# Event Cards (V2.0?)

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X3M
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Joined: 10/28/2013

With over 30 different cards. And having 3 to 6 of each. The big pile in the centre of the table has grown a bit to big.

Yet most cards are copies of other cards. But with a little tweak. Time for a change. What if I cut them apart?

2x(3)- Cards can be permanent or temporary in 1 round or even just 1 action.
1x(6)- Cards can be based on any of the statistics that units have. Health, Number of Projectiles, Accuracy, Speed, Range. And of course, any statistic by choice.
3x(2)- Cards can give an addition, or reduction on the targets.
3x(2)- Cards can apply an adjustment of 1 or multiple (probably by a die roll).
2x(3)- Cards can have an effect on 1 unit, multiple units (probably by a die roll), or an entire region.

So, I was thinking. What if I change the entire pile into the fragments named above? This way, players need to combine several cards for an effect. But the pile would be less cards overall. Now, it is a minimum of 30. Which can render an effect with a combination of 5. Meaning that the minimum deck is good for 6 Events.
Other cards that can not be cut open, will be less rare now. The total deck would be 60 instead of 150. Yet all possibilities remain.

X3M
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Joined: 10/28/2013
Another set of Event Cards

Another set of Event Cards was using a number between 100 to 6000. Just to give money, steal stuff etc.

I let the players roll the number now, by 2d6.
The numbers are multiplied with each other and by 100.
Now we have 100 to 3600. But a cut down of 1/3th of those cards. Huray!

X3M
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Joined: 10/28/2013
With having the combination

With having the combination cards done.
And only having to rewrite the last few #### cards.
The 10 tactcal cards have been rewritten as well.

I estimate that I will have a deck of 90.
All players are going to use the same pile.

Once done, I will post the text here for input.

X3M
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Joined: 10/28/2013
Is this overkill? There is also a problem

I don't know if I should put all cards in 1 deck or not.
Probably not, since I am done re-writing them.

Right now, I have 3 different types of Event Cards:
- 30 Adjustment Combinations (5 cards to make an combination)
- 10 Tactical
- 10 Special

My hunch is that players pick 3/1/1 cards per round.
If an deck is empty, a player may pick from another pile by choice. Of course, still 3 from the first pile.

With 5 cards in total per round. I think I will allow players to hold up to 15 cards. A deck would be empty after 5 rounds. And at 4 rounds, there is already discarding/forced usage.

With 2 players, this set is enough. But with 3-4 players, I need to multiply the set by 2. And with 5-6 players, thrice.

X3M
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A problem that has start occurring:

Decks are recycled through the game. After roughly 5 rounds, a deck resets.

There is one type of card that brings problems. The duration type. It is either 1 action, 1 round or permanent.

The permanent card brings trouble. And makes the temporary kind obsolete.

Despite the weight of this card to be only 1 out of 30, while the other duration cards are 5 out of 30. Players indeed tend to discard until they get this card.

Should I punish players instead? Thus not discarding the cards that are to many. But discarding all cards that they hold?
Simply put; if you don't spend them, discard them all.

X3M
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The problem dissected

There are 324 combinations possible. With the 5 quotes displayed down here.

When you look at the first quote block, you notice. 1/6th of these combinations are permanent. 5/6th is only going to be temporary. Players only use temporary when they see a chance to kill, shield of, or see the use of self inflicting harm.

In short, players primarily hunt for the permanent cards. Just because they can do so. How to stop this???

Some temporary effects are still useful if you know the tricks. But even experienced players go for the permanent cards.

Quote:
Duration Cards, 1 set contains 6 cards, Red
The combination is either going to be:

- W3; For 1 Action,
- W2; For 1 Round,
- W1; Permanently,
Quote:
Calculation Cards, you need 3 sets, 1 set contains 2 cards, Orange
The combination is going to be modified positive or negative:

- W3; Subtract,
Quote:
Modification Cards, 1 set contains 6 cards, Yellow
The combination is going to modify the statistics with:

- W3; 1,
- W2; The lowest of 3 dice,
o Roll 3 dice. Select the lowest number.
- W1; The lowest of 2 dice,
o Roll 2 dice. Select the lowest number.
Quote:
Statistic Cards, 1 set contains 6 cards, Green
The combination is going to have effect on the statistic:

- W1; Armor to/from Health,
o XP might be gained by this.
- W1; Accuracy,
- W1; Projectile(s),
- W1; Speed (except 0),
- W1; Range,
- W1; Times 3 on the highest value between Accuracy and Projectile(s),
Quote:
Targets Cards, 1 set contains 6 cards, Blue
The combination is going to modify a number of targets:

- W3; For targets, rolled worth in stats.
o Roll 1 die. Multiply the result by 250.
- W2; For targets, rolled worth in stats.
o Roll 2 dice. Multiply the numbers. Multiply the result by 100.
- W1; For targets, worth 2400 in stats.

