Well this will be a bit of a "mysterious" BLOG entry. I have a military Card Game that I am working on with two (2) Factions. That's about as generic as it can be. Hehehe.
I had the idea of an "ATTACK" Value in the TOP-LEFT-HAND corner... But as I continued to design, I realized that instead of JUST "ATTACK" I could have several SUITS (Attack, Heal, Repair, etc. etc.)
My ISSUE is figuring out WHICH "suits" would be appropriate for the game.
A HEART could be HEAL. A SPADE could be REPAIR, a STAR could be ATTACK...
These are some embryonic ideas ATM. Not sure what could be a FOURTH. But I would think that these SUITS would be available to BOTH Factions (or maybe just to one...) Not sure about that just YET either!
If anyone has ideas for additional SUITS, feel free to reply. I will continue to ponder about more. Not sure how many I need... But we'll definitely think a bit more about these SUITS.
Cheers all.


Comments
Another alternative
Maybe a SHIELD of some kind to "protect", "defend" or "Counter"?!?! I'd need to ponder the logistics of such a SUIT. IDK TBH. Just thought of Attack and Defend and thought that you could only ONE or the OTHER but not both.
Like ATTACK can attack but both cards can be "wounded". Where as DEFEND can act like a "blocker" and protect the defending card. Two DEFEND does nothing as a bad consequence...
Just thinking about it. It could alter the composition of the Player's Deck too.
That's something more to consider and there are variations that can be used to make COMBOS. More on that later. For now... I'm still thinking about MORE SUITS and how they can be used.
More thoughts to ponder about...
So I definitely need something like "3-Suits" which could result in a RPS-3 mechanic (Rock-Paper-Scissor). Maybe something like:
Not sure ... I like the idea of INJECTING an RPS-3 into the game instead of having just two (2) Suits (Good and Bad). Kinda like the Elven Rings in "The Lord of the Rings"... Hehehe. Perfect BALANCE.
Where as SAME "Suit" follows normal rules (the greater the value wins).
Again not sure about this. I definitely get the impression that something ALONG these lines and rules could work. It really depends as I figure out what is the best possible RULES to follow.
TBD.
There could be a BONUS instead of a BEAT
The RPS-3 mechanic doesn't need to be "absolute" like a traditional RPS-3. What I mean by this is instead of "BEATS", there could be a BONUS (like +3 Points) and this could impact the "SCORING" mechanic.
Like IF I have a "2 STAR" and I am battling a "4 SHIELD", the STAR PLAYER would earn a "+3 STAR BONUS" for a total of "5 STAR" vs. "4 SHIELD" and therefore the STAR Unit BEATS the SHIELD Unit 5 vs. 4.
Something like that could IN-BETWEEN "absolute" rules. This also gives me the possibility to ADD "Abilities" that BOOST stats too. I'm not 100% sure YET...! But this definitely sounds like a step in the right direction as I DISLIKE your Vanilla RPS-3 rules which means that one choice beats the next.
I like the idea of "Minimizing" the impact but also allowing the possibility of having different types of suits and that could add more STRATEGY to the "Deck Building" aspect of the game.
Again this is a WIP (Work-In-Progress) so we shall see... I'll keep you all informed as to the direction that I experiment with soon enough!
Cheers all.
Similar to Card Jitsu
Oh hey, this is a lot like Card Jitsu, the Club Penguin in-game TCG. They had 3 suits: water, ice, and fire. Each suit would beat another, and cards of the same suit would go by value of the card. The high-value cards also had special abilities, like "destroy one of your opponent's scored cards" or "your opponent can only play high-value cards next turn". Maybe you could check out Card Jitsu to jog some ideas.
Also, I've always thought managing troop morale is cool. If you wanna make it RPS-5, you could introduce that.
Hello and yeah this is a cool reference...
Thanks for SHARING that @Noah McQ ... I like the Battle Mechanic of Card Jitsu. Yeah it's hard to design novel concept when there is so much OUT-THERE that we are not all aware of.
This was like 75% of the Combat idea except in MY game you can STACK multiple cards (up to 3 Cards). But yeah that's almost EXACTLY what I was going for:
It's interesting that you point out that game... Because I've never even heard of this Trading Card Game (Card Jitsu) and I would have never had any prior knowledge for when this game was around (2008 to 2017). So almost 10-Years ...
Very cool that you shared that with me... MY Angle will be:
And of course STACKS plus BONUSES make for a bit of a DIFFERENT feel than Card Jitsu... But real great that I've read more about that game and made my own a bit different.
Cheers and again thank you for sharing!
How to further BALANCE the combat mechanic
So IF the FIRST card dictates the SUIT, each card of the SAME suit deals the same BONUS amount. Like I said, I am using up to 3-Card STACKS. So you draw your own card and let's say it is a STAR and your opponent is showing a HEART. You earn +2 BONUS ATTACK Points.
Then the player needs to determine if he wants to INCLUDE more Units in Combat or resolve the battle AS-IS:
2 HEARTS vs. 3 SHIELDS = 6 STACK #1 vs. 6 STACK #2. So this means that it is a TIE. Player #1 can decide that BOTH Player must "Wound" their two (2) cards OR he can choose to reveal ONE (1) more card. Player #1 tries to go for a win...
5 SHIELDS vs. 4 SHIELDS = 11 STACK #1 vs. 10 STACK #2. Player #1 is the Victor and therefore Player #3 needs to "Wound" his three (3) cards and place them at the bottom of his Deck.
Of course there is an OPTION for EACH "Duel" between two (2) cards to be a PART of the RPS-3. And obviously this is a PYL (Push-Your-Luck) mechanic to TRY to defeat the opponent rather than TRADE losses on both sides of the battle.
This to me seems to be ONE (1) ALTERNATIVE. Let's look at another:
2 HEARTS vs. 3 SHIELDS = 2 HEARTS vs. 5 SHIELDS (+2 BONUS RPS-3 Win). So this means that it is a TIE (1 to 1). Player #1 can decide that BOTH Player must "Wound" their two (2) cards OR he can choose to reveal ONE (1) more card. Player #1 tries to go for a win...
5 SHIELDS vs. 4 SHIELDS = 5 SHIELDS vs. 4 SHIELDS. Player #1 is the Victor (2 to 1) and therefore Player #3 needs to "Wound" his three (3) cards and place them at the bottom of his Deck.
