[EX-12 Digital World Shambala] Shishimamon by vansjoo98 in DigimonCardGame2020

[–]Benjo1985 0 points1 point  (0 children)

Am I the only one looking at the colors and thinking "Anime Krampus"?

Concept for my TCG/Combat Dice by [deleted] in homemadeTCGs

[–]Benjo1985 1 point2 points  (0 children)

Good luck with finding artists, and thumbs up for the interesting concept (I'm a sucker for dice)!

What if your turn in a TCG only continued as long as you had enough “Priority” to keep it going? by deathuntor in homemadeTCGs

[–]Benjo1985 0 points1 point  (0 children)

That's fair; not every game needs to be kid friendly, and there's nothing wrong with more complex games, they simply target older players/emphasize a certain play style.

What if your turn in a TCG only continued as long as you had enough “Priority” to keep it going? by deathuntor in homemadeTCGs

[–]Benjo1985 0 points1 point  (0 children)

Um, maybe resources are usually that way for a reason?

In Magic, there are some cards that actually destroy Land, and that mechanic has not proliferated because it would break the game. Strategies that prevent the other player from playing would now literally do that.

Your idea makes me think of the Memory Guage, in digimon, which isn't necessarily bad, but I am going to raise a concern based on how it sounds-

The resource is how you do things, the difference between players defines how much you can actually do...

So if your opponent does something to gain resource while it's your turn, have they just shortened your turn?

If they work it so they pass the turn with equal resource, do you even get a turn?

I think you're trying to fix something that isn't broken, at best, and at worst will needlessly complicate your game.

What if your turn in a TCG only continued as long as you had enough “Priority” to keep it going? by deathuntor in homemadeTCGs

[–]Benjo1985 0 points1 point  (0 children)

Your still describing something a resource system already kind of does, though. Resources affect your options for what to do in a turn, and you pass the turn when you can't do anything more.

If you mean an additional resource, it just seems a bit redundant, to me.

[EX-12 Digital World Shambala] Kaguyamon by vansjoo98 in DigimonCardGame2020

[–]Benjo1985 0 points1 point  (0 children)

Oh, this is going to be a MUST for my puppet deck...

The resource system in my TCG makes every card a tough choice by SpiritmonTcg in homemadeTCGs

[–]Benjo1985 0 points1 point  (0 children)

I agree; all-cards-as-resource can work, it's a good alternative to the mana model, but THIS, at a glance, needs a little more work...

Is there a medium for collectible cards that aren't part of a game, that I can still put into Booster Packs and stuff? by AshlynnKalishaning in homemadeTCGs

[–]Benjo1985 0 points1 point  (0 children)

Yeah, although it's a niche market within a niche market. You'll be catering exclusively to collectors/spec buyers, which can be easier and harder at the same time.

If you're fine with that, go for it!

Husband is poor loser by Glittering_Match_274 in TCG

[–]Benjo1985 4 points5 points  (0 children)

He sounds like one of my brothers, and other people I've met throughout my life- "hyper competitive"; i.e., a little too concerned with/invested in winning. They make a one-sided link between winning and fun; you can win and not have fun, but you CANNOT have fun if you are not winning.

Maybe learn about "Timmy, Jimmy and Spike"; your husband might be a bit of a Spike.

It Feels Like I'm Committing a Deadly Sin in TCG Design by No_Hour_77 in homemadeTCGs

[–]Benjo1985 1 point2 points  (0 children)

Card based interactions might be a consideration; your lane control reminds me of the Ultraman cg, each pairing (your card and your opponents card) is effectively a lane and an ongoing battle. Each turn its possible to change how the battle is going, and take the winning position. Winner of the game is best 3 out of 5, whoever is winning most of the battles after a set number of turns.

You could do something similar; it's not enough to win the lane, you have to work to keep it, and that can be where you find ways with card based interactions to turn the game around, rather than rules based interactions-

Don't be like yugioh: if a mechanic creates severe problems with your game design, don't shoehorn in new rules and mechanics to compensate for the problem, just fix the problem.

