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Post by Spoon on Jun 23, 2008 9:15:40 GMT -5
Since this is a question board, there's something that's been bugging me about the Card Emporium. So, you can buy a booster pack there for 5 shinies, with 5 cards in it. But you could sell each one of those cards back to the shop for a shiny each. So, in theory, if you had ten shinies, you should buy a booster pack, sell the cards you didn't want from it, buy another one, and so on, until, with those ten shinies, you had any five cards you wanted. I know there's a big debate going on about the whole booster-pack system, but this is more to do with the pricing rather than whether they should exist or not, so I thought it might fit better here. I'm also sure you've probably picked up on this, and I just wanted to see if it was deliberate that this was possible. (And you guys are doing an awesome job! Just wanted to say that, since you've clearly put a lot of time into it, and it's looking to be really good) Practically, no one's ever bothering to waste their time buying booster packs and selling them back to buy another one. Given the time interval the shopkeeper would usually spend accomplishing orders, it'll take probably forever just to get what they want. And mind you, the list of cards that can be obtained from the booster packs is not revealed to anyone but the shopkeepers themselves, so one would still have to guess which booster packs they should get to obtain a specific card. I understand that it's unlikely that anybody's going to do that, but it does still leave open the idea that it could happen. If you're happy with leaving it like that, then that's fine, but it might be something that you might want to keep an eye out for people doing, all the same.
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Post by Omni on Jun 23, 2008 12:03:58 GMT -5
A couple idea's I had, to help prevent drawing a bunch on energies, but no creatures (or vice versa, depending on the deck numbering) in a row. (Rule suggestion) When you roll a number for a card you already drew, take the next card up or down, whichever is closer. If the number away from your roll is the same both ways, draw the next one down. (Gameplay suggestion) When assigning numbers to your deck, rather than having, say, creatures first, events second, energies last, have the cards in random locations. What you draw is still very random, depending on what you roll, but since the same kinds of card aren't in a group, you won't have as much in the way of 'getting cards I already have and don't need' problems. Edit: When the store is really open, we'll get shinies for the games we've already won, right? By the way, I think you grabbed Mage Omni from the wrong post. And what happened to the Smiley Shield card? I was doing art for it, and now I don't see it on the list.
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Post by Scar on Jun 23, 2008 23:26:59 GMT -5
Actually, we're leaving the arrangement of your deck up to you. I'm sure we all have our own techniques to ensure we get the cards via deck arrangement so I'll have to say method 2 :3
And Smiley Shield now counts as an Equipment and has been moved to version 2.0. I'm sure you can still submit art for it ^_^
On a side note, the card list has been updated with the latest text and errata for all cards. Newer cards posted will be added later
The tutorials have also been updated in Rider's post. Check it out when ya have time
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Post by Killix on Jun 24, 2008 12:13:24 GMT -5
(Gameplay suggestion) When assigning numbers to your deck, rather than having, say, creatures first, events second, energies last, have the cards in random locations. What you draw is still very random, depending on what you roll, but since the same kinds of card aren't in a group, you won't have as much in the way of 'getting cards I already have and don't need' problems. I know it was already answered, but I want to add my own two cents. XD The dice you roll will always yield random results. It wont matter what order you put your cards in. =3 The random element comes from the dice anyway.
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Post by Omni on Jun 24, 2008 13:34:17 GMT -5
(Gameplay suggestion) When assigning numbers to your deck, rather than having, say, creatures first, events second, energies last, have the cards in random locations. What you draw is still very random, depending on what you roll, but since the same kinds of card aren't in a group, you won't have as much in the way of 'getting cards I already have and don't need' problems. I know it was already answered, but I want to add my own two cents. XD The dice you roll will always yield random results. It wont matter what order you put your cards in. =3 The random element comes from the dice anyway. I know, what I mean is, since there's this rule that says 'if you roll the number of a card you've already drawn, take the next available card down'. So if you have 1-10 your creatures, 11-15 your events, and 16-30 your energies, then there's a fair chance that at some point you'll have already have taken several from the middle, and roll numbers near the middle, and you'll keep drawing energies, but need a creature card. (Not very random in my opinion.) By the way, if you roll a number and all of the cards below are taken, then do you take the highest-numbered available card (essentially flipping it over, or looping) or do you take the next available one above it?
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Post by Killix on Jun 24, 2008 14:38:25 GMT -5
I know, what I mean is, since there's this rule that says 'if you roll the number of a card you've already drawn, take the next available card down'. Oh, I understand what you meant now. I wasn't thinking about that rule, just the initial draw. Thanks for clearing that up.