Stormyknight1976
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Joined: 04/08/2012

Three sets of 15 cards. This gives you 45 cards. In each set you will have 3 different sets of cards to make 15. I think that your deck needs to be at a standard 52 card deck.

Set 1: Weapon / Accuracy = 15 total cards. 6 different weapon cards / 6 different accuracy cards and 3 miscellaneous cards.

Set 2: Speed / Range = 15 total cards. 6 different speed cards / 6 different range cards and 3 miscellaneous cards.

Set 3: Tactical / Special = 15 total cards. 6 different tactical cards / 6 different special cards and 3 miscellaneous cards.

The last 7 cards of what ever your going to come up with, you divide up the last 7 cards.

Set 1 = 15 + 1 + 1 + 1 = 18.

Set 2 = 15 + 1 + 1 = 17

Set 3 = 15 + 1 + 1 = 17.

This was counted from left to right. Just make sure which ever Set you start with , ends with the last card making it 18. This is a total of 52.

Stormy

X3M
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Stormyknight1976 wrote:Three

Stormyknight1976 wrote:
Three sets of 15 cards. This gives you 45 cards. In each set you will have 3 different sets of cards to make 15. I think that your deck needs to be at a standard 52 card deck.

I understand how you get to 45 in total. And evenly divided among the 3 decks. After 5 rounds, the cards are also evenly divided among the decks, player 1 and player 2.

Why 52? I don't see the point.

Stormyknight1976 wrote:

Set 1: Weapon / Accuracy = 15 total cards. 6 different weapon cards / 6 different accuracy cards and 3 miscellaneous cards.

Set 2: Speed / Range = 15 total cards. 6 different speed cards / 6 different range cards and 3 miscellaneous cards.

Set 3: Tactical / Special = 15 total cards. 6 different tactical cards / 6 different special cards and 3 miscellaneous cards.

The point was to get rid of the creeping aspect of this. To better distribute the weight and reduce the amount of cards. I turned the first deck into a system of combinations. The true deck is only 30 cards, not the 324 combinations.

Players combine 5 cards into 1 effect.
And that effect is going to have:
- Duration; for how long is the statistic changed?
- Calculation; is the change an addition or reduction?
- Modification; how much is the statistic changed?
- Statistic; which of the 5 statistics is changed?
- Targets; how big is the modified army?

The other 2 decks are 10 each. And have notching to do with the first deck.

So, in total, I have 50 cards. 2 Remain, if I am to get to that 52.

I expected someone to comment on the "complexity" of this system. Which would have been very understandable. And suggestions on that one are welcome.

But that too would not take away the problem with the duration cards.

***

I am left with 2 options:

***

Number 1

The duration card is removed. Instead, players roll for how long it will take.
123; 1 Action
45; 1 Round(1-3 actions)
6; Permanent

The down side to this is that it will become a gamble. The FUN side of reducing range and speed on your own warriors, might now become permanent. Which is actually bad in that regard.

And with a chance of 1/6th, I don't see it happening that players will use this tactic.

Perhaps, allowing players to roll for the duration first. Then decide on who it is going to be used.

Perhaps, allowing players to have a choice instead. Thus:
123; 1 Action
45; 1 Action or 1 round
6; 1 Action or 1 round or permanent.

I am leaning to the latter. With that, players need to say on which squad it is going to be applied. Then roll for the duration. If they want something permanent, there is a chance of 1/6th of happening. If they don't want something permanent. The chance is 100%.

This however will reduce the deck to 24 cards that allow for 108 combinations.

I don't think it is hard to think of 2 more cards for each of the other decks. And the amount that players could pick can go down from 3 to 2. So, 4 cards in total after each round.

