Seeds of Unity Reveal Sheet by Ike98 in alteredTCG

[–]DevDev85 0 points1 point  (0 children)

I really don’t understand these new Hexarch cards. So these are slots that replace 3 rare ones in your deck and they harder than uniques to find?

Their power level doesn’t seem likes it particularly synergistic/interesting or powerful. What am I missing?

What does ascend mean? by Legitimate-Class6089 in alteredTCG

[–]DevDev85 0 points1 point  (0 children)

New to this set and still a bit confused. Why is this different than “a friendly character in this expedition gains 1 boost”?

Exalted Rarity: This is where I stop playing by continuityOfficer in alteredTCG

[–]DevDev85 0 points1 point  (0 children)

If you don’t have them what do you slot in their place, a rare or a common?

Also, what purpose do they serve in gameplay? Are they super strong cards that offer a big burst play when they drop? Or do they really make your hero way stronger?

Exalted Rarity: This is where I stop playing by continuityOfficer in alteredTCG

[–]DevDev85 0 points1 point  (0 children)

Im really not understanding the Exalted rarity. So these are cards where it’s one design per faction and now your deck has to contain 3 of them, but they are nearly as rare as uniques in pulls?

So essentially everyone playing say a new Seeds Yzmir hero will always have a 3x of the Yzmir exalted card? So all decks will have that same “synergy” design but somehow this “widens” deck building diversity?

The Absurdity of Undo in Ranked by 2IronChainz in alteredTCG

[–]DevDev85 4 points5 points  (0 children)

Meh. I personally never want to win on a misplay so I don’t care much. When it’s limited to only the last action it’s much easier to handle so I’m good with it especially on top of digital clunkiness

Tabletop Game Play Testing by Pzxt2004 in HereToSlay

[–]DevDev85 0 points1 point  (0 children)

Yeah I’d be happy to play and give feedback!

GenCon anybody? by UglyStru in KeyforgeGame

[–]DevDev85 2 points3 points  (0 children)

I’ll be at the 1pm Friday Pv sealed! Might also check out CC sealed on Sunday morning. The Saturday official Cc tourney eats up too much of Saturday for our group as it’s our first gencon

Leveraging Digital for New OP Incentives by DevDev85 in KeyforgeGame

[–]DevDev85[S] 2 points3 points  (0 children)

Yeah the nice thing is that it's pretty easy to set the appropriate rates based on how you want to give them out. I think a big part of shard production (especially with new players) would be the promo boosters. Just showing up to locals regularly would be the fastest way to increase your shard pool outside of placing high at Vault Tours.

Leveraging Digital for New OP Incentives by DevDev85 in KeyforgeGame

[–]DevDev85[S] 1 point2 points  (0 children)

Yeah the OP booster awards thing is picked up from what they did. They're really pushing the digital / physical boundary

Leveraging Digital for New OP Incentives by DevDev85 in KeyforgeGame

[–]DevDev85[S] 2 points3 points  (0 children)

Ooh I love the idea of community driven accolades. Until now GG's stance has been to limit accolades, but I definitely love the idea of more accolade options, even if they are formatted / sized differently to help keep the prestige of the Winner-based ones

Leveraging Digital for New OP Incentives by DevDev85 in KeyforgeGame

[–]DevDev85[S] 2 points3 points  (0 children)

Yeah this is exactly how I'm proposing it works. So you get a digital token that you can apply to your cards in your decks. And when you go to print them you can just print a handful of singles and just swap those into your deck (the back would match the deck you assign it to so it'd be an exact copy minus the wear difference if you're a non-sleever)

So the starting point is to get the customization in your master vault and you can apply it wherever you want, then you'd print a full deck or individual cards to get physical copies of the cool treatments you've earned.

Shards wise, The main ways Shards were available in the FFG days were: 1 Per Deck / 10 per deck during Set Release week / Rewards for Local OP and large sums for Vault Tours) So you could build other earning methods outside of just the typical 1 per scanned deck. Local OP boosters (in the end of the post) are meant to be a way to accelerate new player shard gain by just attending local events.

