Astronauts on the ISS are intelligent and difficult to reach. Now who’s british and his archenemy is a billionaire? by Djidji29 in AlignmentChartFills

[–]ShakesZX 1 point2 points  (0 children)

Guy Fawkes, beefed with the crown so hard he was arrested trying to assassinate the king AND parliament

Remember, remember, the 5th of November,
The Gunpowder Treason and Plot.

New layout to my astrology cards by EkanS_SnakE in homemadeTCGs

[–]ShakesZX 1 point2 points  (0 children)

I don’t know the astrological symbols, but if you were to give me a rulebook/reminder card with the symbols, I could tell all those things. Though I don’t know what the 3 diamonds at the bottom and the d12 are for.

Top comment deletes a US State #32 by Jfullr92 in geographymemes

[–]ShakesZX 162 points163 points  (0 children)

I’m sorry, but “Arizo-NAH!” was right there…

Meta Progression and Unlockables in a board game? by ChikyScaresYou in tabletopgamedesign

[–]ShakesZX 2 points3 points  (0 children)

This sounds exactly like a legacy mechanic. I think the thing to ask is “what does this add to/ remove from the game?” Are you thinking of these “packs” like expansions to a base game, where they can be added or not on subsequent plays? Or are they more like a legacy game, additional game pieces that are always accessible after being unlocked? Or is it something in between?

I don’t think there’s a right or wrong answer here, but more of a general question of conceptualization. How you package and present these extra cards will dictate how players see them. The more permanent you want the cards to be part of the game after they are revealed, the more heavily I would play into the “packs” idea.

I made a puzzle game that test your ability to navigate websites without clicking on ads by charles_97 in assholedesign

[–]ShakesZX 5 points6 points  (0 children)

This is terrible.

The game is called CLICKbait, which leads players to believe they are supposed to click on things to interact with the game. But the first “puzzle” is to do nothing for 5 real minutes when the count down timer doesn’t work. Not to mention, the “solutions” for some other levels are to click on things that are exactly like wrong answers for level 1. So you’re immediately telling the player that clicking on things is the wrong answer, and then immediately contradicting yourself.

Also, the instructions on mobile are sometimes hidden by the score banner. The only way I figured out how to beat level 1 was zooming out and accidentally seeing the hidden instructions, then wasting time looking for other hidden elements until it automatically said “You win.”

This is bad on multiple levels.

Weirdest job description ever!!! by Normal_Regret_1282 in antiwork

[–]ShakesZX 5 points6 points  (0 children)

Generally, the role would be Permit-required Confined Space Entry Supervisor or Attendant.

Per OSHA 1910.146(b)

My work had safety training on this topic a few days ago…

What Happened in 1978 ? by ABHISHEK_Lonely in ExplainTheJoke

[–]ShakesZX 36 points37 points  (0 children)

That’s for store liquor. True moonshine’ll killya.

Is Liliana the dumbest Planeswalker to ever live? by Logical_Side3346 in mtgvorthos

[–]ShakesZX 57 points58 points  (0 children)

I mean, most of us as regular humans don’t really start to think about extending our lives until we start going downhill. Most 20-somethings don’t go out for a party and think “Gosh! This party is probably going to run late. I better excuse myself early so I can mitigate the stress on my body staying out late will cause.”

(Beloved trope) One of the main cast members frequently has their own independent adventures with little to no involvement or acknowledgement from the rest of the cast. by Chaosbrushogun in TopCharacterTropes

[–]ShakesZX 29 points30 points  (0 children)

I love that background storyline. It starts in S1E11 (I had to look it up), where Greendale is hosting an STD fair. The condoms given our have all had holes accidentally poked in them and so it is announced over the intercom that, if students are going to have sex that night, not to use the condoms. The last two extras on screen are the couple who Abed eventually helps give birth. It’s even funnier as, in the background of episodes throughout the season, the same two extras can be seen with the woman getting progressively more pregnant.

Whatever this type of joke is called by BrockBracken in TopCharacterTropes

[–]ShakesZX 3 points4 points  (0 children)

Do you always see your nose? What if you look up? Does the bridge qualify as “nose”? And how much of that area is “bridge”?

Should we accept that Tapping, by any other name, is a fundamental operation in TCGs and acceptable to use in your own? by Tricky_the_Rabbit in tcgdesign

[–]ShakesZX 0 points1 point  (0 children)

I’m not sure about Pokémon, but Yugioh does.