But that's not the ONLY option. You can choose to WOUND the "LOSERS" ONLY. This would mean that Battle #1 and #3, Player #2 as the LOSER needs to "Wound" two (2) Units. But because Player #2 won Battle #2 ... Player #1 needs to "Wound" his 2nd Unit. And then the score would be 2 to 1. Rather than an ALL-OR-NOTHING scenario (3 to 0).
I need to think about it some more TBH. ALL-OR-NOTHING makes it MORE PYL... You try to WIN across three (3) battles and the winner wins EVERYTHING and the loser "Wounds" all of those three (3) Units.
It's a bit more DRAMATIC and adds a definite amount of TENSION.
I will definitely need to PLAYTEST which method is better but we clearly have three (3) options:
Stack with a BONUS ONLY on the first (1st) Battle and the result is ABSOLUTE where the loser "Wounds" ALL of their cards and the Victor "Wounds" NONE of their cards.
No Stack but you can have 3 battles and the winner of the MOST "Battles" wins and therefore the loser "Wounds" ALL of their cards and the Victor "Wounds" NONE of their cards.
No Stack and battles are won individually meaning that each Battle is either a WIN or LOSS (Wound) and there can be from 1 to 3 battles per turn.
Those are my options ATM. Which is BETTER... I'm not sure. But I definitely feel like I have OPTIONS to TRY and see what is better.
Obviously in MY BOAT a STONGER more riskier PYL mechanic is VERY desirable. There is the FOURTH (4th) OPTION which is closer to Option #1. Same as Option #1 but instead of ONLY have the BONUS on the FIRST card, you get a BONUS on EACH CARD (whomever wins the RPS for that position). All or nothing means that in the end, the Victor saves all of their Units and the LOSER "Wounds" all of their Units.
I will continue to PONDER these options ... I like Option #4... The ALL-OR-NOTHING with BONUS checks for each Battle.
More thoughts into these various approaches.
And @X3M ... You now know about 4 Battle Approaches that I am looking at. Like I said, MY design has only been since November 2025... Even though something embryonic has existed since 2023 but never went anywhere.
Cheers all!
What I LIKE about the PYL..???
Is that IF I use Option #4 (Stack plus Bonuses for each Battle) ... It becomes very STRATEGIC for a player who is ALREADY AHEAD of the BATTLES to just RISK IT and try one more time BECAUSE they have a lead.
You're a bit playing with FIRE... In that it's DANGEROUS but MITIGATED with ODDS of SUCCESS versus odds of failure. This make the PYL much more flexible...
Yes there could be an UPSET if the opponent draw a STRONGER card and the whole plan goes down the crapper... But that's the deal with PYL: At your OWN RISK!
So I'm strongly leaning towards Option #4...
Sincerely.
Let me show you the difference between #1 and #4
2 HEARTS vs. 3 SHIELDS = 8 STACK #1 (+2 BONUS RPS-3 Win) vs. 6 STACK #2. So this means that Player #1 is ahead 8 to 6. Player #1 can now decide to reveal ONE (1) more card. Player #1 tries to go for a bigger win...
5 SHIELDS vs. 4 SHIELDS = 13 STACK #1 vs. 10 STACK #2. Player #1 is the Victor and therefore Player #3 needs to "Wound" his three (3) cards and place them at the bottom of his Deck.
That's what Option #4 looks like. And in this case Player #1 clearly won the STACK Battle 13 to 10 which is pretty good and results in all of Player #2 Units being "Wounded" (All three of them).
Again maybe playtesting will figure out which is the BEST approach... But from an Analytical POV (Point-Of-View)... I am strongly leaning towards Option #4. It may be too GOOD (too easy) so playtesting will determine the best method.
If Option #4 is too DRAMATIC, I would then go with Option #3 (No Stack and individual wins). That seems to be the most LOGICAL method TBH. So it will be between TOO DRAMATIC and MORE LOGICAL.
We shall see.
Best!
Feel free to share additional thoughts...
Curious how an RPS-5 introduces "Morale"?! If you care to explain... I would be indeed interested in reading your "thought-process". As of now, I have only used an RPS-5 when there would be Five (5) Factions or Entities.
An RPS-5 is a CYCLIC version of 5 RPS-3s. That much I know and have learnt.
Not sure HOW(?) that works for Troop Morale.
But would like to understand more for sure... If you care to explain, I'm all ears because this is something beyond me ... You must have some kind of specific ideas which I don't know or have never heard before.
Sincerely.
Option #4 All the Way!
Option 4 excites me just reading it. I can imagine myself as the attacker going, "Oh? Looks like I've bested you by 4 points? Should I let you lose just your one unit?" and then acting cruel and sinister and being all, "No! Push the attack!" and then they get the advantage suit on my next card and I'll be all like, "What?! His stack is now 10 to my 9?! I can't lose both my units! I need to push the attack again!" and then getting reeeeaaaaal anxious for the third duel. Option #4 100%
Sorry for being ambiguous haha, I was just throwing out an idea for a theme. I thought that if you're making the game military-themed, then the suits wouldn't be stuff like "Star" and "Shield" but maybe things like "Munitions", "Personnel", "Position" etc. I just thought it would be neat if one of the suits was "Morale". For RPS-5, it would just be 5 suits, one of which is Morale.
I thought you might want to use RPS-5 to make the game more interesting than simply playing Rock-Paper-Scissors with your hands, but that Option #4 seems very interesting and fun with the 3 suits. I can imagine myself as defender thinking, "Please don't attack again, please please please please please"
Hehehe! Yeah I knew someone would ...
But I'm a bit worried about the STACKING. I know @X3M talks a lot about how he must BALANCE his H/D ratio and measure his STATS too; well this for me is a bit similar.
My PRIMARY concern is that in a DECK of 16 cards when 5 are LOCATIONS and 1 is the HQ... That leaves 10 Unit cards. Ten (10) cards is not much ... If you do 2 Battles that's 6 cards which is 6 out of 16 which is almost ~40% of the Deck.
Plus you can have CYCLE 9 cards which means you advance into your 16 Card Deck by 9 cards. Not sure as to all the variations... I need to think more about the game and how it's supposed to WORK. As of today, it's just a bunch of ideas which are not 100% cohesive, they still need more rules and more designing needs to happen.
I have a TON of abilities too since I learned the METHOD to making Magic: the Gathering (Magic) cards. Follow the rules for each aspect of the game isolate that portion and design abilities that respect the rules. Later on when the game becomes more established BREAK the rules and design newer abilities that are over the top.
