CandyGirls, The Collectible Battle Card Game

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CandyGirls, The Collectible Battle Card Game

Post by the_taken »

A thought occurred to me. Why not make CandyGirls a Card Game? It would allow me to generate material for the setting at a leisurely pace.

------- Preliminary Game Rules -------

The CandyGirls CCG is played with one Leader Card, one coin, and a single deck of at least 40 cards composed of CandyGirl Cards, Trait Cards, Technique Cards and Event Cards. Players can have more than the minimum number of cards in their decks, however, this decreases their chance of getting a specific card combination.

Players begin by choosing their Leader Card and putting it on the table. One player then flips the coin, letting the other player call it. The Player that wins the toss decides weather they will put their opening CandyGirl out and play first, or do so second. The players then shuffle their CandyGirls into their decks. Then each player draws seven cards from the deck, and play begins.

Play is divide into turns, and alternates between the players. A player's turn begins with the player drawing a card from their deck and putting it into their hand, unless it is the very first turn. The player determines the effects of cards in play, which is followed by the player having their CandyGirl Cards perform an attack, calculating the all the damage done and the effects the abilities of all the cards that interact. Th turn then ends with the player taking a card from their hand and putting it into play.

Since there are multiple targets, a player declares all their CandyGirls' targets before attacking. A CandyGirl must be assigned to target a enemy CandyGirl that isn't being attacked, unless all opposing CandyGirls are already targeted, in which case any opposing CandyGirl or the Leader Card becomes a viable target. Obviously, when a Candygirl Card has taken damage equal to or greaten than it's curent HP, it is removed from play, as well as all attached cards.

A game ends when a Player's Leader Card has no HP and is removed from play, or one player folds their hand and declares a forfeit.

------- Card Types -------

Leader Cards
The Leader Card represents the main leader of the CandyGirl team. In some ways, it is also the player's avatar. The Leader Card has a name and a picture, and one keyword that describes their profession type, two keywords that represent more descriptive types, and some flavour text. The card will also have an HP notation. Often, a Leader Card will have supporting abilities that grant some tactical use.

CandyGirl Cards
The CandyGirl Card represents the primary combat participants, CandyGirls. CandyGirl Cards have a name, and then several Keywords that represent their typing, and a picture and flavour text. A CandyGirl also has a Base Attack number and an HP number, representing how much damage she does with her basic attack and how much she can take before being removed from the fight respectively. A CandyGirl card may also have some special abilities that either make her a more effective combatant, or hinder the opposing team's CandyGirls in some way. In the case of abilities of that affect attacks, all the attacks of the CandyGirl are affected by her innate abilities, whether her Base Attack or attacks gained from Technique Cards.

Trait Cards
The Trait Card represents traits CandyGirls can develop, even though it's a bit unrealistic to develop them during a battle. When put into play, the card is placed next to the CandyGirl card it will grant it's benefits to. The card has the name of the trait, a picture, and the keywords the a CandyGirl must have to gain the trait, as well as a few keywords of its own. Traits always give the CandyGirl some sort of beneficial ability, which comes into effect when a CandyGirl is attacked, or when a Technique Card that requires the keywords of the Trait Card is used. Some traits are actually pieces of equipment, but follow the same rules.

Technique Cards
The Technique Card represents new actions for a CandyGirl, and are placed next to the CandyGirl Card that will be making use of it. Technique Cards may require the CandyGirl to have certain keywords on her card, or on a trait card for her to gain the ability. Technique cards provide a new action a CandyGirl can take instead of her Base Attack. Often this is a new attack with special properties, or a defensive ability. Often, Technique Cards have tokens on them that represent how much use of the technique is available. Every time a CandyGirl makes use of the technique card instead of her base attack, a token is remove, unless there isn't a token to remove, in which case the card is removed from play. Some Technique Cards are actually pieces of equipment, but follow the same rules. Technique Cards benefit from their attached CandyGirl's inherent abilities, and if a Trait Card provides a keyword the Technique Card makes use of, the Trait Card's abilities as well.

Event Cards
The Event Card represents special battle conditions of battles that can arise. Event Cards are put into play directly onto the table, not particularly associated with any card. Event Cards may have tokens. When the effects of an Event Card are invoked, which depends entirely on the Event Card, a token is removed from it. If there isn't a token to remove from an Event Card when it's effects are invoked, the card is removed from play.

------- Ability Rules -------

Below is the current list of abilities. Some of them can be assigned with an additional condition for use, requiring the target of whatever uses the technique to have a Keyword.

