Skip to Content

Roller Derby TCG Open Rules Review

12 replies [Last post]
chazhall1337
Offline
Joined: 02/28/2010
Logo

Hey guys! So, it's been a journey! Over a year and a half in development and I'm finally approaching the end and have filed copyright claim. I have been designing a Roller Derby collectible card game. I am in great need of rules reviewers and critiques. For those interested in playtesting I can also provide PDFS that can be printed. I do give playtest credit.

The rulebook has met many changes and this is the newest one. It has not been created in graphic format as of yet, just slightly formatted in word.

I am looking for critiques, harsh ones. I need hard questions that you, as the reader, may have. I need suggestions on formatting and presenting the information.

If you're a facebook user I'd appreciate some likes over at www.rollerderbytcg.com.

You can also reach me at rollerderbytcg@gmail.com

Thanks BGDF for so far being such a great resource!

- Chazztizer

chazhall1337
Offline
Joined: 02/28/2010
if the link on the site for

if the link on the site for the pdf does not work, you can also download it at: http://www.mediafire.com/?9rwgbu8qtv1vqdu

JaffetC
JaffetC's picture
Offline
Joined: 09/19/2011
Page 11, and 12. Under Turn

Page 11, and 12. Under Turn sequence, you have a list of what happens in the turn, then a block of text.

Aesthetically I would seperate that block of text and write.

Stand By - text here.

Action Phase - Text here .

and so on.... that way each of these are clearly separated from one another and doesn't cause confusion as its being read. I had to double track a few times to understand what each phase did.

My other question is... How fast is this game? it seems that one player will gain 1 jam point after every 5 turns... if you need 30 jam points. (lets say both players are just going back and forth). that would mean you have to go through 150 turns... Doesn't that seem a bit too much?

it seems that out of 30 jams you only have to win 16. after that, what is the point of continuing the game? can you lose jam points? and if so, doesn't that again extend the game maybe a bit too much? I havent sat down to play, but it sounds like this game could take a very long time.

also it say that a deck can be 40-80 cards what are the benefits of playing a deck higher than 40 cards?

chazhall1337
Offline
Joined: 02/28/2010
This is what I needed. I've

This is what I needed. I've got a few other testers who have said the same thing so I should definately clarify.

The game is actual very fast once the rules are understood.

For each opposing skater you earn 1 point. Theoretically you could earn 5 points (5 opposing skaters) in one round. You cannot lose points for any reason. Theoretically there could be a huge amount of turns in a bout. The issue I guess I need to clarify is that if you earn Lead Jammer you can end a Jam (5 turns) before it reaches that limit.

Example: Your jammer gets Lead jammer on their first round. Comes around on the second round, passes 4 opponents and then you call off (end) the jam. In this fashion a jam could go 1 round of 5 rounds, its up to the person who earns Lead Jammer.

The 30 Jam bout is the standard for competition play. There will be a 15 Jam rule for quicker play and an 8 Jam rule for super fast play.

As far as deck size, it depends. A 40 card deck allows you to draw the cards you want a lot easier. However, if you deck out, you must pay fan tokens (the best resource in the game) to reshuffle. A higher amount of cards in your deck means less chance to get the card you need, however you have more versatility. Certain Tactic cards will also allow you to search your deck.

JaffetC
JaffetC's picture
Offline
Joined: 09/19/2011
how likely (in 30 jam) are

how likely (in 30 jam) are you likely to go through your deck and shuffle your deck?

chazhall1337
Offline
Joined: 02/28/2010
You can burn through a 40

You can burn through a 40 card deck very quickly depending on your style of boutplay. Consider that resources are not in your deck. A predominant amount of cards are instant and have the recycle property. a lot of cards return to the deck once used.

Early game play is spent amassing resources and stacking gear. Mid gameplay is a struggle to overcome your opponents stacked gear and:or strategy cards. Amassing fan tokens is key as they're wildcard. Late game play involves playing skaters with naturally high statistics while playing costly action cards to gain the upper hand.

chazhall1337
Offline
Joined: 02/28/2010
One part of my design

One part of my design philosophy was to allow players to stack their decks with the best and most fun action cards available. However the mechanic also allows a focus on the skaters with maneuvers that can be used like action cards at anytime.

If one player wants to focus on higher stat skaters and lots of Referee or Gear cards they can. If a skater wants to focus on buff like cards with Flash skaters (that grant crazy rulebends) they can.

I won't fully know the impact of the mechanic until it gets out to the masses.

JaffetC
JaffetC's picture
Offline
Joined: 09/19/2011
how many different deck

how many different deck archtypes have you played with?

Combo, control, aggro... etc...

chazhall1337
Offline
Joined: 02/28/2010
There are power (brute

There are power (brute strength skaters) control (heavy referee) wild (flash archetype skaters and gambit style cards) and late game control (reaource gathering and push at the end of the bout). Its odd really. Every bout is different.

JaffetC
JaffetC's picture
Offline
Joined: 09/19/2011
correct, i was just wondering

correct, i was just wondering if the mirror matches last too long, or if the aggro matches are really short... im wondering mostly how much time will you market this for and if it really is reasonable. as in, if you state its a 30 minute game but lasts 1.5 hours...

chazhall1337
Offline
Joined: 02/28/2010
Yeah, I totally understand.

Yeah, I totally understand. originally I did a board game concept, but the card game just allowed more freedom, which the jams make it evident. A real Roller Derby bout is an hour. I want people to be able to play the game in 15-30 minutes. However, I want a player to also be able to play an hour long game if they want.

The decks themselves don't keep gameplay going quick or slow, but rather augment how you use your skaters. Regardless if a player scores 1 point or 100, the jams are what determine game pace. For instance, you may have some of the best cards in the entire game, but if your opponent simply controls the bout by scoring 1 or 2 points and calling it off, you can run through the bout in a matter of 15- 30 minutes. However, if you both go for the same strategy it will go into action card play and gameplay can be extended exponentially.

Does that make sense?

chazhall1337
Offline
Joined: 02/28/2010
Anyone else on here

Anyone else on here interested in giving feedback? I can provide cards in pdf form!

chazhall1337
Offline
Joined: 02/28/2010
Full game download at

Full game download at http://rdtcg.blogspot.com/.

Syndicate content


forum | by Dr. Radut