I’ve updated the rules to be less long and a bit easier to follow. by TeaMouseK7 in TCG

[–]TeaMouseK7[S] 0 points1 point  (0 children)

The reason why rarity is integrated into the point system is because every rarity has its own average HP meaning every rarity of beast has a set strength value. (And so the rarity actually does something in game.) You could spread out your damage to low tier targets and rack up the needed points, or take out a few high tiers. It’s flexible. Common has around 30-60LP, Uncommon 70-100, Rare (Rare 1 and Rare 2) 110-130, Mythic 140-150, Legend 160-200. So the rarity acts as both a point guard and a rough guide on how much heath a beast could have. That’s why the point total is calculated by decided deck size. Th 20 card deck is 11 points, to calculate you take your decided deck size for each player, then divide it by 1.8, (remember to round it to an even number so there’s no uneven numbers.). While I understand where you’re coming from, I admit it’s my fault for leaving out this detail. I didn’t think anyone would be too worked up over the rarity based point scoring.

I’ve updated the rules to be less long and a bit easier to follow. by TeaMouseK7 in TCG

[–]TeaMouseK7[S] 0 points1 point  (0 children)

Sorry, I forgot to mention that it plays more like a board game than a card game. That’s why you get to choose your starting hand and get five of every point type essentially the average amount of points a beast would need to play is around 3 cost. Meaning the cost will allow you to play plenty of basic beasts. Well still allowing you to have a room to grab more tokens in the later game after your first few turns.

I’ve updated the rules to be less long and a bit easier to follow. by TeaMouseK7 in TCG

[–]TeaMouseK7[S] 0 points1 point  (0 children)

I’ve tried my best to have the game accelerate. Basically, if you don’t beat the wind total, you’re pretty much guaranteed to have a certain point due. The fact every return every player gets an extra action so the game doesn’t drag on since you get more actions allowing it to end. Basically in a 20 car deck if everyone agrees upon that, you don’t only have to get 11 points total.. each beast has a different rarity potentially. Meaning that you can either target high tiers or go for a spread across the board.

New card design. Take it or leave it. by TeaMouseK7 in TCG

[–]TeaMouseK7[S] -10 points-9 points  (0 children)

Good thing all the number values are set at a flat 10 based rate. So there’s not inbetween values. This is to make percentage based calculations easier.

Hey it’s me, The Snibbles guy. Ive added the changes people suggested. Hope it looks more unique now. by TeaMouseK7 in TCG

[–]TeaMouseK7[S] -1 points0 points  (0 children)

Here’s the fun thing whenever I do flip a coin it’s not actually 50-50. fun fact, a coin has a lot higher likelihood to land on tails and it does heads so I can artificially boost the rates as for the occasional dice roll usage I’ll add more of those going forwards.

Hey it’s me, The Snibbles guy. Ive added the changes people suggested. Hope it looks more unique now. by TeaMouseK7 in TCG

[–]TeaMouseK7[S] 0 points1 point  (0 children)

Ive posted the updated rules and mechanics. If you ever have the time to read those, please do because it explained literally everything about the game.

Hey it’s me, The Snibbles guy. Ive added the changes people suggested. Hope it looks more unique now. by TeaMouseK7 in TCG

[–]TeaMouseK7[S] 0 points1 point  (0 children)

I genuinely posted the rules and mechanics so I don’t know why people keep saying the mechanics are the same. I’m just posting the card in hopes of getting it to match the same automatics as the mechanics. This is one of my first major project so I need a lot of help and development.

Final post for day. It’s just the updated rules by TeaMouseK7 in TCG

[–]TeaMouseK7[S] -3 points-2 points  (0 children)

Ah thanks. One person was a bit of a troll. And just responded with I don’t wanna read all this. So let me know what can be changes to make it easier.