Bind: When a CandyGirl attacks and does damage, the controlling player chooses a Technique Card on the target CandyGirl, and that technique card cannot be used for a number of turns. Bind 1 prevents a technique card from being used for one turn, while Bind 2 locks down a technique card for 2 turns, and so on.
In the case of a Leader Card with this ability, the controlling player simply chooses an opponent's Technique Card, but only has a 50% chance (coin toss) to actually work.
Bind All: A more powerful version of Bind, when a CandyGirl attacks and does damage, the target CandyGirl looses use of all her Technique Cards for the noted amount of time. 1 Turn for Bind All 1, 2 turns for Bind All 2 and so one.
In the case of a Leader Card with this ability, the controlling player simply chooses an opponent's CandyGirl Card, but only has a 50% chance (coin toss) to actually work.
Stun: When a CandyGirl attacks and does damage, there is a 50% chance (coin toss) that the target CandyGirl cannot perform any action for a number of turns equal to the listed number. Immobilize 1 may locks down a CandyGirl for one turn, while Immobilize 2 may lock down a CandyGirl for 2 turns...
In the case of a Leader Card with this ability, the controlling player simply chooses an opponent's CandyGirl Card, but only has a 50% chance (coin toss) to actually work.
Immobilize: When a CandyGirl attacks, there is a 50% (coin toss) chance that the target CandyGirl cannot perform any action for a number of turns equal to the listed number. Immobilize 1 may locks down a CandyGirl for one turn, while Immobilize 2 may lock down a CandyGirl for 2 turns...
Since Leader Cards don't attack, if this ability is on a Leader Card, the controlling player merely picks a target CandyGirl every turn and flips a coin to see if the CandyGirl becomes useless for the listed number of turns.
Juggernaught: A CandyGirl with this ability is immune to the Stun, Bind and Immobilize abilities.
Slumber: When a CandyGirl attacks, there is a 50% chance (coin to) that the target CandyGirl falls asleep and cannot perform any action for a number of turns equal to the listed number.
Insomnia: A CandyGirl with this ability is immune to the effects of the Slumber ability.
Armor: A card with this Ability is quite tough, and shrugging off an amount of damage proportionate to the noted number. Armor 2 reduce 2 damage from all attacks. Some Armor only reduces damage from a CandyGirl of with a certain keyword, as noted by adding that keyword to armor's description.
Penetrate: Damage that goes through armor. An attack that benefits from the Penetrate ability treats the defending CandyGirl as having a Armor ability lower by the amount listed by the penetrate ability.
Double Strike: This CandyGirl has a 50% chance (coin flip) to attack twice, effectively dealing twice as much damage and having all related abilities (except Double Strike) occur again.
Flying: A card with this ability has a 50% chance (coin flip) to negate any damage dealt to it and any effect that requires dealing damage to it along with it, if the attack is not from a Technique benefiting from the Flying ability.
Dissolve: A card with this ability has has a 50% chance (coin flip) to negate any damage dealt to it, though any effect that would have required dealing damage still affects it if it would have done damage.
Kindle: This ability negates a target's benefits of the Dissolve ability.
Evade: This ability grants a card a 50% (coin flip) chance to negate all damage and effects of every attack. Sometimes, the ability only works for certain types of attacks, as noted by an additional keyword.
Accurate: This ability negates the benefits of a target's Evade ability.
Beguile: A CandyGirl with this ability is very alluring. There is a 50% chance (coin flip) that the CandyGirl negates all damage dealt to her and any effect that requires dealing damage to her along with it.
Charm: A CandyGirl with this ability is very clever. There is a 50% chance (coin flip) that when she attacks, instead of her intended target receiving all the damage and effects, the target's Leader Card does instead.
Stoic: Counters both the Beguile ability, allowing the CandyGirl to block normally, and the Charm ability, allowing the CandyGirl to attack her target without a chance to fail.
Heal: A card with this ability restores HP to a friendly CandyGirl equal to the amount show, up to her maximum. The controlling player picks the lucky recipient. Sometimes the Heal ability only affects CandyGirls of a certain type, which will be noted by the ability with a keyword after the word Heal. (Heal Caramel 2)
Heal All: A card with the ability restores HP to every friendly CandyGirl equal to the amount shown, up to their maximum.
Regen: A card with this ability constantly heals itself. At the beginning of its controlling player's turn, it gains the noted amount of HP shown, up to the maximum.
Boost: A card with this ability encourages friendly CandyGirls to perform better. The controlling player picks a friendly CandyGirl's Base Attack or an attack from a Technique card, and it's damage increases by the listed amount until the end of the controlling player's turn. Sometimes the Boost ability only affect attacks of a certain type, or a CandyGirls's type, which will be noted by the ability with a keyword after the word Boost. (Boost Feline 2, Boost Weapon 2)
Boost All: Works just like Boost, except all friendly CandyGirls and their attacks are affected.
Weaken: The opposite of boost, the controller of a card with this ability chooses an opponent's CandyGirl's attack and lowers it by the listed amount until the end of the controlling player's next turn. Sometimes the Weaken ability only affects attacks of a certain type, or a CandyGirls's type, which will be noted by the ability with a keyword after the word Weaken.
Weaken All: Works just like Weaken, except all of an opponent's CandyGirls and their attacks are affected.
Drain: When a CandyGirl with this ability deals damage with an attack, she restores an amount of HP equal to the damage dealt or the number noted with the ability, which ever is less, up to her maximum.
Poison: When a CandyGirl with this ability deals damage with an attack, the target she damaged takes an additional amount of damage at the beginning of all of its controlling player's proceeding turns equal to the amount listed. Damage dealt by the Poison ability is calculated before the Regen ability.
Toxic: When a CandyGirl with this ability attacks, there is a 50% chance (coin toss) that her target takes an additional amount of damage at the beginning of all of its controlling player's proceeding turns equal to the amount listed, whether or not damage was dealt. Like the Poison, damage dealt by the Toxixc ability is calculated before the Regen ability.
Elixir: A card with this ability does not take damage due to the Poison or Toxic abilities. If a CandyGirl gains this ability after being poisoned, she is no longer poisoned.
Defender: A CandyGirl with this ability counts as two CandyGirls that must be engaged by two separate opponents before additional combatants can take other targets.
Team Up: A CandyGirl with this ability may be assigned to attack the same opposing CandyGirl as another ally.
Counter: When a card with this ability is attacked, the attacker takes the listed amount of damage, subjected to their Evade, Phasing, and Armor abilities.
Endure: When a CandyGirl with this ability is reduced to zero hit points (or less), there is a 50% chance (coin toss) that she will not be removed from the battle and instead have the noted number of hit points restored to her.
Curse: When a CandyGirl is damaged by a card with this ability, she cannot use her Base Attack for the noted number of turns.
Hex: When a CandyGirl with this ability attacks, there is a 50% chance (coin toss) that the target will not be able to use their Base Attack for the noted number of turns.
Blessed: A CandyGirl with this ability is immune to the Curse and Hex abilities.