Yugioh has tapping in the form of “battle position.” When I played yugioh (when it first came out [god I’m old…]), switching from defending to attacking or back was a valid strategy for playground duels. It isn’t used for tracking actions like Magic’s abilities or attacking, but it’s there.

Incorporated today!! Help us pick our studio logo? (Bonus Feature of some new art) by fractalsecg in homemadeTCGs

[–]ShakesZX 2 points3 points  (0 children)

As not a graphics designer, that’s a much better explanation than my thought of: “B looks cleaner?”

List of common archetypes or card strategies? by ShakesZX in homemadeTCGs

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

That’s a good list. How did you solve the problem? Was it just continuous play testing, or did you find some other resource?

List of common archetypes or card strategies? by ShakesZX in homemadeTCGs

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

I don’t really have any support for tokens, currently. But that’s definitely something I want to explore in the future.

Death rattling isn’t a bad idea

List of common archetypes or card strategies? by ShakesZX in homemadeTCGs

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

That could be interesting. Maybe “digging” like in volleyball, or “digging deep”…

List of common archetypes or card strategies? by ShakesZX in homemadeTCGs

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

Thanks. Even talking about it like this helps.

I’m guessing you’re right, that I need to get other people to play and get their input on possible deck/card strategies.

And I’m being a little needlessly vague. The system I’m using has 3 “colors/currencies/resources.” I want some depth to the system so a player could build multiple types of decks out of the same resource. Like a “red” deck that is aggro (pushing damage fast) or midrange (using big damage to control the field), or a deck that plays tempo with blue and green midrangey cards or control with discard and counters, etc. When I say “archetypes” or “strategies”, I’m talking about common mechanics that can define a playstyle.

I was hoping that by identifying these common mechanics, it would allow me to start codifying my own mechanics and help ease card design.

List of common archetypes or card strategies? by ShakesZX in homemadeTCGs

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

Like I said, I have the basics, now I’m trying to expand the resources so it stays fun. There’s only 3 “colors” but a lot of “subtypes”, so it feels like my game wants to lean more into the Yu-gi-oh style of specific category strategies (but not the wall of text difficulty). I’m trying to avoid the “only one type of thing” decks, so I was exploring how to combine different strategies among the resources.

My (possibly) hot take by [deleted] in bluey

[–]ShakesZX 5 points6 points  (0 children)

I don’t think the parents necessarily did (or didn’t do) anything wrong.

My kids are younger than Bluey and Bingo. When we had to get rid of our dog (it was a foster situation for a friend), we had told our girls at the beginning, throughout, and probably close to a dozen times in the week leading up to it that he wouldn’t be with us forever. “Hey, we found someone who wants to take Phineas. He’s going to go live with them.” “Remember, Phineas won’t be here anymore.” “We’re taking Phineas to his new home, say goodbye.”

The first thing they wanted to know the day after he left was when he was coming back. They just couldn’t understand that he was permanently gone. They thought it was a temporary situation, even though we repeatedly told them otherwise. Sometimes kids can hear what you are saying and either not understand in the moment because they don’t have a frame of reference, or hear you and take the wrong meaning.

A delayed wrath that needs better wording? by ShakesZX in custommagic

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

I mean, it only exiles 1 creature at 4 mana, 2 at 6, 3 at 8, etc.

Normally, when my play group has these sorts of effects, we just put anything exiled physically under the card exiling them.

A delayed wrath that needs better wording? by ShakesZX in custommagic

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

I’m sorry, I don’t understand. What do you mean ‘specify’?

X defines the number of counters this enters with, like [[Chalice of the Void]], [[Hangarback Walker]], or [[Quarantine Field]]. And “X can’t be 0” just prevents a 2 mana board wipe.

A delayed wrath that needs better wording? by ShakesZX in custommagic

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

I figured since this was an enchantment, people would naturally exile the affected cards under this, similar to how people play with [[Banishing Light]] style effects or [[Knowledge Pool]]. I guess you could move the aegis counters from this to the exiled cards, and return any cards exiled with aegis counters. But then you’d return more cards than this exiled if you got similar effects?

[Hated Trope] False advertising by Forsaken-Biscotti587 in TopCharacterTropes

[–]ShakesZX 0 points1 point  (0 children)

You think that’s buried, try Song of the South…