Skip to Content
 

Effects cards - sorta like MtG

7 replies [Last post]
questccg
questccg's picture
Offline
Joined: 04/16/2011

Hi all,

Firstly let me thank the many contributors to the various design posts. You have all been very helpful.

In my last topic, I was discussing Action Points (APs) and rules related to them (including effect cards which break them).

In this topic, I have a NEW problem. It is regarding *Effect* cards (sorta like MtG). I currently have 3 different Effect cards:
-Relics = must be played on your turn.
-Enchantments = must be played on your turn and beneath a unit (sorta like Trap cards in Yu-Gi-Oh!)
-Instants = can be played any time.

My problem is with *Relics*... You must play them on your turn, however I have trouble with the DURATION of those cards.

If the card is not *associated* with a unit, how do you destroy it? Or how to track if the card last more than "until end of turn".

Note: I think it SUCKS if a Relic lasts only "until end of turn".

I was thinking MAYBE a player could have like 3 Relics in play (at any given time). The relics provide the effect until the player decides to swap out one of them and replace it with another relic. This would be sort of an *Equip* card...

There could be instant cards which force a player to discard a relic (of your choice, chosen by your opponent, etc.)

Does this sound like a reasonable option? What does MtG do for cards and duration? I know many are "until end of turn"... like "Target unit gains Flight, until end of turn.", etc.

MikeyNg
Offline
Joined: 07/12/2012
Cards

in M:tG, there are "sorceries" which are non-instant speed spells. If a sorcery (or instant) affects a permanent, it is typically until the end of the turn. Note that sorceries can do things to non-permanents also: take another turn, deal direct damage, return a card from graveyard to your hand, gain life, search for a card and put it into play, etc.

Typically, instants are more expensive than sorceries by a mana or two. You pay for the speed and flexibility of the instant.

If you wanted the card to last a certain number of turns, you could always involve counters. >THIS< comes into play with 3 counters on it, take a counter off at the beginning/end of your turn, if this doesn't have a counter on it, send it to the graveyard.

However, in M:tG a permanent such as this is more likely to be an artifact (or an enchantment). It's a permanent that has an effect. Enchantments are basically colored artifacts. (They aren't exactly, but for most intents and purposes, they are very similar)

I like the idea of only having a certain number of relics in play. I think that would add a great deal to a game

questccg
questccg's picture
Offline
Joined: 04/16/2011
Where to discard

MikeyNg wrote:
I like the idea of only having a certain number of relics in play. I think that would add a great deal to a game

Ok... What do I do when a player discards a relic? Does this go in the *Graveyard*? Or does there need to be another discard pile? Is the Graveyard only for units?

The problem with a separate discard pile, is that it will contain all the effect cards by the end of a game. This makes the randomness of the game decks LESS random, like batches of effect cards when the cards are shuffled back together.

Stormyknight1976
Offline
Joined: 04/08/2012
Discarding

I would put relics back in main discard pile. Then on free AP have player shuffle deck. But shuffling after every relic put into the discard pile is waste of time. So just like normal, shuffle discard pile after draw pile has been emptied.

Stormyknight1976
Offline
Joined: 04/08/2012
Duration

Depends on how long you want a paticular relic to last on a significant unit or how long it effects the players' field or opponent's field.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Clarification needed

Stormyknight1976 wrote:
I would put relics back in main discard pile.

So for you, is that the *Graveyard*???

Stormyknight1976 wrote:
So just like normal, shuffle discard pile after draw pile has been emptied.

I was planning to end the game if either player's deck (draw pile) is emptied...

Stormyknight1976 wrote:
Depends on how long you want a paticular relic to last on a significant unit or how long it effects the players' field or opponent's field.

Well I think I am going to design *Relics* to be like *Equip* cards.

As such I want them to be *permanent* until a player is force to discard one or the player chooses to swap a relic for another... They are not applied to any unit.

Enchantments are applied to a unit - and are similar to Trap cards in Yu-Gi-Oh! They get triggered when a card is attacked or attacks (at the player's discretion).

Lastly there are Instants which can be played at anytime, on either player's turn...

Stormyknight1976
Offline
Joined: 04/08/2012
Clarification

Yes that would be the graveyard. In my NCCG, weapons are put in the draw pile and used for the monster it is required. The weapon is put on the monster. If the monster has been defeated, both cards are put into graveyard. If the monster that is in defense mode with a weapon with def. attributes and defends the attacker, only the weapon is discarded.

larienna
larienna's picture
Offline
Joined: 07/28/2008
Have you read my article

Have you read my article about the card abilities structure:

http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article20090610...

This article is also related

http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-Special...

I have just made an ability catalog recently and basically, I listed all abilities and give them a cost. When it's time to design, you just stack the abilities and their cost.

I prone the "What you pay is what you get" theory. So for example, I don't have abilities that will give a boost to all other units. Or a unit that will get a boost for each other unit in play because that means that the effect will not be proportional to what you have paid.

Syndicate content


forum | by Dr. Radut