~-------~

I think I'm going to have to find a way to format that better.
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Post by Archmage »

There is a lot of coin-flipping going on with respect to the activation of tagged abilities. I don't know about you, but I think 50/50 odds is not nearly good enough for my entire strategy to hinge on an ability's activation, and I'd probably avoid such cards entirely as being unreliable, even if the payoffs were high--because while the results will average out over so many games, the odds of winning any particular game based on activation are not good.
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Post by the_taken »

An interesting concern, however I'm not sure how to resolve the issue. I want randomness inherent in the abilities themselves, but I don't want to incorporate dice. (The RP uses dice anyway.) I figured a coin would be the best way to do, both being the easiest to acquire and read.

Because of the number of turns I expect a game to run for, the 50% chance will come up often enough that the average will be apparent during a single battle. The perfectly balanced CandyGirl will have a Base Attack of 2 and 10 HP, and trading off 1 attack power or a couple of HP for an ability or two won't be uncommon.
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Post by Username17 »

Coin flips are a pain in the ass. If you really want random number generation, you do have two decks of cards just sitting there. The usual plan when making TCGs is to have the more desirable cards also generate good numbers when you flip them over for a random number generator (L5R, Deadlands, and Warhammer 40k are all guilty of this). This leads to "trash" cards and players making decks that exploit the RNG. The obvious solution is to do exactly the opposite, where the "better" cards actually have worse numbers.

But other plans are possible. You could flip a number from your opponent's deck. Or you could mandate that everyone's deck be 52 cards and have a full set of numbers A-K. Or whatever. There are a lot of things you can do that don't involve having to throw heavy physical objects around the room.

In other news, how do you do damage to the leader? Outnumbering the enemy's candy girls appears to simply mean that you can double team their candy girls, I didn't notice any portion of the game where you could actually attack the enemy leader.

