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Post by Vyt: Down, but Not Out on Jan 22, 2009 19:34:49 GMT -5
This is a test match to check on the mechanics of N-T-W-Foh!
1, I go first. 2, you do.
[dice=2]
I go first!
[dice=30] [dice=30] [dice=30] [dice=30] [dice=30] [dice=30] [dice=30]
I put a Self-Proclaimed Dunburrow Steed and attach a Light Energy to it.
I end my turn.
Vyt (10 LPs): (L)Self-Proclaimed Dunburrow Steed - 8/8 HP
Jina (10 LPs):[rand=4961367357856241880060162565332939886284144226229328456454512886]
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Post by Jina on Jan 22, 2009 21:55:00 GMT -5
There's something - I don't think it says in the adjusted rules that you can only put down one card on the first turn, instead of two.
Secondly, are there elemental advanatges in this game? They could create some pretty big carry-over.
[dice=30] [dice=30] [dice=30] [dice=30] [dice=30] [dice=30] [dice=30]
I play Red Rider, and attach a Water Energy to her. Then I use Call to Arms. Rider uses Sword Dance.
Vyt (10 LPs): (L) Self-Proclaimed Dunburrow Steed - 6/8 HP
Jina (10 LPs): (W) Red Rider - 6/6 HP[rand=131636531533761650994487288433595998201012655053868137717081098349]
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Post by Vyt: Down, but Not Out on Jan 22, 2009 23:28:15 GMT -5
There's something - I don't think it says in the adjusted rules that you can only put down one card on the first turn, instead of two. Secondly, are there elemental advanatges in this game? They could create some pretty big carry-over. It's not said that you can only put down one card on the first turn; it's just that I felt like putting just one down. Also, elemental advantages rules are optional, meaning the duelists can decide if their match will be played through this rule or not. It's fine for me eitherways; do you want the rule implemented here in this test match? [dice=30]*#9* I attach a Fire Energy to Self-Proclaimed Dunburrow Steed. Self-Proclaimed Dunburrow Steed uses Mighty Moo on Red Rider! Self-Proclaimed Dunburrow Steed deals 4 Damage. Vyt (10 LPs): (L)(F) Self-Proclaimed Dunburrow Steed - 6/8 HP Jina (10 LPs): (W) Red Rider - 2/6 HP [rand=24267350122052017353007529550317375102204781277033416372739186878]
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Post by Jina on Jan 23, 2009 4:38:51 GMT -5
Okay.
Better not >.> I've put dark in my deck, and since we're testing we want it to be fair =P
[dice=30] *20'd*
I summon Cap'n Rider. I attach a Water Energy to Rider, and use Sugar Rush.
Cap'n Rider uses Red Sunset.
Vyt (10 LPs): (L)(F) Self-Proclaimed Dunburrow Steed - 2/8 HP
Jina (10 LPs): (W)(W) Cap'n Rider - 12/12 HP[rand=61047537923782357134437556834428302562797300425739323923370809297]
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Post by Vyt: Down, but Not Out on Jan 23, 2009 15:12:07 GMT -5
Cap'n Rider already? D:
[dice=30]
I put Bob-OMG and attach a Fire Energy card to it.
Bob-OMG uses Roll on Cap'n Rider! Bob-OMG deals 2 Damage.
Self-Proclaimed Dunburrow Steed uses Mighty Moo on Cap'n Rider! Self-Proclaimed Dunburow Steed deals 4 Damage.
Vyt (10 LPs): (L)(F) Self-Proclaimed Dunburrow Steed - 2/8 HP (F) Bob-OMG - 3/3 HP
Jina (10 LPs): (W)(W) Cap'n Rider - 6/12 HP [rand=20805138070392215853276512615756235188537987145065528432081116996]
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Post by Jina on Jan 23, 2009 16:09:20 GMT -5
Yep, I managed to draw both Riders at the start, somehow =P
[dice=30]
I attach a water energy to Cap'n Rider. Rider uses Red Sunset on Dunburrow Steed. Dunburrow Steed is KO'd, Vyt loses 2 LP from carry-over.
Vyt (8 LPs): (F) Bob-OMG - 3/3 HP
Jina (10 LPs): (W)(W)(W) Cap'n Rider - 10/12 HP[rand=8098782207561553832802434309059201520032642418747767625928423039]
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Post by Vyt: Down, but Not Out on Jan 23, 2009 17:07:59 GMT -5
So lucky of you. I, on the other hand, might be on the verge of losing unless I draw good cards starting now.
We can add a ruling on "Benching" Fighters. I've had the idea of putting a Fighter in defense position by "benching" them (discarding the two Energy cards to avoid abusing this rule). They can still take damage, but if they're KO'd, the "carry-over" damage is not inflicted on the duelist. The duelist is free to put them back to attack position, but the two Energy cards will not be returned to the deck since they are discarded. Also, the duelist can only put one Fighter on Benched position or vice-versa per round. What do you think?
I'm also working on playing Fighters in face-down Defense position (only revealing their HP). That might work as well.