I currently have 175 different abilities in my spreadsheet and 32 unique ones with different CYCLE counts (which vary from 0 to 9).
Like for example:
What this ability does is CONDENSE Units in a bunch to allow for a FUTURE STACK attack during the next Deck run-through. Since it is a "0 Cycle" your turn ends after you perform the ability.
Or another example:
What this ability does is MAKE the FUTURE less predictable by ADDING +2 cards to the cycle for your NEXT Action (3 Actions per turn) or if this is the 3rd Action to the 1st Action of your NEXT TURN.
Stuff like that... I had FUN defining a bunch of neat abilities (like I said there are currently 32 UNIQUE ones). And there are a total of 175 different abilities (with different Cycle counts) when you factor in the variations.
Anyhow that's probably more than I wanted to SHARE. But it gives you a better idea of what I am working on.
I will keep in mind that Option #4 is your preferred method of play and we'll see if it WORKS well or not. From there if it's not feasible it'll probably be Option #3. We shall see.
Cheers everyone.
Also why the "Mystery" Card Game vs. a NAME?
Well I had released YEARS ago (like maybe 2-Years) the name of another card game which I called: "Battle Botz". Well it looks like someone TOOK my name and put up a BGG Game Entry for 2027 (Coming in the Future). Anyhow I'm annoyed about this because I had reserved this name way back in 2024: May 19, 2024. And the entry can be read here:
https://www.bgdf.com/blog/duel-botz-%E2%80%94-complete-overhaul-order-fo...
Anyhow ... I haven't been working on that game ... It's on the bench for future projects but it also is very unique in that AGAIN it's a "Card Game" but uses dice in a unique way. Dice are central to the "core" of the game.
I have an EARLY version that was printed from "The Game Crafter" (TGC).
So that's why I don't want to release TOO MANY details unless someone tries to TAKE the SAME NAME that I have planned for this design. As such, I remain a bit "mysterious". I don't mind sharing ideas and have topics in which we explain a bit more of what it is that I am working on.
But I draw the line at NAMES of games. That entry was probably since 2024 sometime and mine was about 1-Year prior.
Anyhow we'll see in the future even if this is one project that I don't plan on publishing even IF it may be cool. I'm just working on it as an exercise and to see what I can design for it.
So Kudos to @Noah McQ for stating that he favors Option #4 ... And for now the name will remain a "mystery"! Until I too figure out how to RESERVE a name on BGG... Hehehe.
Best!
Well I had some more ideas...
I came upon another "Card Game" which is a "micro game" and it gave me some ideas as to HOW(?) to handle the "Combat" and that's great... But I am in a way STUCK again... WHY(?) Because the game has ATM no resources so there is NO METHOD to "DRAFT" units to engage in "Combat"...
The whole "Combat" is resolved... And is PRETTY GOOD.
But HOW(?) do you draft the units is still something I have yet to figure out...
There needs to be a KIND of "Resource Engine" or "Resource Planning", etc. etc.
That's where I AM STUCK.
***
And I've seriously re-thought some of the game and to see HOW(?) I can implement my NEW ideas from this other "Micro Card Game". Strangely I feel like I can "borrow" some mechanics from "Magic: the Gathering" (MtG) too... Hehehe. Yeah, I've got some GOOD IDEAS.
But still NOT 90% complete. I'm about 65% done... What is missing is some of the progression (engine) on the resource side of matter and that would go a LONG WAY in helping this design.
For NOW, I'm fresh out of "ideas"... I will put this on-hold. Until I get some firm ideas about "resources" and how to create some kind of BASIC "engine"...
If anyone has ideas or feedback you'd like to share, please feel free to reply to this comment.
Cheers.
Note #1: And don't worry the MtG IDEAS are NOT like in MtG. It's just a few foundational bricks may surface making the cards feel FAMILIAR but yet are 100% different in implementation AND usage. No copying is being done. And I've just gone and busted my AUDIT for the "Design Space" by INTRODUCING NEW Mechanics to the game. Some older ideas are gone and the newer ones probably need a re-audit. We'll see how long it take to make that happen in the not so distant future!
It's much too SIMPLE...
Currently the game is based on a "Set Collection" Mechanic. While that may be GOOD it is also TOO SIMPLE. Collecting cards to accomplish a GOAL is good but still is not the most AMAZING "concept" out-there. I really feel like I do need an additional "recruit" mechanic which forces players to do more than just use the units in-hand to conquer a "location".
Again while this is TRUE and it's NOT BAD. It still doesn't exactly FEEL like a COMBAT game if there is no "economic engine".
While writing this entry... I had the idea is IF "locations" could be on the TABLE and "economic cards" or "recruit stats" be part of the Deck ... That could split both and mean that LOCATIONS are in-play but NOT part of the Deck and that Units are the ONLY cards that are part of the Deck...
I had already surmised that Unit cards have TWO (2) Sides: A Tactical one and a Economic one. But putting the LOCATIONS on the TABLE "Face-Up" allows a player to decide on WHICH location to "conquer" first. Which is neat in that it setups CHOICE and deeper strategy.
More to think about... But I am keen on trying this CONCEPT out.
Keep you all informed on HOW(?) this game evolves. But so far it's COOL!
Kudos!
Okay so I am going to do something DIFFERENT with...
My "Resources". The NEW plan is to use an RPS-5 for combat types. So basically instead of have a resource like "Melee" you can also have "Melee", "Stealth" AND "Explosive" or three (3) Options of the "Resources" required.
This is just an IDEA ATM. I am exploring how to introduce MORE "flexibility" in the "Resources" because with this being a Micro Card Game, you have LESS Cards and they need to be able to "do more".
This would mean that EACH ONE (1) Resource would have three (3) options making it easier to collect the correct set of Resources for reaching an Objective. I call them Resources but it's a question of Units. Again this is not a Wargame, it will be a Micro Card Game.
So if a Base requires you to have forces of "TWO (2) Melee" to capture it... (Yeah it's turning out to be a real cool Combat Card Game). I've never seen this in any card game... But I'm not sure if there are other Card Games or Board Games that use this option. I can't say it is UNIQUE because I am unsure as to the complete repertoire of games using RPS mechanics.
