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Author Topic: DIYCCG  (Read 2361 times)

NUKE9.13

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DIYCCG
« on: October 31, 2023, 07:54:34 am »

DIYCCG

WHAT IS THIS
A game wherein two teams design cards, build decks, battle, complain about the other team's cards being OP, repeat. The core rules are intended to be relatively simple, and should not require familiarity with any other games.
An unlimited number of players can join, at any point. What you can't do is join one team and then read the other team's thread.
Note that, in order to not create half a dozen threads, and to allow for rapid resolutions, battles will be fought in this Discord server. Card designs will be handled in team threads on the forums.


WHY IS THIS
CYOGTCG Wars was an interesting game, which had great potential, unfortunately cut short due to several players dropping out of Team 1. Recently, I've been thinking about it, and eventually decided to run my own version. I've made several changes, both in an attempt to avoid pitfalls of the original, and to suit my personal preferences.
It's a game that I would enjoy playing, and hopefully I'm not alone in that. Maybe I am, but there's only one way to find out, which is putting it out there and seeing how many bite.


HOW IS THIS
That's an odd way to ask about the rules, but ok. I'll cover this in sections, starting with

CARD DESIGN
All players on a team may suggest card designs (there's a template in the team threads). Each turn, a team may vote for a number of proposals to get turned into fully-fledged cards. The number is 2+(the number of battles the other team won last turn) (so between 2 and 5) (I might change this number).
Needless to say, I will probably not give you exactly what you asked for, so you can't ask for a giant battleship that is Common and costs nothing (without including some severe drawbacks). Note that this applies in both directions- if your proposal is too weak, I will give you something stronger than what you asked for.
At the very start of the game, there will be three rounds of card designing without any battles.
The spoiler below labelled STARTER CARDS shows cards that can be used by both teams- they're bad cards, underpowered and boring, but they're so you don't have to create an entire roster from scratch.

REVIEW APPEALS
Also during the design phase, each player may request the review of up to one card (of either team) that they think is unbalanced in some way. Include a brief explanation of why, and what you think would be better. I will consider these appeals, make changes as I see fit, then announce any changes and explain my reasoning (changes to cards belonging to the other team will be announced in this thread, changes to a team's own cards will be announced in the team thread). Balancing a card game is a major challenge for a team of designers whose full-time job it is, so for an individual doing it for fun to get it right all the time is essentially impossible- which is why the ability to appeal is codified. That being said, don't abuse this.

BATTLES
Each round, after new cards have been designed, each team will designate 3 players to build 40 card decks with which to battle a counterpart on the other team. If more than 3 players volunteer, priority will be given to those who haven't had the chance recently. If less than 3 players volunteer... well, ideally this won't happen, but if push comes to shove there could just be fewer matches that round. If this gains great interest, I might consider more matches in a round, but I think 3 is a reasonable target. Once the players are matched up, they shuffle their decks (see SHUFFLING if you need help finding a reliable way to do this), and begin a DIYCCG battle (in a designated Discord channel). 

DIYCCG RULES
(Note that, for almost every rule, you can prepend "By default", since cards can be designed to override/augment almost any rule in the game.)
To start with, players draw 5 cards, set their Player Vitality to 200, and then whoever won the coin flip takes their first turn, skipping their draw.

On their turn, a player will:
-Draw a card.
-Play up to one card. You can play this card before or after attacking. Note that Critters cannot attack on the turn they are played. Some cards are more Radical than other cards, and cost Rads to play. Rads can be generated by card effects, and persist until they are used.
-Attack. Critter cards can attack the opponent, provided there are no Critters on the other side who can block them. If there are, they have to attack and destroy those first. They deal damage to Vitality equal to their Strength, but also take damage equal to the blocking Critter's Strength. Damage is permanent. Critters can only attack once per turn, but you can attack with any number of Critters (one at a time).
-End their turn. Preferably include your status at the end of turn (cards on the board, Rads in stock, Vitality (player and critter)). If your opponent asks, you should also be able to share relevant public knowledge with them, such as how many cards are left in your deck, how many cards you have in hand, and which cards are in your discard pile.

During an opponent's turn, a player will:
-Do nothing. Nada. Zilch. You cannot make reaction (instant/flash) cards, you do not get to decide if Critters block or not, and ideally your opponent won't have any cards that require you to make a decision (but in exceptional cases this may be possible). This rule is in order to allow battles to proceed quickly even if schedules do not match up, since you don't have to constantly check if your opponent has a response to your actions.

The battle ends when one player's Vitality reaches zero. Naturally, a player may surrender at any time. Alternatively, to prevent battles becoming an endless stalemate, if both players have no more cards in their deck, then the player with the highest Player Vitality wins (if that is tied, it's a draw).

WINNING THE GAME
Each battle a team wins contributes 1 point to their score. If a team's score is 15+ points higher than the other team, they win the game.


GOT IT
Good. Now you can pick a team, announce your affiliation in this thread, read your thread, and join the Discord.
Also, if you sign up right now, you get to decide on the colours available and what their nature is! Six colours will be defined this way. You can propose a colour does something kinda crazy, or has a weird theme you like, or does something really crazy with an utterly bonkers theme. Colours are chosen! See COLOURS spoiler.
If you aren't sure which team you want to join, you can ask me and I'll point you to the team with fewer active players.
(As of the latest edit, the teams seem roughly balanced in terms of activity)

Team One's thread is here.

Team Two's thread is here.

Spoiler: STARTER CARDS (click to show/hide)

There's some more information below this, if you want a more in-depth description.

Spoiler: CARDS (click to show/hide)

Spoiler: COLOURS (click to show/hide)

Spoiler: SHUFFLING (click to show/hide)
« Last Edit: November 24, 2023, 09:37:25 am by NUKE9.13 »
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Jerick

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Re: DIYCCG
« Reply #1 on: October 31, 2023, 08:51:32 am »

I shall join team one.