Not only that, but by deciding on the colours. I can go from 7, down to 6. The "colour" dark can now be removed from the deck.

***

I could go into details with the number 2. But it is shit to look at. So I try to keep it short.

After writing out how the card flow might go.

And I tried to see if discarding the entire hand would help.

But guess what. My friends told me, they are ok with that. Because they simply save up cards after obtaining the permanent card.

So...
It is obvious that I need to get rid of this card. Or better yet, the set of duration cards.
Even rolling for the duration as option on a card is too much. Number 1 is much much better in my eyes.

X3M
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I changed the stack of 30,

I changed the stack of 30, into 24. By removing 1 of the 5 puzzle pieces.

MtG has given me plenty of idea's for 4 new cards. And I have implemented these immediately.

So,
- 24 Adjustment Combinations (4 cards to make an combination)
- 12 Tactical
- 12 Special
An total of 48.

Picking will be 2/1/1, a total of 4.

The player may hold up to 12 cards now.
And normal discard rules are applied.

Re-reading the effects and re-writing typo's, right now. I hope to make the effects explained as simple and short as possible.

X3M
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Special Event Cards

I am sure, that some Special Event Cards will have TOO MUCH text.
However, I am a bit uncomfortable, posting "the plans" here.

Handy to know:
"rolled stats" is d6 x d6. Where 1 infantry unit is worth 1 and the average tank is worth 6.

Quote:
11 Miscommunication
The selected targets total worth in rolled stats, are having a miscommunication.
Another player may order them around for 1 action.
The Action Points have to be paid.
The owner of the selected targets pays the Action Costs first, the remaining needed Action Points are to be paid by the owner of the Card.
Any gained XP goes to the owner of the card.

This one is the biggest. There is no way that this fits on one card. So I need to make it shorter asap.

What would still be an effective miscommunication?

If a squad is ordered to do something, it would cost AP. Who pays this?
And who receives the gained XP? I have to make that very clear.

So, how could this be put in words in a short but effective way?

X3M
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Quote:11 MiscommunicationThe

Quote:
11 Miscommunication
The selected targets total worth in rolled stats, are having a miscommunication.
The owner of the card can switch the ownership of the targets to another player for 1 action.
And is free, to distribute all consequences amongst the players.

From 9 down, to 7. But still a lot of text.
I wonder if this rule is clear enough. Perhaps someone knows a better replacement.
The rule could be simplified too, thus less effect. If only the card has a global purpose as intended.

Still, I have a permanent version that is very easy.
There you have

Quote:
5 Convert
The selected targets worth in stats, change ownership.

Very short, easy and effective. So, I have started to get doubts about the other card.

X3M
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Ah, there it is, the wanted advice that I once saw

http://www.bgdf.com/forum/game-creation/design-theory/steps-and-tips-des...

Still having trouble with that one card though. But some others have been put on a diet as well.

X3M
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Quote: Action Roll 2 dice.

Quote:
Action

Roll 2 dice. Select the lowest number.

The selected player may play this amount of extra actions this round.

You may discard 1 card of each color of the Combination Cards. And roll another die.

If a 6 is rolled: The player receives 1 extra Action Point, every round indefinitely. This can be stacked.

This card is completely filled with text. I was hoping on some sort of picture, somewhere, on the card.

I am still clipping of wall'o'text on other cards too. but this one remains troublesome.

I could cut the card in 2 though. But then, I have my OCD popping up. O well, here is to notching!

X3M
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Last evening. I tought up 3

Last evening. I tought up 3 new tactics cards. And thus splitting up the wall o text into 2 cards.

I also added 3 more special cards.

Bringing the total on 54 cards.
That, is such a clean number.

I need to reconsider every card over and over again. Some might be to strong. And one is so strong. That it asks for sacrifice of other cards and gamble.

This got me to dream this night. What if I add a weigh cost to each card?
And using one will cost me another?

But this is very unorthodox for me. Since I would be doing this on what my guts tell me.

X3M
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I have added value's to my

I have added value's to my combination cards.
The highest combination value is 12. Maybe to high.

It also made me realize that I should shift the weight of adding and subtracting. It is a math story. So I wont bother telling. But believe me that there is a good reason to shift the balance between the 2.