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Post by the_taken »

FrankTrollman wrote:In other news, how do you do damage to the leader? Outnumbering the enemy's candy girls appears to simply mean that you can double team their candy girls, I didn't notice any portion of the game where you could actually attack the enemy leader.
Woops! Artifact of copy pastaing from my preliminary rule set. Fix'd. You're supposed to attack the Leader Card directly when your CandyGirls outnumber the opponent's, but if you want to focus fire on a very annoying enemy CandyGirl you can.
Coin flips are a pain in the ass. If you really want random number generation, you do have two decks of cards just sitting there. The usual plan when making TCGs is to have the more desirable cards also generate good numbers when you flip them over for a random number generator (L5R, Deadlands, and Warhammer 40k are all guilty of this). This leads to "trash" cards and players making decks that exploit the RNG. The obvious solution is to do exactly the opposite, where the "better" cards actually have worse numbers.

But other plans are possible. You could flip a number from your opponent's deck. Or you could mandate that everyone's deck be 52 cards and have a full set of numbers A-K. Or whatever. There are a lot of things you can do that don't involve having to throw heavy physical objects around the room.
That broke my brain for a second. Had to reboot to contend with the paradigm shift. Putting the RNG on the cards. Wow. (Kinda appropriate, considering the deck itself is a source of chaos).

OK, how about instead of having just BA and HP to trade in for abilities, there's also (lets call it) Power Level (PL). Similarly, Technique Cards will have Attack power, Token count, and Power Level, Trait Cards get abilities, keywords and Power Level, and event cards get effects, tokens and PL. Adding PL to all the cards creates a new dynamic to play with (at the cost of simplicity). Oh, Leaders Cards don't get a PL since they're not supposed to be in the deck.Leader Cards also get a PL, since they'll have abilities too.

So, all those abilities that require coin flips could instead force your opponent to draw a card to get a 'Random Number', which he puts into his hand. While this will reveal what card he had, it also adds to their available options. Having more cards to play is a good thing.

But this can get out of hand if multiple CandyGirls have multiple abilities with randomness. Perhaps every instance of two opposing CandGirls interacting would only have the defending player draw one card for the instance, and the number is then contended with for every ability that comes into play.

In any case, for offensive abilities of the attacking CandyGirl to work (Toxic, Bind, Slumber), or the defensive abilities of the defending CandyGirl to not work (Evade, Beguile, Endure), the PL of the drawn card has to be less than either:
  • The attacking CandyGirl's PL if she's just using her base attack.
  • The Technique Card's PL combined with either the CandyGirl's PL or an attached Trait Card's PL that the Technique Card needs, whichever is greater, in the case of a CandyGirl making use of an attack from a Technique Card
In the case of Leader Cards, they just use their own PL to compare against the drawn card.

So, you can have a deck that uses lots of strong cards with low PL, and be susceptible to decks with lots of powerful abilities. Or use a deck with weaker cards, but tell stuff like Immobilize and Endure to buzz off. Then there's the distinction between strong cards with a few abilities and low PL, and weak cards with lots of abilities and low PL, and weak cards with one good ability and high PL... and very weak cards without abilities and very high PL.
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Post by Koumei »

Can't be fucked reading the rules because it's a card game and thus clipping my nails is more urgent than reading them, but if I can get a new tablet my art will look less "sketched on paper and scanned" so I could do art stuff for this if you like.
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Post by the_taken »

~-------- Empire Ideas --------~

Imperio Turnip
A large empire that recently formed when many neighboring city states banded together in part to present a unified front against Spinach invasion. The Imperio Turnip is a Monarchy-Republic led by an emperor from one of the five royal families, elected by the rulers of the various major cities every ten years. The Republic is in constant political turmoil, as the various city states are not in complete agreement with each other.

The Imperio Turnip funded a cabal of sorcerers to assist the Wizards and Witches in combating the Spinach Inquisition, and subsequently the fallout of Neopolitan Succubi. Several of the Vice-Emperors are proud of the fact that their empire spawned the Caramelettes, a series of CandyGirls with similar abilities to the Neoplitan Succubi. Made of a semi-viscous flesh, the Caramelettes and their derivatives have amazing recuperative abilities. They can also take advantage of this trait to produce large globs of sticky caramel, which can hamper people's movements.

Favored Card Abilities: Weaken, Bind, Bind All, Immobilize, Regen, Beguile
Confectionery Theme: Caramel Toffee and other Soft Chews

Broccoli Kingdom
The Kingdom of the Grande Green Island of Broccoli has been a major player on the world stage for centuries, though it has changed considerably and constantly over the ages. While some would wonder if this would be a sign of identity issues, the Kingdom claims it is proof of its adaptability and desire to thrive under any condition. The various Kings of Broccoli have run the gamut from the benign and the benevolent, to the arrogant and insane. The Kingdom of Broccoli is currently a booming empire of trade, having most of the world's most cunning merchants.