I had the idea because I was thinking that Aerial Units may be less readily available in the game and I didn't want that to mean that it's harder to make an Aerial Strike because there are LESS "Aerial Units". And so while those cards/Units may be NEAT and COOL ... Not having them is a DRAG and DISAPPOINTING. Especially when they are higher ranking in Rareness and that means LOWER "frequency" and "availability".
But by using the RPS-5 we can use "Is Beaten By" to determine which Units can "replace" the "Aerial" Units by "Aerial" (Identical), "Ranged" or "Explosive".
Making the collection process a bit simpler and less "restrictive" when it comes to some types of Units which are perhaps "not as readily available" in frequency.
Like "Stealth Bomber" is "Aerial", "Explosive" and "Stealth". It's going to be a "Legendary" Unit one of the more sought after cards for COLLECTORS but for the PLAYERS not so much of a Deep Impact since there are ALTERNATIVE cards that are "Common" Units which are more readily available. So while my "Stealth Bomber" is a "Black Ops" Card (Legendary), "SAM Site" is a "Specialized" Card (Uncommon) which is "Aerial" and "Explosive".
Definitely some potential in what I am aiming to do for the "Genre" and what I WANT to do on a personal level (what my Micro Card Game will look like).
More about this as I work out more of the "kinks".
Best!
Note #1: I would have a LONG TIME ago released the Tentative Name of this product but seeing as someone USED one of my Game Names in development (and I'm totally pissed because his game is not even RELEASED yet...), I don't want someone else taking the name of the game seeing as I've already checked and there are no Game Names (Video, Board or Card Games) and I want to ensure it remains that way!
Note #2: This direction seems more "perfected" than the combat mechanics with the RPS-3 and the BONUS system. All of that is GONE now. I also need to re-audit the "Design Space" since that too has changed dramatically based on this last comment and how the game has EVOLVED quite a bit.
More on this tomorrow... TBD. But definitely moving forwards.
I am still not sure...
What I mean is that I can have cards with "ordered" Actions (something like "Race For the Galaxy" (RACE) in which there could be PHASES of a Turn. I am NOT trying to compete against RACE just looking to see what kind of "possibilities" exist with the PHASES.
***
The other approach is to have TYPES of Combat (as in the previous comment). So I would have like THREE (3) types of Combat (out of five) and each one would allow a specific ACTION to be played. This is good because it offers more CHOICE and therefore that adds to the strategic depth.
The problem lies in what to allow per TYPE.
***
Something of concern is that to conquer a "Base" you need to collect the RIGHT SET of THREE (3) Units (or less). That's still an ACCURATE measure of STRENGTH versus the opposing "Base". So that still is IN-TACT and something to work with. However the "recruiting" process and "resource" management is still NOT final.
Therefore I need to figure out if the cards either use Combat TYPES or PHASES of a turn to determine which will be the better "concept".
Keep you all posted as the projects continues to develop further.
Cheers!
Some additional thoughts
Well I was just THINKING that the "PHASE" could be the better option. Why? Well it offers more choice to the players. When I mean choice, I mean that let's assume I went with the "TYPE" of combat and I used a RPS-5, this means that certain ACTIONS can occur depending on the "TYPE" of "Resource" Cards in-play.
So IF my Unit has a "MELEE" Action and I have a "MELEE" "Resource" Card in-play, I can PERFORM that Action (or I garner the BENEFIT of that Action).
While this sounds OK... Look at the alternative:
If I have specific "PHASE" like "Scout / Assault / Defend" would mean that depending on the "PHASE" different options would be made available to the player and that would mean that depending on the "PHASE" you options would VARY ... Making the gameplay very "fluid". More so that the "TYPE" (IMHO).
Again these are some preliminary ideas and I NEED to figure out a "DEFEND" which would be like a "Counter" to an "ASSAULT should be implemented to allow some type of retaliation but also NOT 100% end the conflict by countering it... But puts on some kind of DELAY until additional Units can come into play to ensure that the maximum Power is played making Countering not possible.
So it would be to ensure that an EARLY strike "could"(?!) be countered but not in all situations.
My goal is to DELAY the destruction of "Bases" that might be easier targets but still with the right DEFENSE require more "Attack Power" to destroy them (the weaker bases).
***
I still need to think about it some more... Because there is some DISCONNECT with the "Resources" and "Unit" recruiting. Not sure how BOTH are expected to work TOGETHER.
Let me come back to this at a later time.
Sincerely.
More along that line of thinking...
Instead of JUST having "3 PHASES", there could be MORE and their IMPACT different from one another.
If I INSIST on "3 PHASES" with an series of VARIABLE "Actions" but all ALONG the lines of the SAME PHASES, that could introduce more variability and add to the strategic depth.
So "Recon", "Scan", "Infiltrate" are all SCOUTING actions but done by different types of "Units" and the Actions are "different" too meaning they can add variability to the game.
***
PHASES make for a better "overall" experience. Why? Because it means that before a "Base" can be destroyed or conquered, you must be capable of "Scouting" it out in the first place. I'm still ACTIVELY working on this. And this is a bit of "Top-of-my-head" thinking in Real-Time.
But my thoughts so far are that NOT every unit will have ALL three (3) PHASES: Scout / Assault / Defend. Some may have TWO (2) different SCOUT Actions (for example). Or others will have TWO (2) different ASSAULT Actions (another case).
Given that each PHASE has it's OWN Actions and modifiers. And how you PLAY the game is entirely up to YOU. But once you use a Squad of Units to do "Recon" on one opposing "Base" those cards get put back into your Deck and the game continues...
Again still all EMBRYONIC stuff.
Best!
Here's what I mean
So now I have FIVE (5) General Actions and they go as follows:
- Scout: This will allow you to discover a "Base".
- Attack: This will allow you to destroy or conquer a "Base".
- Defend: This will allow you to protect a "Base" (to a certain extent).
- Cyber-War: This is a bonus way of attacking or scouting a "Base".
- Support: This is a bonus way to support your units in play.
***
The ONLY "Actions" which are REQUIRED is "Scout" and "Attack"; the rest are optional and can help in destroying and conquering a "Base".
Why is this WAY COOL?
Well firstly it means that the QUANTITY of "General Actions" can change from one edition to the NEXT... Even if some are REQUIRED "Actions". This means also the "Sub-Actions", because as it stands currently I will have FIVE (5) "Sub-Actions" per "General Action" for a total of twenty-five (25) different types of Actions in the "core" game.
And that is why this "PHASE" Version is really cool!
