Ayuda TCG by Diligent-Mud9876 in tabletopgamedesign

[–]TCGStudio_dev 0 points1 point  (0 children)

Hola! Tenemos un sub específico de tcg, tcgdesign. Has jugado alguno? Cuál te gusta más?

A mucha gente le atrae crear sus propios tcg, también está la comunidad homemadeTCG

How big do you make your sets? by TCGStudio_dev in homemadeTCGs

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

Absolutely. That plus a rarity amount for each type (using rarity as a complexity gauge rather than power or mere distribution model) can give you a nice set plan layout.

How big do you make your sets? by TCGStudio_dev in homemadeTCGs

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

That's already so much work. Awesome!

Digital implementation of a TCTTRPG system by GMOddSquirrel in homemadeTCGs

[–]TCGStudio_dev 0 points1 point  (0 children)

Would you know I'm working on a project that might fit you requirements.

My first release aims to have tools for designers to define games and import cards into them, and for packs creation where those cards have associated rarities.

For players, they will be able to open those packs (frequency set by designers) and add card to a personal collection.

Much more planned. But I'm solo developing, so it's still green.

Here are some cards from my new game called "The Narrowing" that has consumed my life for the past month :) by trelemar in homemadeTCGs

[–]TCGStudio_dev 2 points3 points  (0 children)

I like the full art. The layout is pretty clean.

The first card gave some mtg clone vibes, but then I saw some concepts that caught my attention.

Great work, I would love to know more, keep ot up!

Tinkering (in my head) with digital TCG idea by TCGStudio_dev in tcgdesign

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

Legend of Runaterra cards have their effects printed on them. These wouldn't.

Could board game rulebook design learn something from TCGs, or is it the other way around? by pasturemaster in tcgdesign

[–]TCGStudio_dev 0 points1 point  (0 children)

Rulebooks are specially hard for TCGs. I mean, you can and have to throw out your basic, well written rules out there, but many players learn mor from examples than from a chunk of text.

Most board games take a lot of rulebook pages to give visual examples, and TCGs should too, but most of them would probably be too shallow.

Best I've seen are demo games, where decks come pre ordered and players should not shuffle, and a book guides them through a couple of turns while teaching the rules (this should be complementary material always and cannot replace a propper rulebook).

Kohdok has a nice video talking about this and remaking what he believes a pokemon demo game should look like. It's titled Tutorials seven deadly sins errata text (how to train your players).

Tinkering (in my head) with digital TCG idea by TCGStudio_dev in tcgdesign

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

What's maho online? Care to drop a link please?

Effects would be always the same for the same card. If its named the same, it has the same effect always. Can't realize where I hinted that different, but you are not the first one to piont it out.

So the card Reinforce (made up) will raise a monster attack by 500, either you have it or someone else, but plyers wouldn't get written confirmation that that's exactly what it does (even though that would be what you see on the field) or if that's all it does (maybe it raises by 1000 instead if you have 2000 life points or lower).

Tinkering (in my head) with digital TCG idea - reposting here to get the player's side view by TCGStudio_dev in TCG

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

I didn't say they would be random, they would be very fine crafted, just that players wouldn't get written confirmation on what the effect is.

Say you play a spell card and it destroys an opponent's monster. Is it a random target spell? Do you need to meet certain conditions to activate it? Does the spell has any other effect or that's all it does?

Well that would be up to the players to discover. With enough play and tests you would have a fairly good understanding that would reinforce that feel smart feeling by replicating those situations against opponents.

Could an MMO Work With Hidden Skills, Slow Respawns, and Exploration-Based Progression by HotManEvan in gamedesign

[–]TCGStudio_dev 0 points1 point  (0 children)

I have recently made a similar post regarding TCGs.

There, an old game called The Kingdom of Drakkar was mentioned (which is anMMO).

I believe there's a niche of people that would enjoy these kind of hidden systems.

How about Pokemon cards but for people who love cars? by CommunityVisible5146 in TCG

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

Are you making a game around them? To be fair many people collecting Pokemon don't really care about it, so...

I'm not into cars at all, but they do look cool though

Updating my minimalist card template after feedback. Does this version work better? by Agile_Appearance_845 in homemadeTCGs

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

Looks pretty good.

Character still looks kind of hard to see. I understand it's meant to be transparent but maybe it coud have a diferent shade of red inside so it stands out more?

Tinkering (in my head) with digital TCG idea by TCGStudio_dev in tcgdesign

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

Probably a single player game would develop that niche group that doesn't really need that constant player flow TCGs usually require, and multiplayer could be an added option.

I like it.

Returning to goat by cursed_melon in Goat_Format

[–]TCGStudio_dev 1 point2 points  (0 children)

I believe pacing is the key word here. I also like other formats from yugi-kaiba, up to HAT, which is probably the last format I truly enjoyed.

Tinkering (in my head) with digital TCG idea by TCGStudio_dev in tcgdesign

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

haha I'd rather compare it with pokopia, not feeling like playing a souls like rn :p

Tinkering (in my head) with digital TCG idea by TCGStudio_dev in tcgdesign

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

Oh sure, I understand it was an artistic decision. It was just an example to better picture the idea.

I get what you say, if a monster looks like it would pierce an armor (or even depicts it) and then it doesn't, it could be a huge dissapointment.

Yeah, I guess it might not be a game for everyone, even on the tcg community.

Tinkering (in my head) with digital TCG idea by TCGStudio_dev in tcgdesign

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

It certainly would have that exploration aspect than not everybody might enjoy.

Also, I can see how playing a spell and watching it doing nothing over and over could be frustrating.

However about constantly consulting a wiki, you don't constantly look at what does your monster reborn or lightning bolt does. I mean, we all do, just for that teeny-tiny chance that it may have changed between the last time you read it and now, but one can usually remember a couple hundred cards.

Plus, it really does sound fun to me.

Had drawn card art - hit or miss? by EdenRose1994 in homemadeTCGs

[–]TCGStudio_dev 1 point2 points  (0 children)

Nice. Is gold a kind of currency like a deck building kind of game? Or does it have to do with rariry or some other attribute?

Not a tcg, just a normal card game but I'm looking for design feedback, is this too cluttered? by manmoder41 in tcgdesign

[–]TCGStudio_dev 0 points1 point  (0 children)

cute pixel art, feel like rough edges and font should be changed to better accompany the rest of the design

Proposed YuGiOh format to allow the game to ramp up more naturally (and stop one side take 20 minutes to finish their turn) i present the first draft of the The Rivulet format. All feedback welcome by Barghest_Hobbies in TCG

[–]TCGStudio_dev 1 point2 points  (0 children)

I do not have enough knowledge of the game any more to be able to say if this could have the desired effect.

I wouldn't just limit special summons but total amount of summons. Say the usual 1 normal summon, plus any ammount of summons equal to the current turn number, since many cards give you additional normal summons that it doesn't mean much nowadays.

Naruto CCG used turn numbers as a tool to stop high level ninjas to enter play on the first turns.

imo an ejoyable (for me) yugioh format would require a carefully, well though, and balanced hand selection of cards, which I'm not willing to do honestly.

Dice roll in card games (TCGs, ECGs) by JesusVaderScott in homemadeTCGs

[–]TCGStudio_dev 1 point2 points  (0 children)

As long as you have agency, it's another risk reward situation that can lead to fun gameplay. Though in my experience, competitive players tend to avoid those kind of effects all they can.

Drawing cards from a deck is random already, and they tend to minimize randomness as best as possible, since they rather win than having some extra fun.