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Monster Keep — Modular "customization"

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questccg
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For the re-evaluation of "Monster Keep" (MK), I have totally reset the game back to a previous iteration which seemed to have more potential. This also will affect my Manufacturing strategy too:

Instead of going the route of random booster, I may have the cards printed first and then collated later.

Why the "collation" after? Well it's because I plan to do it MYSELF. Rather than rely on randomization, I am thinking about modular "customization".

What does this mean exactly???

It means that each starter deck will have 12 Cards and those cards will be divided into FOUR (4) "Blocks". The purchaser can CHOOSE which block he wants for each grouping.

And so the cards are NOT random, but are also "customized".

Example: A1, B2, C1, D1 or A2, B1, C1, D2 or A2, B2, C2, D2 etc.

It's still very much a Work-In-Progress ... And I need to make things all work together. The basic ideas sound cool. It's the implementation that will make a difference!

Please share your thoughts/comments/concerns/feedback!

questccg
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Possibilities: 16 computed outcomes

So I did some simple probabilities/outcomes for the "customization" process.

A001: 3 [3 cards, 1 unique Art]
A002: 3 [3 cards, 1 unique Art]

2 Possible Values for A1.

B001: 2, 1 [3 cards, 2 unique Art]
B002: 2, 1 [3 cards, 2 unique Art]

2 Possible Values for B1.

C001: 2, 1 [3 cards, 2 unique Art]
C002: 2, 1 [3 cards, 2 unique Art]

2 Possible Values for C1.

D001: 1, 1, 1 [3 cards, 3 unique Art]
D002: 1, 1, 1 [3 cards, 3 unique Art]

2 Possible Values for D1.

Computing combinations for A + B + C + D = 2 x 2 x 2 x 2 = 16 possible outcomes!


16 unique pieces of artwork... Plus the KickStarter page art, so I would say something like 20 pieces of artwork which is much less than the "random" boosters...

questccg
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From another perspective

The KickStarter will feature the possibility of getting two (2) or four (4) Starter Decks for 4 Player "versus" play.

In practice, to get ALL out the possible variations, it simply means you need to BUY A1 + B1 + C1 + D1 and A2 + B2 + C2 + D3. This means that with all TWO (2) of those combinations it is possible to configure your deck to the 16 possible outcomes computed above.

However nothing prevents you from FURTHER customization in terms of Deck Construction. As this is a "Customizable" Card Game (CCG), the possibilities of making more decks is way above the 16 outcomes. I am not computing this... because A> I have no clue how and B> It's way more than 16! (LOL)

This gives you a simple way of buying (pre-configured) and you don't need to worry about not having the right cards for your decks. 12 Cards is still plenty to "look" at and may shy-away some players due to the "customization" aspect...

It's like a double-edged sword! Deck Construction allows you to perfect your DECK outside of game play, but that simple fact (Deck Construction) is why most new players avoid playing these types of game (because they feel that their opponent will have BETTER cards or a BETTER deck).

questccg
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What do you think of this "customization"???

I'm really interested in knowing if this "sort of" "customization" could appeal to people from an "outside" perspective. Sure I can think it's a good way to offer custom content without needing special ways of allowing randomization of say "Booster" packs (or even Starter Decks for that matter).

My "idea" is to get 500 backers to help pay for artwork of the "Starter Decks" and then to configure a "webstore" where players can BUY any card, in any quantity... This would be sort of like an "After-market" store... But where in case point you can get *NEW* cards with new artwork which will all cost monies to fund...

While I would entertain another KickStarter for new "Factions", for the existing ones, you can purchase NEW cards from our retail webstore. So this means that the "Starter" Decks will be in LIMITED quantities... Only KickStarter content (so get it while they are available).

After that the webstore can allow you to fully "customize" your deck with any cards you want... The basic idea is to FUND with extra monies to allow the webstore to work independently of KickStarter. This means pay for domain, hosting, configuration and new artwork.

LoveInPaintCreations
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It's a really interesting idea

It's a really interesting idea, bit sounds like it's be a bear to customize every single deck yourself to ship out. As an outsider point of view to the CCG (One who had never played one... Please don't kill me!) It's hard for a newcomer to fully grasp the concept of CCGs without having someone help you through your first deck and gameplay.

questccg
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Balance

LoveInPaintCreations wrote:
...sounds like it's be a bear to customize every single deck yourself to ship out...