Add has a value of 1.
Subtract has a value of 3!!!

Reasons? Subtract can be used to:

- Make them do way less damage. A high chance on 0.
- Stop them entirely in their tracks. Practically a defence structure now.
- Blind. Well, the least bad part. Unless they are trapped with 0 speed.
- Kill targets. They won't do a thing at all.

Maybe the Event Cards are all a bit overpowered. I am cutting their effects in half by forcing players to pay with 1 stack to activate another stack.

Perhaps, I should combine the 3 decks into one again. And allow players to pick only 1 card again.

The special and tactical are going to be more troublesome. Assigning value's. More of this later I guess.

***

Edit:

Quote:
Value 1
Change of Heart
Selection of targets is normally based on their stats amount. This card allows for either credits or size instead.

This card. I see almost no use for it any more. Sure it is powerful when the most bizarre units are used. But they aren't. So, I need to replace this card with something better.

X3M
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It is difficult to allocate value's to cards.

Because they are less depending on hard numbers.

Except the combination cards. But those on the other hand. They need so much attention of the players. Well, it is almost like a mini MtG. That was never my intention.

An Event Card was to be supposed a, aha! kind of thing.

And I think that I want to cut them down more. This time by eradicating the combination cards.

The adjustments where way to big.
Also, a lot of dice where rolled. But the rolls on themselves where complex. Roll 3 dice, drop lowest, multiply the numbers, multiply this by 100.

Things like that, are fun if they are the main part of a game. But not as a consequent support power. Honestly, a support power should not be that time consuming.

I am thinking of only the 6 stats adjustment cards. 2 sets, one is adding up, the other one is reducing. The reducing side will have a higher value for the card. They start out the same as the other special cards, regarding determining the amount.

Then, two more dice rolls should be allowed.

Primarily the duration. Red die.
1,2,3; Action.
4,5; Action or Round.
6; Action, Round or Permanent.

The main adjustment is going to be only 1. Blue die: Roll a 6 to add 1, and re-roll.

Maybe still to much. But time will tell. I will keep cutting!

Up to Event Cards V3.0

"Yaaarg!"

I am also going to keep track of 1 document. The cards themselves with some rules in general. Right now, I was having them in 2 documents. But that costs twice the time. (Silly me)
A rookie mistake.

X3M
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Rules that return of various

Rules that return of various cards. I simply replaced them with words.

Roll for amount.
Select targets (which is the same as above)
Roll for duration.
Roll for repeat.
Penalty of #.

Those things have cut down text on some cards by half.

Now that the number of cards is on 42. I wonder how to apply a weight to each of them. It feels like estimating at the moment. And math isn't helpfull this time. Since each card has it own set of rules.

Can someone advice me on how to get the cards balanced?

X3M
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An attempt

I fast printed a deck for tomorrow.

Gona sort the cards. And put them afterwards in 6 or 7 groups.

Then I will apply the weight of 1 or 2 to 6 or 7.

I don't want a weight of 8 or higher. Way to complicated in planning for players.

Looks like I am on my own with this one. Can't ask any one of my group.

X3M
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This is where I stand right now.

Any advice on how to distribute the value's of each card?
Given that one or more cards pay their value for activating other cards.

I have currently:
6 x 1 value (=6)
8 x 2 value (=16)
9 x 3 value (=27)
7 x 4 value (=28)
5 x 5 value (=25)
4 x 6 value (=24)
3 x 7 value (=21)

It is a weird distribution for the value's(?)
One thing is sure, 6 cards of value 1, will not be able to pay for a 7 value card. The maximum in a players hand is 9.

Maybe I should aim for some "logical" order.
9 x 1 value (=9)
8 x 2 value (=16)
7 x 3 value (=21)
6 x 4 value (=24)
5 x 5 value (=25)
4 x 6 value (=24)
3 x 7 value (=21)

And I could aim in the future for 2 x 8 value and 1 x 9 value for great similarity.

X3M
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I went with the latter. And

I went with the latter. And am very satisfied with the results.
Perhaps some cards will switch places. But there isn't much room for that any more.

Only the top, of value 6 and 7 might switch places. That is, if I can come up with 3 more cards that have value 8 and 9.

Unclear right now, what kind of cards I should come up with. Are there other games than MtG that have super powerful abilities?