[dice=30]
I put Vyt and attach a Fire Energy to it.
Bob-OMG uses Detonate on Cap'n Rider! Bob-OMG deals 2 Damage.
Vyt (8 LPs): (F) Bob-OMG - 3/3 HP (F) Vyt - 6/6 HP
Jina (10 LPs): (W)(W)(W) Cap'n Rider - 10/12 HP [rand=110700737502883734430099918646187504806737659048515690341005585805]
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Post by Jina on Jan 23, 2009 19:16:35 GMT -5
Actually, I'm just wondering if it might be too hard to fight a losing position in this... so that whoever ends up with a better position at the start would be much more likely to win? I don't know. But if so, we could always make it so you have 15 LP each (to give more time) and also so that being 5 LP or more below the opponent gives you an advantage... not sure what advantage, but maybe healing 2 HP a turn, drawing 2 cards instead of one, or being allowed to attach 2 energies in one turn (and to make that less good, only to different creatures with different types of energy). Also, I think it might be interesting if LP, after being lost, gets converted into stored HP that you could use to heal your creatures? Dunno, might be fun =P
Benching seems like a good idea, but I think that only cards with special effects designed for when they are on the bench should be able to use the special effect. Otherwise you could load the deck with things like Bob-OMG ; ) No LP damage carried-over, free attacking. Also, I think discarding 2 energies is too much. There would probbly be more than 4 KOs needed to win the game, which means that more energies are going to be lost, which makes them more precious. How about instead, you return the energies to the deck to bench, you can't put any energies on them while they are benched, and it costs nothing to return active, but you can't attack with it or use special effects the turn you switch back.
But face down benching... maybe not. If I want to ambush someone (and I can't see what else FDBenching would do), I'll play it straight from my hand where it's less easy to predict. So the only purpose is to try and double-ambush - One FDB, one from the hand. But as soon as you do the FDB, they would be able to see it coming.
[dice=30]
I summon Shiva and attach a Dark Energy to it.
Shiva uses Demon Hooves on Bob.
Rider uses Red Sunset on Bob. Bob is KO'd. Vyt loses 3 LP from carryover. Detonate does 5 Damage to Rider and 1 damage to Vyt.
Vyt (5 LPs): (F) Vyt - 5/6 HP
Jina (10 LPs): (W)(W)(W) Cap'n Rider - 7/12 HP (D) Shiva - 7/7 HP[rand=495023078382781211689147096462021260644783404487523543832092856792]
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Post by Vyt: Down, but Not Out on Jan 23, 2009 20:57:04 GMT -5
Actually, the fun thing about this type of gameplay is that you still have a chance even if you only have 1 LP. I've been a veteran of the game I copied this from, and I can say that freely through experience, unlike the original gameplay of NTWF TCG where you really are in a pinch when an opponent only needs one KO to win. Also, giving duelists 10 LPs is actually considerable since it reminds them of the responsibility of not sending out too many Fighters without having sufficient Energy cards. This is something that we can only experience and not predict, so I might have to increase the maximum LP if I see it fit (that being said, I encourage people to start playing alternate gameplays, because I've decided to activate the Shinies that they will give out).
Actually, being in "defense position" obviously means not being able to attack. I thought it was obvious, but I guess I'll have to say it clear. Benched Fighters will NOT be able to attack. On the sense of Energy cards, it might be better that we just return the Energy cards on the deck for more efficient battles (considering that we'll continue following the "10 LPs" rule). Preventing Benched Fighters from attacking is a pretty nasty but reasonable restriction already for Benching them.
Face-down Benching will put another factor in this gameplay, actually. For example, if I have a 'Bloidal Explosion in my hand, I will almost certainly target the one who is the most threat. If I am pitted down against an opponent with a 12-HP Cap'n Rider and a face-down Fighter with 7 HP in an Elemental Advantage match, I might have to target Cap'n Rider instead of the face-down Fighter... but what if the face-down Fighter can inflict an elemental-advantage damage even higher than Cap'n Rider? I can give some other examples where face-down benching would actually come in handy, but I must get back to the game.
[dice=30]
I use Sleight of Hand!
[dice=30] [dice=30] [dice=30] [dice=30] [dice=30]*#20*
I actually like this order. *puts them back in the same order*
I put Lupehunter.
I attach a Fire Energy to Vyt.
Vyt uses Tackle on Shiva! Vyt deals 3 Damage.
Vyt (5 LPs): (F)(F) Vyt - 5/6 HP Lupehunter - 6/6 HP
Jina (10 LPs): (W)(W)(W) Cap'n Rider - 7/12 HP (D) Shiva - 4/7 HP [rand=25484630125687945989036561295749196786858551133045596403445771463]
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Post by Jina on Jan 24, 2009 0:13:52 GMT -5
You can in Yu-Gi-Oh, because attacks can often do more harm than good. But here, once you attack there isn't much that can stop it. Now maybe with benching, it might work, but you still have to attack them somehow to do much in the way of damage.