***
Just wanted to discuss "Race for the Galaxy" (RACE) and what INSIGHT that I gained. Obviously this is NOTHING like RACE. It was just a question of do I do "PHASES" or "TYPES" for the Actions. It's a bit closer to RACE in that you have three (3) PHASES per Unit with the possibility of having up to THREE (3) of the same "PHASES" with different "Sub-Actions" depending on the nature of the "Sub-Action"...
The "TYPES" (as a reminded) was leaning towards a more "Magic: The Gathering" (MtG) sort of approach where the "Resources" would dictate which Actions would be available. I like this LESS even if it COULD work because it is LESS flexible. I prefer the DYNAMISM of the "PHASES" because it allows me to introduce NEW "General Actions" and "Sub-Actions" as needed by the future versions of the game.
All that to say that I'm still WORKING on it. But now I have a couple more elements and components in-line with what it is I am trying to achieve!
Best!
Oddly enough, it was NOT planned
Just a bit of a REMINDER, "Race for the Galaxy" (RACE) and FIVE (5) "Actions" per Card: I, II, III, IV, an V. And another "$" as a Trade Action. My five (5) Actions are not the same and they may or MAY NOT occur on a given Unit. So a bit like RACE (There are 5 General Actions) but UNLIKE RACE (There are only 3 per Unit).
***
On another note, I feel like "Exhausting" a card should be one of the mechanics in this game. And I've been thinking of UPPING the "Deck" Count of cards. In the "core" game you would get a Booster Pack of 18 Cards: 3 Bases and 15 Units. While that all seems cool, I think the Player's will need MORE cards especially if they are using some as "resources" and others as "units".
So in this vein, I had thought of using a Mint Tin which holds 55 Cards. Obviously I don't plan on having 55 cards. But 36 cards for a "core" (30 Units and 6 Bases). This would imply that a Deck contains 36 cards plus 8 cards of instructions. And this does leave room for the parts (11 cards in terms of size) to reach the Maximum of 55 cards.
Basically what it means is that you have ENOUGH cards (2 Booster Packs full) in order to be able to PLAY the game. Will the "core" cards be RANDOM or not... That has yet to be determined. TBD.
Booster Packs contain 18 Cards: 8 of each Faction and 2 Bases (one for each Faction — There are currently only 2 Factions in the game ATM).
We shall see... I LIKE the IDEA of having a "Mint Tin" Product ... But we'll see if this is the optimal FORMAT for this game. TBD.
Cheers.
Let me clarify a bit...
Although the goal was to design a Micro Card Game, I am THINKING about bringing the Deck count of cards from 15 to 30 Units. And the Bases from 3 to 6. Why? Because I feel like 15 Cards (Units) when you start playing cards in your Area of Play reduces DRAMATICALLY the number of cards in your Deck. Now that you have FIVE (5) "General Actions" that means 30 "Units" a factor of 5x (25) plus five (5).
The idea being that you NEED TWO (2) Booster Packs plus some additional game parts in order to PLAY the game.
This makes 100% sense and in a way, it solidifies the FORMAT and DECK.
Why is this important???
Well playing cards into your "Area of Play" thins out your Deck. This will of course AFFECT the CYCLE mechanic severely and with LESS cards, it makes the Deck feel "empty" or that some more CYCLIC cards too influential. One Ability has the capabilities to CYCLE 9 cards. If you only have 18 cards: 15 "Units" and 3 "Bases", the problem is with 15 "Units", if 5 are used to produce Resources that leaves 10 Cards in your Hand. And if you have 3 more as "Units" that means 7 Cards left over. Just not the direction I want to go in...
I'd prefer a STOCKIER Deck and have more Cyclic Cards that allow you to traverse a Deck "quicker" but still in a HEALTHY way (not the 7 "Units" issue from above)...
Although this makes the game LESS of a Micro Game (Which are usually < 20 Cards), I'm doing what is best for the GAME and to ensure it is HIGHLY strategic and makes sense to play without worrying about mechanics failing due to the fact of a LOW Card count...
More on this soon enough.
Best!
With the EXPANSION of the "Area of Play"...
This gives me a bit of a SHIFT in how I approach the design.
One of the FIRST points that comes to mind, is that from YOUR Deck is the only way to "re-assign" a cards purpose. Again this is a MASSIVE strategic aspect of how you USE your cards.
Since each player has THREE (3) "Bases" that they choose to play... The opponent's Deck CANNOT be optimized for THEIR OWN "Bases" since the goal is to destroy the OPPONENT's "Bases". Again this is significant because unlike OTHER card-based games like "Magic: the Gathering" (Magic), Pokémon (Poke) or Yu-Gi-Oh! (YGO) which are all Collectible Card Games (CCGs), you build your Deck in such a way that YOUR "Deck-Strategy" comes to "fruition" and that leads to a Victory.
But in MY design... The opposite is TRUE: the OPPONENT's SELECTION of "Bases" is what you TRY to defeat. And that is SUPER IMPORTANT and very strategic in terms of HOW(?) are you going to construct your 30 Card Deck and which 3 out of 6 "Bases" will you choose to use yourself.
So there is HIDDEN Information and as the game progresses that HIDDEN Information becomes PERFECT Information revealing HOW(?) you must beat your opponent: given that you SCOUT all the "Bases" and ATTACK them one-by-one and how your OPPONENT plays on DEFENSE and SUPPORTS in order to COUNTER an attack!
I mean Players will need to BALANCE their Decks as such as they don't lose to a weak RUSH strategy and go for a LONGER game time which maybe squeaks out a Victory given a HARD fought battle.
Anyhow I'm working more on this design to see it mature more completely.
Keeping you all posted about how the game evolves.
Cheers all.
What Are Bases?
I'm curious about the Bases mechanics. What kind of in-game effects do the Bases have? Do they do stuff like, let you draw extra cards or make your attacks more powerful? Or are the different Bases only slightly different from one another, such as one having lower health but being easier to scout.
Also, are your opponent's chosen Bases a secret until they're scouted, or do you learn what they are once the game starts? Do you attack the Bases sequentially, or are they all available to attack at the same time?
I'm just curious. This idea sounds neat
In response to your inquiry!
Well I'm still working on it. But from the current design, the "Bases" have one side which is the "Graphic Side" with three (3) Tracks for different types of "Scouting". You must satisfy two (2) of three to be able to "Scout" that "Base". When you do, you turn the card over to "Conquest" (for a lack of a better term) side and this shows you a "different" SET of Stats required to defeat the "Base".
