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Author Topic: DIYCCG - Team One  (Read 10974 times)

Quarque

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Re: DIYCCG - Team One
« Reply #135 on: November 13, 2023, 04:05:27 am »

-the spores generating Rads on death is hard to balance. I mean, it essentially renders this card free in terms of Rads spent over the long term.
Fair. I like the idea of the spores doing something on death; how about 10/10 tokens that deal 10 points of damage to a random enemy on death?

Going to keep it rare. A red/green card sounds good now that it accepts tea. The picture was AI-generated, I will generate a picture for the tokens later today.

edit: here's the token picture
Spoiler (click to show/hide)
« Last Edit: November 13, 2023, 04:40:50 am by Quarque »
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Jerick

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Re: DIYCCG - Team One
« Reply #136 on: November 13, 2023, 06:10:18 am »

Quote from: vote box
(3) Twisted Hound: Jerick, Kashyyk, a1s
(3) Godzilla: Jerick, Kashyyk, a1s
(1) Vile Mutated Spore Colony: Jerick
(2) Acidmaw Gnawler: Kashyyk, Fallacy
(1) Demolition: a1s

Appeal: (1) Factory: Jerick
There's been plenty of talk in thread and on discord about how the factory card is underpowered. One tea+ exhausted critter is not worth just one rad in my opinion and I'd like to appeal it.
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Quarque

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Re: DIYCCG - Team One
« Reply #137 on: November 13, 2023, 06:15:24 am »

Quote from: vote box
(4) Twisted Hound: Jerick, Kashyyk, a1s, quarque
(4) Godzilla: Jerick, Kashyyk, a1s, quarque
(2) Vile Mutated Spore Colony: Jerick, Quarque
(2) Acidmaw Gnawler: Kashyyk, Fallacy
(1) Demolition: a1s

Appeal: (2) Factory: Jerick, quarque
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a1s

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Re: DIYCCG - Team One
« Reply #138 on: November 13, 2023, 07:00:20 am »

Quote from: vote box
(4) Twisted Hound: Jerick, Kashyyk, a1s, quarque
(4) Godzilla: Jerick, Kashyyk, a1s, quarque
(3) Vile Mutated Spore Colony: Jerick, Quarque, a1s
(2) Acidmaw Gnawler: Kashyyk, Fallacy

Appeal: (2) Factory: Jerick, quarque
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Quarque

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Re: DIYCCG - Team One
« Reply #139 on: November 13, 2023, 12:47:12 pm »

Card advantage is key, so here's an idea for the next round.

Quote from: Carnivorous Plant
Rare green critter
Costs 2 Rad
20 attack / 50 vitality

When Carnivorous Plant comes into play, draw a card.
When Carnivorous Plant dies, draw a card.
Spoiler (click to show/hide)

edit: wait tedious research is zero rad and it is attached to a 1 rad body here, so I guess 2 rad is a good price.
« Last Edit: November 13, 2023, 12:53:27 pm by Quarque »
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a1s

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Re: DIYCCG - Team One
« Reply #140 on: November 13, 2023, 01:21:31 pm »

Inb4 Nuke says it: That's not a green critter. Green critters generally have lower vitality than strength. They should, also generally, benefit from rad generation.
If I had to guess, I would say it's a pink critter. Although yellow is alos an option.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Quarque

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Re: DIYCCG - Team One
« Reply #141 on: November 13, 2023, 02:22:09 pm »

Final version after downsizing images, then:

Quote from: Vile Mutated Spore Colony
rare Trick
Color: red / green
Cost: X rad + Y tea

Create X + Y green Spore tokens. Each Spore token has 10 strength and 10 vitality. When a Spore token dies, it deals 10 damage to a random enemy.
Spoiler: card picture (click to show/hide)
Spoiler: token picture (click to show/hide)
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Quarque

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Re: DIYCCG - Team One
« Reply #142 on: November 13, 2023, 03:16:59 pm »

Deckbuilding is the most fun part. My first instinct would be to go with something like this.

Quote
Hospital: 1
Factory: 1
Old reactors: 8
Modern reactor: 4
Tea plantation: 3
Polluted wasteland: 3
Mountain: 3
Vile Mutated Spore Colony: 3
Ushibo: 2
Godzilla: 2
Twisted Hound: 6
Tedious Research: 2
Modest demolition: 1
Dies to removal: 1

More polluted wasteland is probably better but I can't do it, I can feel the nerf already.
Hospital and factory are bad to have double copies of in your hand; I would've designed those as unique cards.
Will try a few dryruns to get a feel for how the mana curve flows.
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a1s

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Re: DIYCCG - Team One
« Reply #143 on: November 13, 2023, 05:53:53 pm »

my deck:
Quote
/shuffle custom_cards:
Old Reactor, Old Reactor, Old Reactor, Old Reactor, Old Reactor, Old Reactor,
Modern Reactor, Modern Reactor, Modern Reactor,
Tea Plantation, Tea Plantation, Tea Plantation,
Field Hospital, Field Hospital, Field Hospital,
Ushibo, Ushibo,
Factory, Factory, Factory,
Polluted Wasteland, Polluted Wasteland, Polluted Wasteland, Polluted Wasteland, Polluted Wasteland, Polluted Wasteland,
Modest Demolition,Modest Demolition, Modest Demolition,
Godzilla, Godzilla,
Twisted Hound, Twisted Hound, Twisted Hound, Twisted Hound, Twisted Hound,
Mutated Spore Colony, Mutated Spore Colony,
Dies to Removal, Dies to Removal
« Last Edit: November 14, 2023, 04:05:41 am by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Quarque

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Re: DIYCCG - Team One
« Reply #144 on: November 13, 2023, 11:50:11 pm »

After a few practice rounds with a1s I feel better about our cards than before. Especially about the red tea shenanigans. It actually makes for a fun and interesting deck.