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Post by Scar on Jun 25, 2008 1:55:34 GMT -5
I know it was already answered, but I want to add my own two cents. XD The dice you roll will always yield random results. It wont matter what order you put your cards in. =3 The random element comes from the dice anyway. I know, what I mean is, since there's this rule that says 'if you roll the number of a card you've already drawn, take the next available card down'. So if you have 1-10 your creatures, 11-15 your events, and 16-30 your energies, then there's a fair chance that at some point you'll have already have taken several from the middle, and roll numbers near the middle, and you'll keep drawing energies, but need a creature card. (Not very random in my opinion.) By the way, if you roll a number and all of the cards below are taken, then do you take the highest-numbered available card (essentially flipping it over, or looping) or do you take the next available one above it? Ah I see someone's been picking the rules apart. Fine observation, Omni. That's why you should always randomize your deck *nods* I don't know about Rider but I say you loop over and start from the top of the list
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Post by Rider on Jun 25, 2008 17:21:34 GMT -5
I know, what I mean is, since there's this rule that says 'if you roll the number of a card you've already drawn, take the next available card down'. So if you have 1-10 your creatures, 11-15 your events, and 16-30 your energies, then there's a fair chance that at some point you'll have already have taken several from the middle, and roll numbers near the middle, and you'll keep drawing energies, but need a creature card. (Not very random in my opinion.) By the way, if you roll a number and all of the cards below are taken, then do you take the highest-numbered available card (essentially flipping it over, or looping) or do you take the next available one above it? Ah I see someone's been picking the rules apart. Fine observation, Omni. That's why you should always randomize your deck *nods* I don't know about Rider but I say you loop over and start from the top of the list [glow=red,2,300]That's what I've been doing. ^_^ And sorry for not informing you, Omni. We'll still use the art in 2.0. Also, sorry about the Mage Omni mixup.[/glow]
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Post by Bacon on Jun 25, 2008 21:55:15 GMT -5
Okay, I have a question about this board. The board description says "Summer Event '08". Have there been summer events in the past, or is this new? Will there be more in the future?
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Post by Rider on Jun 26, 2008 18:27:36 GMT -5
Okay, I have a question about this board. The board description says "Summer Event '08". Have there been summer events in the past, or is this new? Will there be more in the future? [glow=red,2,300]There have been summer events in the past. The Murder Mystery was what, a couple years ago? That's in Memory Lane, and might I say, the best death scene was Buddy's. XD I don't think we formally did anything last year. There will most likely be more, if Rider doesn't get a full-time job next summer. ^_^[/glow]
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Post by Omni on Jun 29, 2008 9:26:47 GMT -5
May I suggest a new rule? I just had a match that, after some stuff was double-checked, we realized was finished in the first turn, with the first attack. Not really fun for either side.
'On your first turn, you may put a creature card on your bench.'
Just so that, even if the first card is knocked out with one hit, the match can continue. Shouldn't make a huge difference, strategy-wise.
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Post by Vyt: Down, but Not Out on Jun 29, 2008 10:16:08 GMT -5
Rider's post in our duel thread really confuses me. I've read through the tutorial and it doesn't say anything about not being able to attack after retreating an Ally. Wouldn't it be a bit... troublesome... for every player around here to waste two Energy cards just to make his next Ally do nothing for that turn?
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Post by Shadaras on Jun 29, 2008 10:33:07 GMT -5
On a similar theme as Vyt's question, how does the Will-O-The-Wisp's Illusion ability work, as far as being able to attack goes? Because in my duel versus Dan, he used it, switched a creature up and didn't attack, and yet, the next round, when the Wisp was switched back in, he did attack. And won the match that way. So.. should you be able to attack after using it or not?
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Post by Rider on Jun 29, 2008 10:48:48 GMT -5
[glow=red,2,300]Omni - That makes sense. ^_^ Thanks. Vyt - I've got the original tutorial here, as well as the re-write. I'm sorry, that part got lost in translation somewhere. T_T Sorry. I'll ask Crystal to castrate Scar for leaving that out. The idea, though, is that even if you don't allow the Ally to get KO'd, you still have to pay a penalty for allowing your Ally's HP to drop that low, and also so your opponent can see the next card you're pulling out. no bait-and-switch, at least not in first edition. One idea we've been playing with is an "insta-switch" which would probably cost three points or so, but would allow cards to switch and attack in the same turn. That'd be around three points or so. If it gives me any credibility - It's a Pokemon rule. ^_^; EDIT: Shade, Wisp's ability should work over the course of two turns, (which probably means that it should technically do more than 4 damage). Turn one: Switch, turn two: Attack, turn three, switch again. At this point, I'd rather call it an underpowered card than try to up the damage or allow it to hide behind a meat shield indefinately.[/glow]
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Post by Amneiger on Jun 29, 2008 10:57:52 GMT -5
[glow=red,2,300]\Vyt - I've got the original tutorial here, as well as the re-write. I'm sorry, that part got lost in translation somewhere. T_T Sorry. I'll ask Crystal to castrate Scar for leaving that out. The idea, though, is that even if you don't allow the Ally to get KO'd, you still have to pay a penalty for allowing your Ally's HP to drop that low, and also so your opponent can see the next card you're pulling out. no bait-and-switch, at least not in first edition. One idea we've been playing with is an "insta-switch" which would probably cost three points or so, but would allow cards to switch and attack in the same turn. That'd be around three points or so. If it gives me any credibility - It's a Pokemon rule. ^_^; [/glow] You sure that's in Pokemon? >_>
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