I think it's more in the lines of HARDER to "Scout" easier to "Conquer". I'm still thinking about the RPS-5s and seeing how those interplay with the rest of the cards too...
You must "Scout" first... But this requires you to draft cards from your Deck into the Area of Play. Once you "Scout", the cards get removed from your Area of Play and go back into your Deck. Next you need to focus on what is required to either "Scout" a 2nd "Base" or to decide to conquer the one that's already been "Scouted" or a combination of both (which can be possible).
Yeah the concept is cool. Although the original game was going to be an IN-HAND game only, I opted to NOT do this. Laying your "Bases" down first and then playing cards into your Area of Play is BETTER. You can do more standard card manipulation like Flipping over (Back and Forth) and Turning 180 Degrees or 90 Degrees (To Tap).
And you are CORRECT it's still in Early-Design Stage so mostly conceptual. Not all aspects have been ironed out ... Yet!
I am currently working with a Deck of 30 Cards and you can draw into your Area of Play a maximum of ten (10) Cards. Used however you like.
I have seen other Card Games which do strange things like USE your HAND (or Deck) to STACK cards at the bottom of the Deck or do things side-ways... All that "BS" doesn't sit well with the manipulation of a Deck. So I've gone away from Micro Games due to this fact: I want the card manipulation to be STRAIGHT FORWARD... Not CONVOLUTED!
Cheers.
And you can see ... That I PLAN to use some familiar mechanics
Like "Tapping" which means "Rotate" a card 90 Degrees to show it has been used. Or "Exhausting" which means "Place that card" at the bottom of your Deck. And you can have "Exhaust X Cards" meaning that "X" Cards go to the bottom of your Deck, etc. etc.
I don't think I've seen that Mechanic in "Magic: the Gathering" (Magic) TBH. But I am not 100% aware of ALL "Mechanics" in Magic. So there may be an "Exhaust" mechanic on some cards like Sorceries, Instants and Enchantments. Again I don't know ALL of the cards that exist, there are like 20,000+ cards. So my bet is that cards are probably in existence that use a SIMILAR mechanic.
But yeah your BUILD or CONSTRUCTION phase of a Deck has to be such that it can ACCOMMODATE a bunch of different types of "Bases" in order to ensure Victory. Having a PERFECTED Deck is not possible for all opponents... Ergo the fact that the game is very fluid and changes in response to an opponent's "Bases" and Deck.
I am usually OPEN with regards to the NAMES of my games. But I got screwed over with "Battle Botz" which some guy "Reserved" the name for a game that is NOT already out... You can check out his "crappy" concept here:
https://boardgamegeek.com/boardgame/422654/battle-botz
Battle Botz *my version" is another Micro Card Game. Yeah I've been working on these SMALLER sized games and will see which one MATURES first and allows me to Publish another GAME which is COOL yet not too complicated.
For "Mystery" Card Game, I have plenty to work on to PERFECT the design. It is still very much a "Work-In-Progress" (WIP).
But thanks for your interest. I don't mind answering questions about it.
Sincerely.
Some additional thoughts
When I say I want Card Play to be FLUID, that means exactly that. I don't want any convoluted "card" mechanics which force you to HOLD cards in a specific way. Lots of those "Micro Card Games" require you to hold things in weird ways and it seems very convoluted.
It's always been to KISS (Keep-It-Simple-Stupid) for the design and ensure that there are sufficient Mechanics to make for rich strategic depth. All the while having a bit of uncertainty with the opponent and HIS "Bases".
Right now the issue is with the "Bases" once you "Scout" them. There will be information on the opposite side to show you HOW(?) to "Conquer" that "Base" but I'm not sure that that will take the entire card. So I need to figure out what should be on that CARD.
One of my ideas is like you said: "Some kind of bonus like +1 'this resource'" or something to that effect. So YOUR OPPONENT gains a BONUS that might help them in future scouting or conquests. TBD.
Again still working on this... Cheers.
Obviously the OPPOSITE could be TRUE too...
Like (maybe) a "Base" card can have TWO (2) Bonuses that it awards. One is a Catch-Up Mechanic and the other is a Game Reward. IDK. This is still in my mind and I need to figure out what works and what doesn't.
I like the idea of "Game Reward" but on the other side of the fence, you just Conquered a "Base" and are further AHEAD than your opponent. Which means that I see the need to BALANCE it out with a "Catch-Up" Mechanic for the player who just lost a "Base". Know what I mean???
So I'm not 100% sure just YET.
Definitely in-design and looking for more ideas to try to BALANCE out the game a bit. It's about 50% there and getting more and more solid each and every passing day as I figure out more about what is possible.
Best!
Not sure ATM what is better?
Well since the game is divided into STAGES, first you Scout and then you Conquer I thought that maybe it makes sense to reach 2 out of 3 Targets for Scouting and 3 out of 3 Targets for Capturing. As I said, it does NOT make sense to further reward the Attacking Player because they already have an advantage in that they have Captured an opposing "Base" and are furthermore AHEAD of the Defending Player. So rewarding them for "Capturing" (or "Conquering") is overkill...
Next could there be some DEFENSIVE capabilities when the "Base" is Scouted ... But again why would I want to make "Capturing" more difficult than it ALREADY is??? Again it does NOT make logical sense. You Scout and then you can "Capture" and/or "Conquer" the "Base" ... No need for much more.
The only thing that I could ADD would be some kind of BALANCING Stat that ensures that you simply can't just OVERPOWER an opponent with dumping the most possible amount of Units against a "Base". This is INTERESTING.
In Civ-builders you have something like UNREST of the people. Maybe each Ability would have a COST. Like Five (5) Squares (I would use Icons) and the "Base" could have a maximum of TEN (10) Squares... So it's CANNOT BE "Conquered" (or "Captured") by a TON of UNITS. It needs to be more STRATEGIC.
I've already determined that Scouting is 2 out of 3 STATS to Scout a "Base". To "Conquer" or "Capture" it, it would require all THREE (3) STATS and to comply with a Formation STAT (like the Square) meaning that at most TEN (10) Squares can be used to do so.
This ADDS a LAYER of "Strategy" because it is not simply a question of Brute Force... You just throw TEN (10) UNITS and voila you "Conquer" the "Base"...