Yeah, I got that xD What I meant was, if you allowed non bench-specific powers, you could use a bunch of Bob-OMGs to do damage without using any energy.
Yeah, that works xD
True, but why did the person put the card face down to begin with? Unless they used scout or something, they wouldn't know the 'Bloidal Explosion existed. And if it were me, I'd probably stick it straight into attack mode unless I had a very good reason not to. Might as well get as much damage done as possible, after all ; ) Now in Yu-Gi-Oh it works because you don't know what the defense of the card is, and you might end up hurting yourself. Plus, there's flip effects and traps and a bunch of other stuff to think about. Here, it's health.
[dice=30]
Rider uses Red Sunset on Vyt. Shiva uses Demon Hooves on Vyt. Vyt is KO'd. Vyt loses 1 LP from carryover.
Vyt (4 LPs): Lupehunter - 6/6 HP
Jina (10 LPs): (W)(W)(W) Cap'n Rider - 11/12 HP (D) Shiva - 4/7 HP[rand=8330496347735072623313028460017773329027968833183019824626496812]
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Post by Vyt: Down, but Not Out on Jan 24, 2009 7:59:24 GMT -5
Yeah, I got that xD What I meant was, if you allowed non bench-specific powers, you could use a bunch of Bob-OMGs to do damage without using any energy. Now that's plain silly. Being a cheapstake with that kind of deck will get that person nowhere for a lot of reasons. However, you can always inform me of cards that might break the mechanics of this variant and the others, and I'll make a thread to put some adjustments. So I'll add Benching to the rules, but only after we finish this match. *draws #17* I put Spaceman Strife. I use 'Bloidal Explosion on Spaceman Strife and Cap'n Rider! I end my turn. Vyt (4 LPs): Lupehunter - 6/6 HP Jina (10 LPs): (D) Shiva - 4/7 HP
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Post by Jina on Jan 24, 2009 16:28:12 GMT -5
What's silly about it? The more I think about it, the more I have to admit that a full deck wouldn't really work, but if you had say, 5 of them, and 5 normal attackers, you could probably get away with 10 energies and leave room for 10 Events. Or maybe 9 events and a powered-up forumer. Basically, a hybrid form that gives energy effieciency, something solid to build your play around, and extra events.
Or, to put it another way which is more basic and less examplified: Because the game runs on LP rather than KOs, a fighter being killed isn't quite as much of a problem, especially if it was benched or there was no carry-over, and since KOing is used in the normal game sometimes as a counterweight or activator for certain effects, that can be exploited, probably in more ways than I could come up with.
Mmkay =P
[dice=30]*7'd*
I summon Sablones and attach a Dark Energy to him.
Shiva uses Demon Hooves. Sablones uses Gunplay.
Vyt (4 LPs): Lupehunter - 2/6 HP
Jina (10 LPs): (D) Shiva - 4/7 HP (D) Sablones - 7/7 HP [rand=14886099290900745377112308126045077652705058952054972941860486461]
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Post by Vyt: Down, but Not Out on Jan 24, 2009 20:04:00 GMT -5
That's actually the primary reason why I've put the maximum LP at 10 and not any higher than that. Duelists will still have the sense of protecting their Fighters because they act as shields for their own LPs, and increasing the max LP will reduce that kind of responsibility.
Again, this problem will only be seen clearly if we start playing more games, just like how 'Bloidal Explosion was discovered to be potentially abusing. We'll start making adjustments to the cards if either someone complains about it or one of the Project Coordinators finds them out from previous matches.
Back to the game, I actually forgot to change #19 to #20 when I used Sleight of Hand. #19 was already played. >.<
*draws #15*
I use Tea Party!
*draws #26 and #14*
I attach a Light Energy card to Lupehunter.
I end my turn.
Vyt (4 LPs): (L)Lupehunter - 2/6 HP
Jina (10 LPs): (D) Shiva - 4/7 HP (D) Sablones - 7/7 HP
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Post by Jina on Jan 26, 2009 1:09:03 GMT -5
Yeah, I suppose =P If nobody is using it it won't matter anyway.
Tea Party:
[dice=30]*18'd* [dice=30]
Draw:
[dice=30]*13'd*
I summon PFA and attach a Dark Energy to her.
Vyt (4 LPs): (L) Lupehunter - 2/6 HP
Jina (10 LPs): (D) Shiva - 4/7 HP (D) Sablones - 7/7 HP (D) PFA - 5/5 HP[rand=53316714512682116983263061015511261379858915136220849793941312622]
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Post by Vyt: Down, but Not Out on Jan 26, 2009 16:06:31 GMT -5
*draws #20*
I use Scout!
[dice=30]
I end my turn. T_T
Vyt (4 LPs): (L) Lupehunter - 2/6 HP
Jina (10 LPs): (D) Shiva - 4/7 HP (D) Sablones - 7/7 HP (D) PFA - 5/5 HP [rand=153752282620256664438874300463944551565937849626878577184294143]
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