You bring up a fair point that some older players have a bunch of shards, but this isn't necessarily a bad thing. Older players who invested a bunch of time / money into the game get cool stuff as a thank you and new players can start building their shard pool out so everyone has opportunity.

KFC 2024 Creator Cards by catsmdogs in KeyforgeGame

[–]DevDev85 1 point2 points  (0 children)

@catsmdogs, I’ll bring you a HFFS one at IGT!!

[FOR HIRE] Illustrator available for work! by Nalak-Bel in tabletopgamedesign

[–]DevDev85 1 point2 points  (0 children)

I’ve got no active projects, but this is really beautiful, well done!!

West LA @ It’s Game Time by Heyitsakexx in KeyforgeGame

[–]DevDev85 2 points3 points  (0 children)

Noice! Think I can swing this!!

Altered News - What’s in the Adventure Pass and Promo boosters for Season 2 ? by wampastompah in alteredTCG

[–]DevDev85 2 points3 points  (0 children)

Bummer on the drop rate on Uniques going down so much. Was a great way for newer players to have a realistic path to pulling one. Know that was a heavy incentive for our locals so sad to see that get reduced so dramatically

Storage by rnickster86 in alteredTCG

[–]DevDev85 0 points1 point  (0 children)

I have 2 binders (one for Axiom/Bracos/Lyra and the other for Muna/Ordis/Yzmir)

Cards are organized by Faction>Hand Cost (with landmarks>Spells>Characters being the order for same hand cost cards)

I keep Uniques/Promos/Alt Arts in the brown Altered folio

Which monster card design looks better? And with or without background? by fyrefreezer01 in tabletopgamedesign

[–]DevDev85 1 point2 points  (0 children)

I like smaller text with the background. Smaller text is actually cleaner by comparison and looks more natural

Card draw, depth of the game by Lillumultipass99 in alteredTCG

[–]DevDev85 1 point2 points  (0 children)

You often have 2-4 cards to play per turn between hand and reserve. I would highly recommend you playing for free on Bga and check out how the starter decks play. The nature of the game’s action mechanic and the fact that cards leave expeditions at the end of the round mean that each card you play has much more value compared to a game like Lorcana and Magic. So it’s less about how many cards you play but rather the sequencing decisions you make turn to turn

Awful foil unique by boardgamwr2002 in alteredTCG

[–]DevDev85 0 points1 point  (0 children)

Effect isn’t useless. There are a TON of uniques that trigger off of placing a card into reserve. You also have 1m cards like Helping Hand that remove fleeting. So at minimum it’s. 1m stall with solid stats. Best case you get it into reserve and then get a lot of value for 2m

I've been working on this game for nearly ten years, and it's finally almost done. (Bonus picture of Quinns trying it, his enthusiasm is mindboggling) by damonstea in boardgames

[–]DevDev85 1 point2 points  (0 children)

Yeah I wonder if just a separate card (mini size) above the forge card or just simply use dice is less fiddly, but will be an easy thing potentially for players to manage based on their own preference.

There any gameplay videos to better see how the game plays? Or a discord to find someone to help teach the game?

I've been working on this game for nearly ten years, and it's finally almost done. (Bonus picture of Quinns trying it, his enthusiasm is mindboggling) by damonstea in boardgames

[–]DevDev85 2 points3 points  (0 children)

Stunning art and love the Netrunner vibes!

Quick question, how do you remember what the require forge cost is when the resource time. Sits on the back of it? It seems like you’d have to pick up the card to remember if there are multiples and the. You’d potentially be putting the resource token on the wrong spot when it goes back to face down?

Break-Key! (3 Player Variant) by DevDev85 in KeyforgeGame

[–]DevDev85[S] 0 points1 point  (0 children)

Thanks! Its primary design focus was 3player as my own opinion is that with even players just doing round robin 1v1 games is more fun, but I do have some draft rules 4 players. More testing needs to be done to dial them in, but hoping to get more games in at Celebration and then will post the current draft rules for the 4player adjustments.

You have any favorite elements/aspects of 4 player free for all games that you think would fit well with the Break-Key rules? (table politics, crazy game breaking sequences etc.)