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Username17
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Post by Username17 »

For Valor wrote:So, if it were the beginning of the game, and I saw a Beast card (the 2nd article on the monster list) and said "I'm gonna stab it!", I'd roll my 3 dice. If any of them came up as 5+, I'd beat the thing and take a treasure.

Yes?
Yes. You'd also take the monster card (it doesn't actually do anything by itself) and a new Monster card would be drawn and played face up to replace the challenge you had just defeated.

If you didn't see any Challenges you could take, you could train instead - and simply draw 1 Skill card.
What's the Wizard to do?
The intention is that every class has ways of manipulating every avenue towards victory. However, Cleric skills are more geared towards running the game out of dice, Thief skills are more geared towards running the game out of Treasure, Fighter skills are more geared towards running the game out of Monsters, and Wizard skills are more geared towards running the game out of World.

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For Valor
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Post by For Valor »

Oh... so I should re-do the Thief skill list. Not too much treasure manipulation going on there...

On another note, is there trading available between players? Like, "give me 2 fighter skills and I'll give you my Nightcloak. You'll be sneaky and I'll get stabination dice."
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Ganbare Gincun
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Post by Ganbare Gincun »

You have an artist on hand to provide art for these cards? And I assume that you'll be putting a PDF online via Torrent that we can bring to the printers like your last card game?
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Post by Username17 »

Ganbare Gincun wrote:You have an artist on hand to provide art for these cards? And I assume that you'll be putting a PDF online via Torrent that we can bring to the printers like your last card game?
No I don't have an artist. I was planning on putting it together over the summer with the help of a friend's computer.

But yes, when the entire 180 card set is made, I will offer it up as a Torrent. This one I was looking into the possibility of making into business card sized cards, and in any case a cardback design that would take into account the shifting that occurs when double sided printing is done with home printers.

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Post by For Valor »

woah, woah... there's another card game? Where??
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Post by Username17 »

For Valor wrote:woah, woah... there's another card game? Where??
Right now, it is at my sister's house:

Image

Actually, it's a board game, but most of the components are cards.

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Post by For Valor »

O_O

J'ai besoin de ce jeu-ca.
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Post by Cynic »

if someone was able to offer this game for a semi cheap rate, I'd definitely buy it up. As it is, printing this out (just like the last one) is going to be a monster money killer.

Any ideas on how to make this a viable game without dropping 50+$ on this?
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Post by Manxome »

200 grayscale cards, 2"x3" each, should be around $5 at FedEx/Kinko's if you're willing to cut them by hand. At least, that's what prices are like at my local shop. You can fit 12 on a Letter-size sheet for around 30 cents (double-sided), I think, or 25 on an 11"x17" sheet for twice as much.

If you don't want to cut by hand, cutting is $1.50 per cut (so $13.50 to cut out a 3-by-4 grid of cards and cut off the margins), but they can cut a big stack at once, so it costs the same whether you do one sheet of cards or a hundred.

If you drop to 1.6"x2.5" cards, you can put 20 on a Letter-size sheet; I recently had 6 copies of a 120-card game printed and cut for around $30 total.

Color costs 5 or 10 times as much, of course. And if you're determined to get the alignment of the card backs and the cuts exactly right, you may need to do something more extreme, but I've printed a bunch of card game prototypes like this and they're definitely playable.
Last edited by Manxome on Mon Jun 28, 2010 9:21 pm, edited 1 time in total.
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Josh_Kablack
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Post by Josh_Kablack »

So, to clarify: art requirements are 180 greyscale cards that will be identifiable when scaled to 2"x3"? (or possibly smaller?)

I'll talk to my freelancers and connection at Kinkos and get some quotes.
Last edited by Josh_Kablack on Wed Jun 30, 2010 2:32 am, edited 1 time in total.
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...You Lost Me
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Post by ...You Lost Me »

I'll pay 5,000gp in diamonds and case raise thread here!

