Spinny Posted November 2, 2014 Report Share Posted November 2, 2014 Hand 6 Life 39 ----------- I play, Arcral Call Level 1 (Field) Put a number of Level 0 1/0/1 "Arcral Wolves" on the field equal to the amount of Arcral cards you control (Counting this as one). When a creature is sent to the graveyard you can put a Level 1 1/1/1 "Arcral Specter" on the field of the owner that owns the card that was sent to the graveyard. I attack you and you would take 6 (Maiden dies 1, Horror 3, and chevalier 2) ------- I have 39 LP Hand size 5 -------------- Arcral Maiden (Uncommon/Spellcaster/LIGHT) Level 1 1/1/1 During either players turn when you take damage from a card effect or direct attack you can summon this card from your hand to gain life points equal to the amount you lost. Once per turn when an opponents monster declares an attack and you declare this card as a blocker you can negate that attack. You can only activate this card's effects if you control another "Arcral" card. Arcral Chevalier (uncommon/Knight/DARK) level 2 3/2/2 When this card is summoned you can add 1 "Arcral" creature from your deck or graveyard to your hand. Combat shield Deathspawn: draw 1 card. Arcral Horror (Rare/creature/DARK/Fiend) Level 1 3/3/2 Haste Cannot attack unless you control 3 or more "Arcral" Monsters. Any creature that attacks this creature or is attacked by this creature gains combat shield until the end of the damage step. And 4 1/0/1 Wolves. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted November 2, 2014 Author Report Share Posted November 2, 2014 I thought a 0 on one of its stats would kill a card? Alright, I draw Hand:9 Life:34 I activate my spell Skill Gain Skill Gain (Rare/Spell) Level 1 Half your life; gain levels equal to the life lost last turn. Because I lost 6 life last turn, I gain 6 levels, to go up to 8 I now play Cybernetic Phoenix Cybernetic Phoenix (Rare/Machine/Fire) Level 6 5/5/2 When Cybernetic Phoenix dies, destroy all cards on the field with a lower level than this card, and Level Lock 6 each player. ...before I continue, should level lock on an opponent result in negative levels or just going to 0? Link to comment Share on other sites More sharing options...
Spinny Posted November 3, 2014 Report Share Posted November 3, 2014 a thing only dies if it goes Below 0. level lock stops @0. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted November 3, 2014 Author Report Share Posted November 3, 2014 alright. Thanks for clearing that up I play my level 1 Jar of Ideas Jar Of Ideas (Creature/Dark/Machine) Level 1 0/0/3 When Jar of Ideas is destroyed, add 3 Intelligence to a creature you control. Life:17 Hand:6 Current Level:8 EDIT: I was watching a video talking about first move advantage being a problem in games similar to this one, I was wondering if you had some ideas on how to reduce the problem for this game, and then I'll throw my ideas in, and we'll figure out which ones work the best. Link to comment Share on other sites More sharing options...
.Rooster Posted November 30, 2014 Report Share Posted November 30, 2014 Is this carrying on? Link to comment Share on other sites More sharing options...
Spinny Posted November 30, 2014 Report Share Posted November 30, 2014 Is this carrying on? O.O I completely forgot with all thats happening recently!!!! Oopsy..... Hmm im not gonna carry on the anime with Neo cus i want to figure some more rules and stuff first so lets get back to brainstorming? Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted December 2, 2014 Author Report Share Posted December 2, 2014 I was wondering if you would respond back ever The problem I am stuck on is how to minimize first move advantage, since almost every game like this has some way of rewarding you for going second to reduce the advantages inherent in moving first. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted December 3, 2014 Author Report Share Posted December 3, 2014 umm... Are you going to be back? Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted December 10, 2014 Author Report Share Posted December 10, 2014 Bu...mp Link to comment Share on other sites More sharing options...
Spinny Posted December 10, 2014 Report Share Posted December 10, 2014 Sorry! I didnt see your previous messages and was thinking about the 1st one still..... hm. Like explain what kind of advantage the first player is getting currently? Are they just THAT much faster? Because it depends on what im trying to deal with here :/ Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted December 10, 2014 Author Report Share Posted December 10, 2014 here's the video that explains it, and why it is a problem https://www.youtube.com/watch?v=TRHdIScOMWQ&list=UUCODtTcd5M1JavPCOr_Uydg Link to comment Share on other sites More sharing options...
Spinny Posted December 10, 2014 Report Share Posted December 10, 2014 I guess..... Hm I see. Actually, lets do this problem last. My reason for this is to let the game become more developed with rulings and more effects etc so we can judge how powerful it is properly and not too prematurely. I still want some kind of Hearthstone Hero-power/ turn your player into a planeswalker like in EDH/commander decks! (I find the EDH/Commander alot more fun to play) Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted December 11, 2014 Author Report Share Posted December 11, 2014 My only problem with making more card types right now like you want to do is that that adds complexity, and too much complexity can kill a game for new players. I'm going to have a play test session with some of my friends in a few days, and I'll report back what I observed. Link to comment Share on other sites More sharing options...