The Broccoli Kingdom successfully repelled the Spinach Inquisition in the past, and did little during the incident with the Wizards and Succubi. However, after a few demonstrations of their supernatural abilities, the Generals of Broccoli became interested in the use of CandyGirls in the conventional military. While one would say that CandyGirls actually make terrible soldiers, they make decent sailors and tacticians. They do, however, take to learning martial skills easily, and CandyGirls of the Kingdom of Broccoli are experts at the martial style of Swashbuckling.

Favored Card Abilities: Evade, Double Strike, Penetrate, Bind, Counter
Confectionery Theme: Cupcakes and Butter Tarts

Kartoffelnreich
An old kingdom led by an ancient King, the Kartoffelnreich is situated in the great mountain chain that dominates the center of the continent. Over the centuries, they have repelled countless invasions from the rivaling Kingdoms. The kingdom itself formed some five hundred years ago when the clans living in the mountains banded together to celebrate their love of potatoes. Switching their agricultural base from wheat that barely grew at high altitude to the hearty potato, the then new kingdom became very prosperous.

When the first CandyGirls where being developed, the Kaiser of Kartoffelnraich ordered for a large battalion of them, knowing they would change the face of war in the near future. CandyGirls of the Kartoffelnreich follow their patron Kingdom's battle strategy, negating the strengths of enmies while ranged support whittles away at the enemy. With the greater supernatural powers of the Neopilitan Succubi and CandGirls, there are some truly fearsome abilities to contend with.

Favored Card Abilities: Accurate, Kindle, Penetrate, Stoic, Juggernaught, Brave, Elixer, Insomnia, Defender, Blessed.
Confectionery Theme: Cookies and Fruit Jams

Republic de Zucchini
The Republic of Zucchini was officially formed after the Neapolitan Succubi consumed the entire royal family. However, since the family hadn't actually ruled for several generations, instead wasting the Kingdom's wealth engaging in all forms of hedonism, the shift wasn't much of a problem. The former kingdom has had a rich history for being the cultural center of the continent, despite initiating and losing many wars. The Zucchini Kingdom funded the original research to create the Neapolitan Succubi because of a treaty that stated that no 'Man Zucchini' could stand against the Spinach Inquisition. The Republic quickly signed away the money to create the CandyGirls when the Neapolitan Succubi went rogue, hoping to contain the problem before it got out of hand.

The Zucchini have always been proud of their efficient military, and their CandyGirls reflect their approach to combat. Powerful, specialized soldiers that can function amazingly on their own or in teams. The Zucchini Military funds their CandyGirl soldiers and trains them as they would proper knights, equipping them with armor and giving them the best weapons their artisans can craft. CandyGrils are ill suited for mortal combat, but have a place on the battlefield nonetheless.

Favored Card Abilities: Armor, Boost, Double Strike, Juggernaught, Evade, Blessed
Confectionery Theme: Jaw Breakers and Lolipops

Spinach Empire
A theocratic society the is controlled by the Jalapeño Church, the Spinach Empire is a very densely populated realm of vineyards, rice patties, orchards of various kinds and other farms. It continually growing wealth has been attributed to the induction of the populace into the Jalapeño Church, though historians outside the Empire know otherwise. The Church itself took control of the Kingdom by converting one heir prince and exalting him as a bishop, then burning the ruling Queen as a heretic. The Spinach Inquisition was then formed to 'purge' the Kingdom of more Heretics and Hedonists. The populace itself has always been content in their place, growing food, making crafts, and paying their marginal taxes, even before the induction into the monastic lifestyle. The only excitement would come from the occasional Witch Hunt by the Inquisition.

With the crumbling of the Inquisition, the Church scrambled for a source of warriors to combat the Neapolitan Succubi. While they tried to reason with mercenary troops and attempt to pull strings with their few allies, the problem was solved by the general population when they incorporated stray CandyGirls into their families to protect themselves from wandering Succubi. After the Succubi were banished, the Church attempted to expel the CandyGirls on the ground of them being impure manifestations of pure temptation. However, the general population was adamant about having their adopted sisters and cousins executed for saving them for actually dangerous monsters, and the Church no longer had the Inquisition of to enforce their decision, so they dropped the issue. After a few generations, the Church's attitude towards CandyGirls was completely turned around, and fearing invasion from other Kingdoms, the CandyGirls were incorporated into the new military. Uncertain what to do with them, the Church let them train themselves before signing up for military duty, with interesting results.

