count for that turn. .You can only control/play cards if your level is equal to or below the amount of levels you control. .When in damage calculation with another defending OR attacking MONSTER involves all three stats, and if you lose in just 1 stat, your monster is destroyed, and if you win in one different stat, your opponent's monster is destroyed. .In damage calculation involving your monster and another player you roll to choose your stats and inflict damage to your opponent depending on the chosen stat. .You get a free mulligan (when you draw your starting hand you can shuffle your hand into your deck and draw the same amount of cards you shuffled in... after the first mulligan you can do it again but you draw 1 less card). .If a monsters stat drops below 0 it is destroyed. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- Keywords .Combat shield means that monster has 2 lose in 2 different stats for it to be defeated in battle. .Strike, reduce 1 stat of a monster depending on the number that comes after strike. .Level-Freeze, decrease your level by the number that comes after Level-Freeze until the end of your NEXT turn. .Level-Lock, decrease your level by the number that comes after Level-Lock. .Cure -?-?-?- target a damaged or "about to die" creature and give it +?+?+?. that creature cant attack or block for the rest of the turn. .Curse -?-?-?- give target creature that hasn't been dealt damage this turn and give it -?-?-?. ---------------------------------------------------------------------------------------------------------------------------------------------------------- Turn Sequence Start: Draw a cards and possibly activate a effectField: Play Being (since monsters is used by YGO and creatures by MTG) and Hecate Cards (I recall yugioh getting sued for "Magic" cards) also activate possible effects at this time.War: Attack with Beings while opposing player decides if and what to block with. Any possible effects. Field: Play Being (since monsters is used by YGO and creatures by MTG) and Hecate Cards (I recall yugioh getting sued for "Magic" cards) also activate possible effects at this time.End: Activate any possible effects then end your turn. ----------------------------------------------------------------------------------------------------------------------------- Things that need more work. .Moar keywords! .Clans! .List of monster types. .Chains .My archetype that ill have to type up soon Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 3, 2014 Author Report Share Posted October 3, 2014 I honestly prefer the chaining rules of Magic to the rules in Yu-Gi-Oh, so I would prefer that it worked in a similar vein to how it works in Magic Link to comment Share on other sites More sharing options...
Spinny Posted October 3, 2014 Report Share Posted October 3, 2014 Cool, appreciate guidance actually so thanks ^^ Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 3, 2014 Author Report Share Posted October 3, 2014 the rest of your stuff in the to-do list really relies on us making examples of what a card doing that would be like, so I'll be getting to making some example cards as well that align with clans or have a certain keyword, and I'll get a rough list of types eventually Link to comment Share on other sites More sharing options...
Spinny Posted October 3, 2014 Report Share Posted October 3, 2014 Ok i promise ill do it tomoz cus its l8 right now i really dont feel like it >.<.... Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 4, 2014 Author Report Share Posted October 4, 2014 I'll get to it tomorrow as well. Link to comment Share on other sites More sharing options...
Spinny Posted October 6, 2014 Report Share Posted October 6, 2014 How do MTG chains work again? I play the game but never really got bothered to find out about the technical stuffs. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 6, 2014 Author Report Share Posted October 6, 2014 http://www.essentialmagic.com/articles/thestack.asp here is an explanation. Link to comment Share on other sites More sharing options...
Spinny Posted October 6, 2014 Report Share Posted October 6, 2014 The chaining system can work pretty much the same as in MTG TBH. I just wanted to brush up on how it worked. Anyway, Since i have to be unique (Cus i really dont like people copying stuffs) then we can just change the name "Stack". Also ive been thinking of how to implement this (Aswell as the word Neon :) ) into the card effects in a fairly interesting way. So heres a mild explanation, (Things in " " will be changed eventually) Neon "Stack" - A Stack with only spell effects inside. "Argon" "Stack" - A Stack with only monster summons/effects/etc. "Xenon" "Stack" - a Stack with both kinds of effects. ------------------------------------------------------------------------------------------------------------------------------ The reason why i suggest this is because it simply will make things easier to word, Maybe its slightly confusing to players (And I mean SLIGHTLY) but in the long-run it could potentially be a nice healthy idea. I always give a decent example with my ideas so here they are, (NOTE: This card shall also be in my archetype..... if you like my idea). Example card Void Spell: Mana Collapse Level 2 Spell- "Instant" Effect: Activate only in a Neon "Stack". Negate the effects of all cards with a level lower or equal to the level of this card OR Negate the effect of target 1 card in this "Stack". Whilst this card is in your graveyard you can shuffle it into the deck; Put one monster you control into the Lost Zone.You can only activate 1 effect of "Void Spell: Mana Collapse" per turn. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted October 14, 2014 Author Report Share Posted October 14, 2014 Hmm... If you play your example, could I then do something that changes it into a Xenon stack, or does your example prevent me from changing the stack type? Link to comment Share on other sites More sharing options...
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