I've got some thief skills (treasure-ish), wizard skills (world-ish), and metagame skills (annoying-ish). Have a look-see:

Thief:
  • Pickpocket: Exhaust to draw a Treasure Card
  • Black Market Connections: If you draw a Treasure, you may discard it and draw another Treasure. WARNING UNDER CONSTRUCTION
  • Classic Rogue: +2 Die on Lurking checks. +1 Die on Stabination checks for every Thief Skill and Weapon Treasure you have.
  • Distraction: Exhaust to re-roll an adventure you just made. The re-roll stands.
  • Slippery: Exhaust to ignore a penalty for Failing an Adventure.
  • Poisons: Exhaust to gain +2 Dice on any roll against a Villain.
  • Scout Ahead: Any World or Villain card you face gives Treasures instead of Treasure Chances.
  • Lucky: Your Treasure Chance is doubled. If you Fail an Adventure, discard to avoid the penalty for failure.
  • Jack of All Trades: Take another class. Bonuses and penalties stack.
  • Headhunter: Gain +1 to Stabination rolls against a Villain or World card if you have a Trophy of the same Type.
Wizard:
  • Fortune Telling: Exhaust to see another player’s hand or the next World and Villain cards in their respective decks.
  • Also Create Food and Water: Roll 3 extra dice when attempting a World adventure.
  • Summoning: +2 dice to all Stabination rolls, and +1 more for each other Wizard Skill and Miscellaneous Treasure you have.
  • Potions: Exhaust to gain +2 Dice on any roll against a Villain.
  • Illusion: Exhaust any time, even during an opponent’s turn, to discard the Villain or World being used in an Adventure and immediately replace it with another of your choice.
  • Ancient Tomes: Exhaust in order to automatically succeed in an Adventure against a World card that has been in play for 3 turns or more.
  • Ancient Magic: You may make a Stabination, Diplomancy, or Stealth check in place of a Stabination, Diplomancy, or Stealth check.
  • Spell Components: Exhaust this instead of Exhausting a Treasure or Skill
  • Lightning Bolt
Metagame:
  • Setting Books: Exhaust to discard an available World card and replace it with a new one.
  • Easier Edition Rules: Choose Stabination, Diplomacy, or Lurking. All rolls of that kind gain +1 Die.
  • Harder Edition Rules: Choose Stabination, Diplomacy, or Lurking. All rolls of that kind that kind take a -1 Die penalty.
  • Bonus Shuffling: Exhaust during a roll to remove 3 Dice from a roll and set them aside, then roll 2 Dice separately. If neither come up with hits, add 2 hits to your orll.
  • Flexible Class Features: Exhaust to switch any class you have with another. Until the beginning of your next turn, bonuses and penalties from those classes stack.
  • Optimized Build: You gain a bonus to Stabination, Diplomacy, or Lurking (your choice) equal to half of your lowest value in Stabination, Diplomacy, or Lurking.
  • Rules as Interpreted:
Last edited by ...You Lost Me on Fri Dec 07, 2012 9:27 am, edited 1 time in total.
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Post by Grek »

...You Lost Me wrote:[*]Black Market Connections: If you draw a Treasure, you may discard it and draw another Treasure.
This is an infinite loop all by itself as written. Draw a treasure, then discard to draw another treasure which you discard to draw another treasure which... you get the idea. It should be changed to read:

[*]Black Market Connections: Exhaust to discard a Treasure and draw another Treasure.
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Post by ...You Lost Me »

Oh, yeah, resource management. Right. I was actually planning for the thief to be able to do that with every Treasure he drew, just not with any replacement treasures. How about:
  • Black Market Connections: If you draw a Treasure for any reason other than this Skill's effect, you may discard it and draw another Treasure.
I'm also noticing that a lot of cards run off of exhaustion, either to keep their power in check or to stop a self-perpetuating infinite loop. In trying to find a way around that I thought about incrementing/token use. Perhaps tokens could be given a roll in tracking effects--they could have a similar effect as exhausts, but you're putting a counter on the card instead of tapping it, so there's a guaranteed draw on the currency of counters.
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
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