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| SoaH Card Game | |
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| Tweet Topic Started: Dec 11 2013, 09:26 AM (917 Views) | |
| Arcana Fang | Dec 11 2013, 09:26 AM Post #1 |
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Well, when Foxfire Inferno let me see the different versions of the generation before the Speed Version of the SoaH, I actually got an itch to play the game just a few times just to see if I remembered it or if I could even pull it off. While I like the system itself, it doesn't have all the balances it needs to be a continuation game, and I'd even want to make a better game from it's concept if anyone else wanted to? I'm by no means able to make things even the first part pretty in photoshop or anything, but I can conceptualize like a mad-man and help make cards as far as stat and function measure. So this basically means, would anyone be willing to play a couple games of the SoaH card game, either the version 2 that Foxfire has here or the Speed Version that can still be found on the internet. And if not that, because you think the game is broken, then how can we fix the game? I'd actually enjoy playing something here on the forums, strictly speaking. |
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| Psycho Werekitsune | Dec 11 2013, 12:07 PM Post #2 |
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Part man...part beast...full psycho!
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I was turned off because the game felt too complicated and I couldn't get the hang of it. I think a card game should be simple enough for everyone to be able to pick up and play, without having to memorise more than a handful of rules. Something like UNO or Triple Triad, you know? Maybe a system of cards having a set of stats and the card with the best stats beats the other one, kind of like the Super Trump Cards we used to play with as kids. |
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| Arcana Fang | Dec 12 2013, 11:42 PM Post #3 |
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I didn't feel that the game was overly complicated, but there were imbalances and certain cards that were too powerful. The question is, would you want to make a game like triple triad for forum or skype play? Lol |
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| Psycho Werekitsune | Dec 13 2013, 02:17 AM Post #4 |
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Part man...part beast...full psycho!
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I'd love something like that. There was a site that basically had an online Triple Triad system with cards based on videogame characters (starters were Tekken themed). Site's gone down though, so it's a shame, but yeah, I wouldn't mind something like that. |
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| -Korokage- | Dec 13 2013, 09:03 AM Post #5 |
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Master
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I think Polter had toyed with the idea of making a card game. What he had last I looked seemed really good, but he works on that in starts and fits as inspiration strikes. |
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| Arcana Fang | Dec 16 2013, 10:04 AM Post #6 |
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Koro that was also during our DBZ bouts and RPG-related throw ins XD. He needs to start getting really inspired :) |
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| Sonia Chaud | Dec 17 2013, 08:20 PM Post #7 |
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No fucks left to give.
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I'll get the LSD |
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| Arcana Fang | Dec 18 2013, 02:46 AM Post #8 |
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Well, I'm not sure if I'm the only one, but I find card games actually entertaining and very enjoyable on all levels from Uno to Magic. I'm not capable of graphics myself, So if I helped make any game or any cards, it would probably be on a build and technical level. |
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| Arcana Fang | Jun 20 2014, 09:32 PM Post #9 |
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So, I've been thinking about this concept a little and have been thinking in the most basic terms on how to take the concept of the SCCG and rehash it to be more simple, balanced, and quicker. I also would want to be able to expand on a core mechanic of it and have come up with some general questions/statements of these concepts: The game should have a max character count of 5 characters, no more and no less. Three starting up and two ready to tag in if the others fall. A player wins if he or she can KO 5 characters. Simple mechanic enough. As just an initial playtesting set, there should be character cards for the fighters who brawl on your behalf, item cards which can represent items for healing or hurting, equipment that can bolster offense or defense, and events that can happen to change how battles are fought a waged and can grant edges to each player. That seems like a simple enough explanation and possible mechanic for the cards. Character cards should obviously have HP, and Attack stat, a possible Defense stat, a possible Equipment stat, a Magic/Technical point stat, and either special abilities that change elements of play or special attacks that extended their tactics. They should also have an alignment to good, bad, or neutral and also an accompanying element and species class description. The points should be simple, with points being no greater than 15 for certain things. Its similar to the Pokemon mechanic in doing things in incrimints of 10s which translates to simple 1-10 numbers. But what should the balance of stats be, and what should be the cost of special abilities and static powers? Should there be defense and equipment totals to translate how much intelligence and sheer bodily use a character may conjure for using items, like heavier items or bigger than their size items. |
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| Arcana Fang | Jun 20 2014, 09:55 PM Post #10 |
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Items should be 1 use, unless the card gives more uses, and then discarded. With only 10 additional cards other than characters, you will have some people who use a lot of items and some that may not use many at all. Equipment can be swords, shields, stat changing things, armor, additional weapons and possible additional spells or special attacks possibly. Events should be cards that can be one turn use and continuous. They could even be used as field or terrain cards. Anyway, something I did like before from the version was the elemental typing for attacks, I think that could add a level of play to these things. I also like the 3 actions per turn method. Set resource, no lands or anything. But should actions stack up if you don't use em? |
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| Psycho Werekitsune | Jun 21 2014, 12:33 AM Post #11 |
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Part man...part beast...full psycho!
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I can probably get behind a character exclusively based game more than one with extra stuff like items, weapons, etc. as it's too variable considering mostly everyone's characters work in completely different ways to each other. It sounds like it'd get way too complicated to keep track of. |
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| Arcana Fang | Jun 21 2014, 12:49 AM Post #12 |
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Well thats what the playtesting could be for. There is another game that uses enchantment style items and works really well. But yeah. I think im going to make an OOT set and possibly a Halo set to try something out. Just mechanics-wise. |
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| Psycho Werekitsune | Jun 21 2014, 01:42 AM Post #13 |
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Part man...part beast...full psycho!
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Let me know so I can help test it out for you. :3 |
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| Arcana Fang | Jun 21 2014, 05:27 AM Post #14 |
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I will. Im going to make some playtest ideas. Merely textual and do some scenarios on here to kinda keep a log. I may require some other input or possible real playtest to see. The other thing that makes me excited and eager to do something like this is the possiblity of having expansions. I've recently ran into Living Card Games which add new mechanics with each set and theybuse the pretense of not having to booster dive, which appeals to me as well. So my first set will be two test decks, one Zelda which can focus on magic in forms of items and spells and Halo which will focus on manuevers, abilities, and technical mechanics. |
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| Arcana Fang | Jun 21 2014, 08:56 PM Post #15 |
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So with the OoT set, the main characters will have access to a card power called Time Flow. Time Flow is similar to transforming a card into another, except it will cost 1 move to use and each character can only do so once per turn. So Link can be Adult Link, Ganondorf can go from Thief King to King of Hyrule and Zelda to Shiek, etc. Also the Halo one will have Armor abilties that can equip to SPARTANS and be interchangeable for situations. Like booster, overshield, sentry. Etc. |
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