Favored Card Abilities: Flying, Dissolve, Poison, Curse, Regen, Beguile
Confectionery Theme: Puddings and Melts

Yamyam
A collection of tribes that live in the driest region on the continent. The terrain is mostly rolling hills of prairies that occasionally have droughts and rolling dunes of sand dotted by the occasional oasis. The people that live in the region have no set government, but are nonetheless united by their common desire to prosper in The Peaceful Lands of Golden Powder. The Spinach Inquistion left them alone for most of its existence, which suited the Yamyam people well. Then the Succubi started to get out of hand, a spur of generosity and empathy took a hold of some tribes, and many young men flocked to the Spinach Empire to fight. They returned with CandyGirls in tow, and quickly assimilated the 'pretty girls with useful skills' into their society.

While the YamYam people have no large government or official army, but many people volunteer to be trained in combat to help mutually protect the tribes. Usually, it is a pack of young men led by a charismatic man that encourages his followers to heights of heroism that makes the soldier of other kingdoms think twice about their decisions. This strategy is applied to their CandyGirls, who benefit most from strong leaders and teamwork.

Favored Card Abilities: Boost, Boost All, Heal, Heal All, Armor, Endure
Confectionery Theme: Candy Coated Delights (Smarties, Glossettes, Skittles)

Kingdom of Lettuce
While considered a smaller Kingdom, the Lettuce Royal Family has always prided itself on both its exotic reputation among the other kingdoms, and it's ability to have a strong economic presence on the world stage. The Kingdom itself has always had a mystical history, and has always used this mystique to entrigue the other Kingdoms and Empires to appreciate it.

The secretly acquired a batch of CandyGirls before they were used against the Succubi in a bid to acquire actual military power. While the gambit wasn't a complete success, they did ensure they wouldn't be left out of the group of major players. The CandyGirls themselves have taken on the traits of some of the darker aspects of the Lettuce Kingdom, emulating creatures of the night from the fairy tales.

Favored Card Abilities: Flying, Endure, Dissolve, Drain, Heal, Curse, Hex
Confectionery Theme: Cream filled pastries like Eclaires and Puffs
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Post by the_taken »

OK, I don't think drawing additional cards is the way to go. It just messes up the power of the game. And giving your opponent a big benefit by making them draw more cards would seriously turn people off from the game. Anyone have any other suggestions?
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the_taken wrote:OK, I don't think drawing additional cards is the way to go. It just messes up the power of the game. And giving your opponent a big benefit by making them draw more cards would seriously turn people off from the game. Anyone have any other suggestions?
I don't know why you were talking abut drawing cards and putting them into peoples' hands, because that's crazy. When you use cards for a RNG, you draw one and discard it.

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Post by the_taken »

FrankTrollman wrote:
the_taken wrote:OK, I don't think drawing additional cards is the way to go. It just messes up the power of the game. And giving your opponent a big benefit by making them draw more cards would seriously turn people off from the game. Anyone have any other suggestions?
I don't know why you were talking abut drawing cards and putting them into peoples' hands, because that's crazy. When you use cards for a RNG, you draw one and discard it.

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Because that's just mean. A discarded card isn't going to be used, and if using an ability shorten's an opponent's deck as well as it's primary effect, it makes it much more powerful.

Unless of course there's two piles, one used for used up cards, and the other for cards used by the RNG. Then when your deck is empty, you shuffle the RNG discards as continue using them as your deck...

Or maybe cards used for the RNG are simply discarded with other used up cards? I know I'd feel cheated if my opponent kept making me discard cards to see if his abilities work, and I know I wouldn't want to discard cards to see if my abilities work... crap.
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Post by sabs »

You need abilities/cards that let you bring things back from the graveyard. That's pretty much standard in CCG these days.
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Post by Username17 »

Taken wrote:Because that's just mean. A discarded card isn't going to be used, and if using an ability shorten's an opponent's deck as well as it's primary effect, it makes it much more powerful.
A card not drawn isn't going to be used either. In almost every game ever, the game is over before the cards run out. Moving a random card from the deck to the discard pile makes no difference at all.

If you do intend for the game to go on longer than the deck size, you'll want the discard piles to get flipped over and shuffled when the decks run out anyway - in which case it still doesn't make any real difference.

-Username17
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