Almost done. Only checking spelling and space remains. In fact, I think I can finally start making more "professional" looking cards.

X3M
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In post 16. I talked about

In post 16. I talked about some simple rules for a part of my cards.
Since the XP adjustments. I need to change these cards as well. Might as well recycle this topic to go on. Right?

I can't simply say. Add 1 accuracy or 1 projectile or 1 health or 1 speed or 1 range or [add 3 to the highest value; accuracy or projectiles]

I have noticed that the original ones have become imbalanced. The bonus that units can get through these cards has to be based on XP?. Now things get complicated.
Especially the one in brickets. That one gets a wall of text.

Seeing as how these cards have a higher value then my general xp card. Which has a value of 1. I have to think of something that is proportional. Not only that. But these cards are limited to only 1 statistic each.

The projectiles card is a very special one. Adding projectiles to an unit. And the balanced xp cost will require the player to divide by the accuracy of the units. I certainly need to rethink that.

The card that allows players to choose has this projectile as well. More on this later.

X3M
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Joined: 10/28/2013
Trying many things

If I want to keep the cards as natural as possible. I could take a look to how much XP would be given by these cards.

There is a card with value 1. That will supply the player with 1225 XP on average. Max 3600 XP.

The 12 adjustment cards do this by selecting units instead. Again an average of 1225 and a max of €\$3600.
These cards also have a durability check. There is 1/3th a chance that the card is permanent.
And to make things better, there is a multiplier roll. An average of 2.
But maybe, I need to make it better for some statistics.

I have this list of general units. Here I can witness the effects of the 12 adjustment cards, calculated back in terms of XP.

On some units, some cards work much better. But most of them don't work that well, now that I can see the XP more clearly. It terms of XP, the previous system was a bit more balanced.

X3M
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Play tests showed a lot.

XP card from value 1 to 2.
Surprise card from value 2 to 1.

Added a rule that makes sure that the last played card can cancel out a previous one. 2 Where in conflict. Now, not any more.

Selecting targets and selecting amount of XP. Has a ration of 3:1. The permanent effect is 1:3. This evens out nicely.

Health increase is x2 for the first tier. Value 2.

Health decrease is -33% on average through a dice roll. XP cannot do this. Value 2.

Multiplier of damage dice is x2 for the first tier. Value 2.

Multiplier of damage dice is -100%, if there is no effect yet from the previous mentioned card. The previous can undo this one. Value 3.

***

Changes, but still in consideration:

Speed and Range increase is +1. Considering a dice roll for an average of +1,5. Value 2, but would then be 3.

Speed and Range decrease is -1. Again considering a dice roll. Value 3, would then be 4.

***

Remaining problems so far:

Accuracy is still a problem.
The [Accuracy and Projectile] cards share in this problem.
The latter risks being removed. But then, I will be missing 2 cards from the deck.
I should not try to keep them. The other cards are being "healed". If I may put it like that.

There will be a shift in value's for the cards. Some can easily change class. But I need to do this after wards. When I am done getting a total of 45.

***

Fun side effect.
I used a card that forces re-rolling dice. On my opponent.

Normally, you use this card to increase your own chances. But I was not happy seeing him rolling 6 and 6. This meant 6x6 is 36 points.
The result was now 1, 2 and 5. Which means 2x5 is 10 points.

X3M
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Again some small, not to mention, updates

But here is the next problem:

I have cards that are opposites of each other.
And each of these cards have a negative effect as well.

+ health and its negative - health are the opposite of
- damage and its negative + damage

Then I have the accuracy effect.
+ accuracy is a better weapon
- accuracy is a worse weapon

It is ok to have weapons that can't do damage at all.
But it is not ok to have units that are immortal.

The opposite of accuracy would actually cause this. So there is only one solution so far.

Automatic Penalty on opponents.
Where each projectile has to go through a set of penalty rolls of 3/6th.

But how do I invert that!?
So a way might be to have a penalty roll that will undo a miss instead.
But even that would mean an increase on damage points. And any damage point would go to the next target.
And that next target has probably not the negative penalty roll.

Doubling health is the only correct and fair way.

I have 2 vacant spaces in my deck. Preferably doing something with health.

Maybe I should have one card add that penalty roll. And the other card do something entirely else. But what could that be?