So it MATTERS on HOW(?) you defeat the opponent... Making it more STRATEGIC. I of course will need to playtest and fine-tune this STAT to see if it can work with the existing STATS and Units. Like I said, I don't want it to be purely a question of Brute Force and just putting up Units to stockpile a bunch of them to conquer the opposing "Base".
I think this comment makes a lot of sense and it got me thinking about creating a bit more STRATEGIC or adding some more DEPTH to the Design such that it makes the process a bit more unconventional!
We shall see. More to think about... Cheers.
Using Cards as "Resources"...
Again I've seen this is other "Micro Card Games" and thought that each Unit would need to have a "Resource" SIDE and a "Action" SIDE. I have since concluded that the "Resource" SIDE is not useful for "Bases". The "Action" SIDE can have from one (1) to three (3) Actions that add up to whatever total you need to Scout or Conquer a "Base".
So my thinking goes a bit like this:
Each "Base" has an Unit Stat which determines how MANY (in total) Units can be used to Conquer and/or Capture a "Base". Each "Attack" Action by a Unit contributes to this Unit Stat Total and so you can't just DRAFT all the Units randomly because that won't work. You need to CHOOSE which one are more appropriate for each PHASE (Scout or Conquer).
Same could go with each side of the "Base" cards... Giving you a VALUE which dictates HOW MUCH "Capacity" you can have when attacking a "Base". No Overkill such that all you do if flip over 10 Units and defeat the enemy "Base".
The goal is not to make it TOO COMPLICATED but to also not allow for DUMB strategies (break the game) which means just DRAFT 10 Units and then you AUTOMATICALLY conquer ANY "Base" in the game.
I got a GOOD idea just now: Each "Base" would state the three (3) STATS that need to be reached and would also dictate the RPS-5 allowable substitution rules. Not forcibly but in many instances.
So SOME Units would be better at SCOUTING, others would be better at SUPPORTING and still other can be good at DEFENDING, etc. etc. And this would create interesting SYNERGIES rather than simple STAT conformity. Like COMBOs...
Definitely some GOOD IDEAS. We'll see how they fare as part of the DESIGN and then see IF I can playtest a Deck (prototype) when the Design is more mature.
Keep you all posted!
More thinking going into what I've been reflecting upon...
Leads me to think there does NOT NEED to have a "Resources" side. I was going to force a player to ROTATE a card 180 degrees (flip) to force between the Unit and the "Resources" and I've realized that that's not really necessary. How so???
Well when you DRAFT a unit into your Squad the Key factor is the "Capacity" index which tells you how much an "Ability" uses in terms of count.
Let me explain:
I know this sounds a bit COMPLICATED... Trust me, once you try it out, you'll get to understand QUICKLY how to work-out the kinks in your "Actions". There are a total of FIVE (5) "Actions":
#1> SCOUT
#2> ATTACK
#3> DEFEND
#4> CYBER-WAR
#5> SUPPORT
Each one of those "Actions" has FIVE (5) "Sub-Actions" which vary according to the CLASS of the Unit. So in total there is a count of 25 "Sub-Actions" across the above FIVE (5) "Actions".
The RPS-5 is pretty straight forward:
Stealth => Ranged => Melee => Explosive => Aerial => Stealth.
Of course there are FIVE (5) Cyclic RPS-3s that work on that RPS-5 (I won't cite them here... No real point... You get the idea that they are Cyclic...)
And like I explained in one of the EARLIER comments:
A "Stealth Bomber" has three (3) "General Actions": Stealth, Explosive and Aerial which could (not final) be: "Scan", "Bombard", and "Disrupt" which correspond to Scout, Attack and Cyber-War (in the "Actions").
Something like that. And each "Sub-Action" would have rules that dictate how they affect both the TASK at hand and the Capacity required by each one.
I know it sounds a bit "convoluted" and trust me... It's a bit tricky. But once the cards are designed, each cards will FULLY explain in a very EASY way the various elements to each Unit.
These are some serious DETAILS that I have been working on for a couple of weeks as I got more serious about this design.
If anyone has questions or sees any potential errors, feel free to comment and share your thoughts.
Cheers all.
Here's a sample LAYOUT that I have worked on...
Like I said, I don't have problems SHARING information... The only thing that I am keeping PRIVATE is the "Name of the Card Game". And that's because I don't want anyone COPYING my name before I release the product or launch some kind of preview campaign on Board Game Geek.
As you can see it's a "G.I. Joe" Comic Book Layout for my "Mystery Card Game". My project is still in it's infancy ... So this sample is EARLY but gives you an idea what to expect.
Let me know what you guys think... Is it cool? Do you have feedback or any ideas that you guys want to share, feel free to reply to this comment.
Best!
Note #1: For the moment the Artwork is just a PLACEHOLDER and I'm not even sure that Card #001 ... Is going to be an "Extraction" card. Nor do I know if I want this same character as currently ("Snake Eyes") but for the moment this looks nice and feels in the direction that I want to go in.
Geof can draw as good if not BETTER artwork. The art quality is not an issue, what matters is the licensing of the Brand from Hasbro or working with a Publisher given that the game is GOOD/SOLID.
And when I say Geof can draw better... He used to DRAW for Marvel and worked on the G.I. Joe Comic series. So he's a NATURAL Joe.
I am re-working the Design Space to prepare for a NEW audit
The NEW version doesn't have too many "components" or "pieces" to the game and so I am TRYING to see what I can "define" as a piece PRIOR to making the AUDIT. Why am I doing this, you ask? Well the more components the larger the design space.
I also don't want the game to be TOO simple.
I restored the "Action Points" (APs) and the "Force Points" (FPs) which are for defining the number of ACTIONS per turn and the Negative Influence caused by deployed troops. Meaning there is a ceiling to the MAXIMUM Influence various deployed Units can have.
It's much smarter than saying you can only deploy 10 Cards in-play. While this is a possibility, it's much better to have a STAT which constrains the number of cards PLUS or MINUS a few given something like "Force Points"...
More work is being done to ADD more components into the mix and to see what CAN be defined prior to the AUDIT.
Cheers.
How to CAPTURE Units that are READY?
So I have the CONCEPT of "Ready" and "Deployed" Units. Ready means just that: you can "Deploy" them given the fact that you are willing to spend 1 AP and flip over the card to the STAT side with the different options available to the player.
This is fine and makes 100% sense and WORKS. With a bunch of stats (25 to be exact), five (5) per each category. Again that's okay.