And for my proposed colour;

Quote from: colour
Colour: green

Theme: Mutant hordes

Mechanics: Cards grow stronger when rads are generated. Very critter-focused, higher strength, lower intial vitality
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Stirk

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Re: DIYCCG
« Reply #2 on: October 31, 2023, 10:47:11 am »

Guess I'll be on Team Two then.

Color: White
Theme: Waifus
Mechanics: As the most marketable cards, they are also the most powerful obviously. Making a multicolor card with White double the effect of all other colors. Pure Waifus will instead have increased stats. Card effects are expected to be varied with balance between Strength and Vitality, but to take on the strengths and weaknesses of the other colors when multicoloring.

Good luck with the balance on all these colors.
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This is my waifu, this is my gun. This one's for fighting, this ones for fun.

TricMagic

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Re: DIYCCG
« Reply #3 on: October 31, 2023, 11:02:54 am »

Team 2
Color: Yellow
Theme: Energy
Mechanics: Energy Cards revolve around generating resources and using those resources. Tend to be have damaging effects, or be able to recur or alter cards.
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a1s

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Re: DIYCCG
« Reply #4 on: October 31, 2023, 11:04:48 am »

I shall join team 1 then.

My color is Red
Quote
Color: Red

Theme: 19th century imperialism

Mechanics:
  • Trade goods: special resources (sugar, tea and opium are examples)
  • Lands: sticky 'oversea possessions' that generate trade goods and/or low level critter tokens.
  • Rebellions: some red cards (stickies and critters) will accumulate 'rebelion' counters from various sources (such as using secondary abilities, simply existing, and red oponents using resources). If they accumulate more than their threshold they switch sides.
  • Industry: sticky 'factories' that tap critters and consume trade goods for a massive influx of cash (rads)
Red cards are thus mostly sticky (though some will be critters and tricks) relying on token critters to defend the player.
« Last Edit: October 31, 2023, 11:07:31 am by a1s »
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NUKE9.13

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Re: DIYCCG
« Reply #5 on: October 31, 2023, 11:12:49 am »

Good luck with the balance on all these colors.
Well, both teams can use all colours, so if one colour is vastly superior to the others, it'd be unfortunate, but not game-breaking.
That being said, Whaifu is an acceptable concept, but will be nerfed somewhat. Probably something like this:
Quote
Making a multicolor card with White increases the effect of all other colors. Pure Waifus will benefit from other colours on the board. Card effects are expected to be varied with balance between Strength and Vitality, but to take on the strengths and weaknesses of the other colors when multicoloring.

Green is totally fine as is.

Yellow is also fine.

For Red, I think restricting the trade goods to just one makes sense, rather than juggling several. Other than that, fine.
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VermilionSkies

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Re: DIYCCG
« Reply #6 on: October 31, 2023, 11:15:28 am »

In for Team 2.
Color: Teal
Theme: Lightning
Mechanics:
-'Quick' cards that do not count towards the played card limit.
-Trick-heavy with a focus on removal.
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Kashyyk

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Re: DIYCCG
« Reply #7 on: October 31, 2023, 11:29:05 am »

I'll join team 1.

Quote
Colour: Pink
Theme: Heart
Mechanics: Anything kind, caring, and "working together". Pink does not do big, tough heavy hitters, but cards that boost each other with the Power of Friendship!
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NUKE9.13

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Re: DIYCCG
« Reply #8 on: October 31, 2023, 11:36:29 am »

Color: Teal
Theme: Lightning
The theme of Lightning seems like it would overlap with TricMagic's yellow theme of Energy. Is there an alternate theme that would work for you?

Pink is fine.
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VermilionSkies

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Re: DIYCCG
« Reply #9 on: October 31, 2023, 11:58:02 am »

Color: Teal
Theme: Lightning
The theme of Lightning seems like it would overlap with TricMagic's yellow theme of Energy. Is there an alternate theme that would work for you?
Alternatively,
Color: Black
Theme: Steel
Mechanics:
-'Immutable' cards that provide resistance against being affected by other cards.
-Bulky critters that are difficult to remove from the field.
« Last Edit: October 31, 2023, 11:59:52 am by VermilionSkies »
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NUKE9.13

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Re: DIYCCG
« Reply #10 on: October 31, 2023, 12:04:43 pm »

Color: Black
Theme: Steel
Mechanics:
-'Immutable' cards that provide resistance against being affected by other cards.
-Bulky critters that are difficult to remove from the field.
I could do a shimmery silver if you'd prefer, but black (well, very dark grey) is also ok.
Theme and mechanics are fine.

With that, the six colours are established. I'll officially codify them in a bit. You can start designing cards. Reminder, the first three turns have no battles.
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NUKE9.13

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Re: DIYCCG
« Reply #11 on: October 31, 2023, 12:48:30 pm »

Added the six Colours to the first post, in the COLOURS spoiler. Black/Silver awaits VermilionSkies' choice. I've got examples of both:
Spoiler (click to show/hide)
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VermilionSkies

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Re: DIYCCG
« Reply #12 on: October 31, 2023, 01:02:46 pm »

Dark gray/black looks good, cheers.
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Supernerd

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Re: DIYCCG
« Reply #13 on: October 31, 2023, 04:45:52 pm »

I guess I'll go to team 1.
I'll also mention that I would recommend not limiting teams to just 2 cards, or at least making sure that each member of a team gets an equal chance to get cards accepted.
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Crystalizedmire

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Re: DIYCCG
« Reply #14 on: October 31, 2023, 05:19:42 pm »

I'll join team 2.
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