Spinny Posted December 11, 2014 Report Share Posted December 11, 2014 Ok. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted December 24, 2014 Author Report Share Posted December 24, 2014 sorry I'm a few days late, but here's what I got out of the two proxy players They caught on to the rules very easily, but the game turned into a drawn out struggle as both players recouped their losses on the turn that they lost their cards and neither was able to get damage in past the defenses the other had. This was partially due to an error in how I was making the proxies in that I let them choose the stats for their cards, then I assigned levels to each of their creatures, and we were running everything as vanilla creatures, so it wasn't as fun as having abilities active. I'm going to have another playtest with them when I get back to them in the middle of January, but this time I'm making all of the proxies and giving them effects to try and have more fun than in the first playtest Link to comment Share on other sites More sharing options...
Spinny Posted December 25, 2014 Report Share Posted December 25, 2014 Yup, I'm gonna make mine into a nature-themed sylvanus deck. The whole, its hard to push for game thing is, well, a fairly big issue, its also why I wanted to stop the anime thing, I could see it going round in many many circles. Ways to counteract that is to put some offensive spells in every archetype I guess. Also since batmed isnt coming back, then we have to find someone else, this is getting ridiculous. Also sorry my reply is late, i didn't see your first comment. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted December 26, 2014 Author Report Share Posted December 26, 2014 it was getting close to turn 20, but we cut off early, so I didn't get to see actual end game scenarios. Batmed has vanished completely huh? Well, I'm starting to recruit my actual friends to help (I have a few others that I'm going to try and get to help with this) One of them was really ticked off at how different the creature vs. creature fights was compared to the creature attacking a player, but I don't know whether we should keep things as they are or change it. Link to comment Share on other sites More sharing options...
Spinny Posted December 26, 2014 Report Share Posted December 26, 2014 it was getting close to turn 20, but we cut off early, so I didn't get to see actual end game scenarios. Batmed has vanished completely huh? Well, I'm starting to recruit my actual friends to help (I have a few others that I'm going to try and get to help with this) One of them was really ticked off at how different the creature vs. creature fights was compared to the creature attacking a player, but I don't know whether we should keep things as they are or change it. Well it seems that batmed has vanished... Creature vs player is fine i think, just because i dont know how on earth we could do it otherwise...... Link to comment Share on other sites More sharing options...
Spinny Posted December 26, 2014 Report Share Posted December 26, 2014 Also i came up with another keyword thingy.... Battlecry would become Sow Deathrattle would become Reap I think its pretty cool..... Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted January 4, 2015 Author Report Share Posted January 4, 2015 I'm going to start this with a very basic keyword: Haste is called Rush for our purposes (Since Hearthstone took Charge) I also have an ability that started out as the concept for a single card, but could be reapplied to other creatures, called Chaotic Change. Chaotic Change will have a number listed after it, and possibly have which stats it is applied to. Whenever a new creature enters the battlefield, if any cards on the battlefield have this keyword, the stats that Chaotic Change applies to are altered at random, but cannot go above the number listed. Example card: Queen of Chaos Level 5 3/?/5 Chaotic Change 12 In this case, the speed of the card will change each time a new creature enters play, but never goes above 12. The stats that are affected are represented by a question mark, and you determine what it starts with when it itself enters play. Link to comment Share on other sites More sharing options...
Spinny Posted January 4, 2015 Report Share Posted January 4, 2015 That's a sweet idea! Seems quite luck based though, also gives us another dice function... Please update the op board of stuff because I'm on my tablet and it takes ages. Plus i can't because you own the thread. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted January 4, 2015 Author Report Share Posted January 4, 2015 Updated it, and I have another thing that could be done with Chaotic Change Lair of Chaos Level 8 Spell/Continuous All Monsters your opponent control have a Question Mark for Speed, and gain Chaotic Change 3. Lets just say that when a card gains Chaotic Change, it triggers instantly. Link to comment Share on other sites More sharing options...
Spinny Posted January 6, 2015 Report Share Posted January 6, 2015 Updated it, and I have another thing that could be done with Chaotic Change Lair of Chaos Level 8 Spell/Continuous All Monsters your opponent control have a Question Mark for Speed, and gain Chaotic Change 3. Lets just say that when a card gains Chaotic Change, it triggers instantly. At first i misread and thought it was "you control" and thought why the hell is this level 8? Then i re-read it..... TBH it couldnt be printed as-is, even if its level 8 it generates MASSIVE Advantage is battle for late game... Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted January 7, 2015 Author Report Share Posted January 7, 2015 Yeah, I agree with you. That was just an example of how it could be used to mess with your opponent. Link to comment Share on other sites More sharing options...
Spinny Posted January 11, 2015 Report Share Posted January 11, 2015 Bump, (i know its not my topic but Im only trying to help.) Other peoples opinions or ideas to add in would be great ^^ Link to comment Share on other sites More sharing options...
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