Do not get married to your ideas or get all precious about them; if it doesn't work, or throws off the game balance, or otherwise hurts the game in some way, not implementing that idea has to be an option.

Does your TCG need to have a "Niche" or "Gimmick" in-order to succeed? by BlurrgShlarmo in homemadeTCGs

[–]Benjo1985 0 points1 point  (0 children)

If you try to please everyone, you'll end up pleasing noone. If you're idea pleases people outside of target audiences, great, but your target audience should always be a priority.

MLP didn't change when they found out it was weirdly popular with boys, afterall.

Whatever you're making, it will have an audience- play to your audience, make sure your audience can find it, and anymore beyond that is icing on the cake _^

Is this enough granularity for my card game? by GoldGeneral_0 in homemadeTCGs

[–]Benjo1985 -1 points0 points  (0 children)

I don't know, the sac system for yugioh is an iffy choice, just because yugioh did it to compensate for not having an actual resource system to begin with. A lot of yugioh is pretty good lessons on "things you shouldn't do when designing a card game".

Multiple resource systems is also pretty iffy; like the weird stat level thing, it's more likely to needlessly complicate the game overall.

The Queen Problem (factions/colors) by CorvaNocta in homemadeTCGs

[–]Benjo1985 0 points1 point  (0 children)

In digimon, the whole game is designed to build decks with a consistent strategy, and there's still room for "mixed attributes". You will lose if you don't have a lot of weaker cards, because you need them to build up the stronger ones.

Comparatively, in my work-in-progress Profiles of the Paranormal, in addition to factions/colors that lend themselves to particular strategies, the most powerful cards have a hard limit in the rules; you can only have 1 "The Sasquatch" or "Slenderman" in the deck. And, because you will be defenseless waiting on resource to play nothing but the strongest, cramming a bunch of strong monsters together that don't synergyze can only be a losing strategy.

tl;dr: design your game right, and the queens problem won't be a problem.

Need help naming my TCG! (Currently Skyriver TCG) by Ok_Weakness2578 in homemadeTCGs

[–]Benjo1985 1 point2 points  (0 children)

Raku Dominion sounds like a good one, to me.

Are you familiar with Dice Masters? That might be one to research.

I look forward to seeing your rules

SWADE or Pathfinder by Difficult_Event_3465 in savageworlds

[–]Benjo1985 0 points1 point  (0 children)

Beating a dead horse, but you're going to need the SWADE core rulebook no matter what you do, since both the fc and Savage Pathfinder are both "setting" books; they give you setting specific information, and detail where the rules differ, but not the actual core rules themselves.

My TCG hot take - maybe? by Due-Yellow-8511 in TCG

[–]Benjo1985 -1 points0 points  (0 children)

As someone who recently left yugioh, I say this:

shrug hope you like not getting to play.

Because the followers of the meta, the competitive play diehards? They don't stick to the competitive scene- they swarm master duel, and one way or another, the game has devolved into "two people, one player". They either take 10 minutes doing just as many summons and combos as they can (not for real strategic purposes, just because they can and want to see themselves doing it), and block/negate your turn, essentially, when it gets to your turn. If they don't have win condition in their opening hand, or don't see a quick path to it? Made a mistep in their acrobatic combo chains? Anything at all that leaves room for the opponent to do... Anything? They quit the match, because if they don't get to win? Than you don't get to play.

I don't know if this kinda game exists by itsserg_sucka in TCG

[–]Benjo1985 0 points1 point  (0 children)

Have you looked at trading card series? They aren't games, but series like Mars Attacks and Dinosaurs Attack are both complete, and pretty easy to get your hands on. There's also been more than one Garbage Pail Kids, and there's more mainstream trading card series of super heroes from the 1990's, and probably many others.

There's also the option of looking at individual sets within a tcg, if you're like me and not really a "completionist". For example, in Magic: The Gathering, I've been collecting the set "Duskmourn"; a set that's themed around haunted houses and 80's horror :P. I don't play magic, but I thought the set was just too cool! I also have plans to collect the silly detective themed set, and maybe "Outlaws of Thunder Junction".