One thing I learned is that Tedious Research has no place in this deck. There aren't any quickplay cards so each card must have an immediate impact and you don't really need draw.

By the way a1s, looking at that list I would recommend less modest demolition and spore colony x3. The colony is a flexible high-impact card; 6x modest demolition can be a waste against decks that rely less on rad generation.
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Quarque

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Re: DIYCCG - Team One
« Reply #145 on: November 14, 2023, 01:00:47 am »

By the way, here is the card I'd really want to add next round: a way to convert rads into tempo. What do you think?

Quote from: Mobilisation
Rare Trick
Color: red
Cost: 2 rad

Quickplay.
A card in your hand gains Quickplay for a turn.
Draw two cards.
« Last Edit: November 14, 2023, 01:05:31 am by Quarque »
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NUKE9.13

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Re: DIYCCG - Team One
« Reply #146 on: November 14, 2023, 02:09:40 am »

Design Phase 4
TURNTURNTURN
       
Spoiler: Appeal result (click to show/hide)


FITE TIME
Alright, you know the drill. Wait, no you don't, this is the first combat. Okay, here's the drill:

Three players will represent your team in battle, each fighting against an opponent in a designated channel in the Discord server.
Anyone can volunteer to fight, with the priority first going to those who have fought fewer battles (currently everyone is tied at zero), then to those who joined the team earlier. This way, everyone gets a go (if they want one).

When putting yourself forward as a potential combatant, you should include your decklist. While your team may give suggestions as to what deck would be best, ultimately you will be the one piloting it, so you have the final say.
A deck must contain at least 40 cards. Word of advice: it almost certainly should contain exactly 40 cards, as a bigger deck is usually worse (but is technically allowed).
Reminder: You may only include up to 6 copies of a Common card, 3 copies of a Rare card, and 1 copy of a Unique card in your deck.
Your decklist should be presented in the following format:
Spoiler: Decklist (click to show/hide)
Putting a comma between each card is necessary for the deck-shuffling bot to read the decklist. Putting each type of card on its own line keeps it readable.

I will finalise the selection of combatants ~24 hours from now. I will then tell each combatant which battlefield they will be fighting in, give them the ability to talk in that channel, and give them access to a private channel where they can manage their deck. I will also announce which player goes first.

The rules of the game are in the core thread OP, but if you need a reminder, here they are:
Spoiler: DIYCCG RULES (click to show/hide)
If you encounter a situation while playing where the rules are unclear, you can ping me for clarification.

Oh, one last thing: it is not a question of if I fucked up the balance of some cards, but how much and where. Understand that this is my first attempt at running such a game, and that any balance issues can be appealed and fixed in time for the next round of battles. So, like, by all means get annoyed at the balance issues, but give me a chance to correct them before getting too salty.
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Long Live United Forenia!

a1s

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Re: DIYCCG - Team One
« Reply #147 on: November 14, 2023, 03:07:43 am »

By the way a1s, looking at that list I would recommend less modest demolition and spore colony x3. The colony is a flexible high-impact card; 6x modest demolition can be a waste against decks that rely less on rad generation.
Spore colony got a significant nerf since yesterday. You can no longer use it without rads. So I'm thinking of putting some Dies to Removal in the deck instead.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

a1s

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Re: DIYCCG - Team One
« Reply #148 on: November 14, 2023, 04:19:14 am »

Some new cards:
Quote
Name: Acceleration
Cost: 0
Image:
Type: Sticky
Colour: Yellow
Effect: You may play one additional card per turn
Flavour: Give me the chance to run out of cards
Rarity: Rare


Quote
Name: Continuous research
Cost: 2 rad
Image:
Type: Sticky
Colour: Yellow
Effect: You may draw an additional card per turn
Flavour: Arms race? More like a brains race.
Rarity: Rare

on the other hand:
Quote
Name: Burst of Radiation
Cost: 0
Image:
Type: Trick
Colour: Yellow
Effect:
Quickplay
Gain 2 rads
Rarity: Common
« Last Edit: November 14, 2023, 04:38:51 am by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Quarque

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Re: DIYCCG - Team One
« Reply #149 on: November 14, 2023, 04:34:04 am »

I agree with the nerf to Spore Colony. It is still a good card to fill a specific role in the deck. I'm not going to run less than three in my deck this round.

Acceleration would need to cost at the very least 2 rad, maybe more.

I would like some early feedback on this design idea:

Quote from: overloaded reactor
Common Sticky (industry)
Color: yellow
Cost: 0

At the start of your turn, gain one rad.
If Overloaded Reactor is destroyed by a targeted effect, gain two rad.
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