But before I had the CONCEPT of "Capturing" a Unit. And I still WANT this provided it can WORK (somehow)?! A "Captured" Unit cannot be "Deployed". It must be converted to a "Ready" Unit given some kind of "process"...?
What I have been thinking is that EACH Unit has a Value from 0 to 9 in the TOP LHS of the card which is INVERTED. This is the amount of cards that MUST be CYCLED and the card then becomes exhausted and READY on the next GO-AROUND.
So if the value is EIGHT (8), you need to cycle 8 cards into the DECK and then the card becomes FREE and is READY again.
Something like that... I will continue to think about it some MORE. TBD.
Again if you have some ideas, feedback or have questions, feel free to REPLY and I will do my best to address any of them.
Cheers all.
Note #1: I am still thinking about the "Capturing" mechanics as a way to DELAY a player from simply blowing through all his cards and using the best cards in his or her own Deck to easily win the game. This is sorta a counter mechanic. Again more thought about it. I'm not at all sure HOW(?) to handle it TBH...
Return of the RPS-5 and a new way of Battling...
So last night while pondering this game in bed, I thought about HOW(?) or maybe WHAT(?) could be the mechanics for some kind of "Capturing" mechanic. And not too oddly enough I thought of the RPS-9 I had created for another game. And then I got the idea to use the RPS-5 nature of this "Mystery Game" and figured that I could REPLACE the RPS-9 with an RPS-5.
What's the difference???
Well an RPS-9 requires 5 STATS to explain the "Beats" rules. Whereas a RPS-5 only requires some small analysis of the Cyclic RPS-3s that occur. With those Cyclic RPS-3s, you can figure out the "Beats" rules without any additional info that that of the NATURE of two (2) cards: yours and your opponents.
Given this realization... There is a "foundation" to build upon. So yeah, I will use an RPS-5 and then we'll have to wait and see the results of this on the cards themselves. TBD.
More thought needs to go into that seeing as I have plenty to work on to see what can be achieved with this train of thought.
Best!
I added the Icon in the Top LHS
I tried a bunch of buttons and so forth to see what would be BEST... And I ultimately settled for a ROUND White Circle with a Black Outline. It was the least options to NOT detract from the remainder of the CARD.
I am still working on the "Mechanics" for the COMBAT RESOLUTION. I know it's an RPS-5 and therefore there are two (2) values that BEAT and two (2) values that are BEATEN and one (1) value which TIES.
So my thoughts about COMBAT is that they span on THREE (3) READY Units. And the winning goes something like this:
A> If the attacker BEATS more BATTLES between 3 READY Units, the opponent's first READY Unit is "captured" and that card gets flipped up-side down.
B> Otherwise nothing happens and combat ENDS.
The DEFENDING player can NEVER "Capture" an opponent only protect his own Unit.
Here are some explanation to better comprehend the COMBAT mechanic:
Example #1: 1 BEATS attacking player, 2 TIES: 1 vs. 0 = +1 the opponent's Unit is "Captured"
Example #2: 1 BEATS attacking player, 1 BEATS defending player, 1 TIE: 1 vs. 1 = 0 the "Capture" FAILS.
Example #3: 2 BEATS attacking player, 1 BEATS defending player: 2 vs. 1 = +1 the opponent's Unit is "Captured".
Those examples show that the ATTACKING player must BEAT his opponent in order to manage to "Capture" a READY Unit.
The current player may only ATTACK ONCE per TURN and it costs 1 Action Point (AP).
That's a bit of an explanation on HOW combat is going to work.
Hah ... The mother of invention is ...
Necessity. I decided the RPS-5 was not enough. So I ADD 3 STATS and they go as follows:
#1> Firepower (Red) the amount of damage a Ready Unit can deal.
#2> Resistance (Green) the amount of damage a Ready Unit can take.
#3> Initiative Bonus is a roll of 1 Dual Dice (DD).
***
STATS #1 and #2 are pretty obvious and are "Attack/Defense". No biggie there. But the Initiative Bonus is my "custom" DD dice bonus. Some Units HAVE this bonus others do not. How does the BONUS work???
Well much like me saying that I don't want to deal with PURE "Determinism" as IMHO doesn't reflect the fluidity of "reality". Just because you Unit has the better STATS doesn't mean they will win the battle and that is TRUE in reality too...
So Initiative Bonuses go as follows:
+1 FP, +0 RP
+1 FP, +1 RP
+2 FP, +1 RP
+2 FP, +2 RP
+3 FP, +2 RP
+3 FP, +3 RP
*(RP) = Resistance Points *(FP) = Firepower Points.
Units go from 0 to 6 Points (both RP & FP) so that means the most BAD@SS Unit is 9/9 (6/6 +3, +3 = 9/9) with the Initiative Bonus at MAX.
The Initiative Bonuses are pretty much like those BOOST cards in "Magic: the Gathering" (MtG) the +1/+1 or +2/+2... etc. etc. But better suited for my purposes.
So this MINI "Card Game" is TRYING to be BETTER than "TradeWorlds". In terms of the Mechanics, it's much MORE "tight" and now with 3 STATS even better.
I need to RE-THINK "combat" but with STATS it can "borrow" from "TradeWorlds" (TW) PLUS be a bit better with the "Initiative Bonus" like I said in the other thread about things in some of your games that make you say: "Hmm???" It is not a TW copy or anything even similar... But the 2 STATS and Initiative Bonus are components that I am borrowing to increase the "Design Space" pretty SIGNIFICANTLY...
I will upload an UPDATED image of the current preview card that I have been working on. And I still need to BALANCE (more like figure out) the Combat Mechanics...
Later...
I really am PLEASED with the LOOK of the STATs...
You'd look at the card and go: "What the heck is that supposed to be?"
My answer the STATs of this card in the Top LHS corner:
3 Firepower, 3 Resistance and An Initiative Roll.
So this card has the potential of being a 6/6 card with the best dice roll...
I really LIKE it. It took a couple of hours to make the STAT counter and it was something that came to me late a few nights ago (like Thursday night). I was closing up and I was thinking: "Maybe if I used a HEXAGON ... I could have 6 positions with a couple colors..."
And then seeing the finished product ... Really looks cool and is very NOVEL!
The actual HEX was designed in Illustrator and then COPY-PASTED into Photoshop. This means that the HEX is a VECTOR object and can be RESIZED to whatever size I may need as opposed to ONLY a Pixel-based object which distorts with every scaling (pixelization and jaggies).
Not a problem in this specific scenario... Enjoy!