Actually that is what I am trying to avoid: too much "flexibility" initially (for newcomers to the game).

LoveInPaintCreations wrote:
As an outsider point of view to the CCG (One who had never played one... Please don't kill me!) It's hard for a newcomer to fully grasp the concept of CCGs without having someone help you through your first deck and gameplay.

I value your opinion. Don't worry not everyone has played a CCG (or a TCG).

So what I am trying to devise is "construction" rules. Something very simple that anyone can grasp ... and something that can be "customized" further by someone who wants to do so (as a form of Deck Construction).

As of today:

  • I have FOUR (4) Blocks: A + B + C + D.

  • Each Block has THREE (3) cards.

  • Each Micro Deck is made up of 12 cards.

  • Each Block has a purpose in the game...

So (as someone who has NOT played a CCG/TCG), would it be simpler if you choose cards on a "per block basis"???

Meaning that the cards would be designed to BALANCE a deck. For example, "A" Block is a Melee, front-line group. Any OTHER "A" Block cards will follow the SAME PATTERN: they will be Melee, front-line too!

So IF you want to "customize" your Starter Deck, you can REPLACE any "A" card by ANOTHER "A" card.

Rather than complete randomization, you choose cards based on 4 Blocks. And as you gain more experience, you can "customize" your deck further... but you must follow the SIMPLE build rules (A + B + C + D).

Is this more understandable(!?)

questccg
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Please note:

That each "Starter Deck" (12 Card Micro Deck) will be comprised off the following blocks: A + B + C + D.

Which means that if someone buys the "Starter Deck", they have all they NEED to play the game with those four (4) blocks.

The positive side, IMHO, is that the game is fully "customizable" allowing you to build very "flexible" decks with some simple construction rules that still don't harm "Deck Construction"... It will be still possible to purchase cards online to be added to your collection or any specific deck that you may choose to construct.

Cheers!

questccg
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Naming of each Block

So keeping with the Micro Deck build rules (A + B + C + D), I have managed to actually NAME the Blocks so as to explain the TYPE of cards that will be part of each group.

Here they are:

  • A = Melee
  • B = Ranged
  • C = Support
  • D = Command

"A": Melee

Melee cards are tanks and are usually the front-line of a party. They defend the weaker units behind them.

"B": Ranged

Ranged cards are usually cards with a higher range to attack front-line of the opponent while staying safe behind their melee units.

"C": Support

Support cards are usually cards with special abilities that can be used to support the party and/or can have extended range to use said abilities.

"D": Command

Command cards are usually cards that are unique and may only be found once in a Micro Deck because of their unicity. They are usually stronger cards too with even greater special abilities.

questccg
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Although generally TRUE...

There are going to be some "exception" to those general descriptions. First because the game can allow up to five (5) units to be played in the "Arena", this means that with only THREE (3) pure "melee" cards, you might be low in the area of sheer "tank" strength.

This means that some of the other groups such as "Ranged", "Support" or "Command" may also have melee units.

This is by no means an "exception", just some proper distribution of the cards that are required to play the game. Since I am currently working on the "Starter Decks" (which are Micro Decks of 12 cards), I am planning out those kits to have a balanced set of cards.

Obviously this *balance* can be overruled by replacing cards in the kit with other cards bought directly from the "marketplace". Generally speaking though, cards will be "relatively" strong (or stronger) and I will generally strive to have balance even with "Ad-Hoc" cards that will come into existence for individual purchase.

questccg
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Anyone else have any comments/feedback(!?)

Just was wondering if you think this is a clever format for a "Customizable" Card Game (CCG)... Like I said, it aims to keep it rather simple to design a deck from "scratch" and it sort of "balances" the deck at the same time to avoid a player from having only the BEST cards (best values/stats/abilities) and forces players to make choices about which cards they prefer using during the battles...

Thoughts/Comments/Feedback/Critiques ... Feel free to share your insights.

P.S.: If you see any major "flaw" in this modular grouping, please let me know...

Cheers!

questccg
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Bump!

Looking for some thoughts and/or feedback concerning the card "Blocks" for a "Customizable" Card Game (CCG). I know CCGs are difficult to bring to market and I am aware of the risks. I've tried a LCG in the past... but that was a failure... Financially speaking not as a project with nice artwork and a great overall experience in doing so. (It was my first design so it will always be special... And I love all the custom artwork too...)

Anyways... Please do comment if you feel motivated to do so.

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