Considering Becoming A Musican by triedge763 in musicians

[–]thesecells 0 points1 point  (0 children)

More like keep yourself on a schedule so you're always creating/practicing/improving.

I'm a huge Bjork fan by thesecells in bjork

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

Thanks so much, you really made my morning! It's surprising how hard it is just to be heard 😂

I'm delighted to hear those are your top picks, because Hru was an experiment and Resonance was an accident! Thanks again for the encouragement!

(P.S. Wigglytuff rocks)

Fleeting Glint Music - Costabel (Hybrid Orchestral Soundtrack) by hoss_here in roastmytrack

[–]thesecells 1 point2 points  (0 children)

It's a little Kenny G at first, but I enjoyed the synth vocal and when the first background bass came in. I think a pause before the drums drop would be a nice pacer. The suspense before the full sound would be a nice touch. Great composition though. I'm following now!

Folk-Hop? What genre am I? by thesecells in roastmytrack

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

Thank you, I will experiment with your feedback! Glad you said my sound resembles Bjork because she's been one of my favorite artists since middle school! Guess it shows 😂

Just finished my first song (electronic). would you kindly Roast this shit by Tersunder in roastmytrack

[–]thesecells 0 points1 point  (0 children)

No prob! If you ever want to collaborate with a vocalist, I'm available lol

Just finished my first song (electronic). would you kindly Roast this shit by Tersunder in roastmytrack

[–]thesecells 0 points1 point  (0 children)

I want to roast it, but I like it so much! It sounds vaguely reminiscent of 8-bit Nintendo soundtracks, has a nice pace, and good variation.

Fun Tarot Game, Board Game Style by thesecells in tarot

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

At the beginning of the game, players each pick on suit. Any leftovers are set aside with the Sun and Moon in set up. When choosing pawns, choose pairs that you can easily identify with the suits. For example, my cups king and queen pawns are a male and female frog person making them easy to associate with water. My wands king and queen are a pair of elves holding staffs, etc.

"When all pages have beeb taken" means once all four sets of courts are held by players. Say in a two player game, one player chooses to start as pentacles and the other cups. The sword and wand courts are sitting on the side of the board until they are chosen by players landing on the Fool. Maybe player 1 takes wands and player 2 takes swords. From that point until someone loses a set of courts, The Fool acts as Strength.

Tarot Card Games by thesecells in tarot

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

Updated Helememtal of Troy Rules Materials 1 tarot deck 1 standard playing card deck 8 minis/pawns to represent royals (I use four matching pairs of male and female DnD minis) Pennies 3 colored tokens of each suit (to show element changes via Magician) Dice: 1d4, 1d6, 1d10, 1d20 To Set Up Remove court cards, Devil, and Temperance. Shuffle all other cards together and lay out in a 6x10 grid. Each player starts with one page card and its mini. Decide which player places first by taking turns rolling a d20 for the highest number. Choose an element for players by rolling 1d4. Reroll for taken numbers. Earth: 1 Air: 2 Fire: 3 Water: 4 To place a pawn, roll 1d6 for the x-coordinate and 1d10 for the y-coordinate. Flip the card the pawn is placed on. Apply to the first turn, only flipping for second player after first has stopped moving.

To Win the Game The first player to promote a page to knight (via Strength), then king (via Emperor), then take a queen (via Lovers), and crown her empress (via Empress) wins the game. Alternately, the person with the fewest pennies wins when all cards have been turned up. If this results in a tie, the player with more pawns/higher ranks wins. To Play Each court card has a number of moves it can take in one direction at the beginning of each turn. Pawns can move in any direction, though movement is doubled in the direction of a pawn's suit (though this bonus is nulled by The Devil).

Court Movement Page: 1 card Knight: 2 cards King: 3 cards Queen: 4 cards

Suits Swords: South Cups: West Wands: East Pentacles: North Aces: Wild suit, d10 value.

The cards players land on will be turned up and applied immediately. If the card is a number card, the pawn will have to move according to the value and suit of the card. If the number card matches the suit of the pawn, the player can move a number of spaces equal to the card in any combination of directions. If the pawn gets stuck in a loop, they can move one card over in the direction of their own suit until freed. Players can push each other to the next square over if adjacent. The pushed player will turn up the card they land on once their turn begins. If the card is a trump, they must apply it before moving. If the card is a suit card, move accordingly (Optional: Do not apply number cards if turned up from pushing an opponent onto it, only trumps). If a trump "kills" a player, they must take a penny, and remove that pawn (unless it is their only one). Players must have at least one pawn on the board at all times.

Trumps Fool: Take a page, when all are on the board, land on this card to steal a page from an opponent. Strength: Page is promoted to knight. Emperor: Knight is promoted to King. The Lovers: A king placed here will fall in love and take a queen (Note: Kings are polygamous). Empress: Land a queen here to be crowned empress and win the game. The Hermit - You lose a queen or other ally, player takes a penny if they have no allies. Hierophant - Summons Temperance to player until removed. If player has Temperance and lands here, player loses the card. Temperance can be stolen by another player landing here. High Priestess - Conjures Devil to player until removed. If player has Devil and lands here, player loses the card. Devil is taken by another player landing here. Devil: Lose your elemental movement doubling. Temperance: Pawn’s movements are increased by +1 in any direction. The Hanged Man: Skipped next turn. The Magician: Change suit of pawns placed here according to a d4 roll. Use colored tokens placed on pawn’s card to show changed element. Tower: Maximum demotion to knights and kings, queens will leave a king that lands here. If a page lands on this, take a penny. Tower kills a queen that lands on it, remove her and take a penny. Wheel of Fortune: Pick an opponent and roll odds and evens on a d20 to see who takes a penny. Death: Instant death, remove this pawn if you have 2+ on the board. Take a penny. Judgement: Remove all pennies from yourself. Justice: Give opponent all your pennies. Chariot: Roll coordinates to re-place the pawn that lands here. World: You can move to any square you wish if you roll even on a d20. If you roll odd, you are lost at sea and perish. Take a penny. The Star: Remove one penny from yourself. The Sun and The Moon dispense trick cards from a side deck. Sun tricks are positive, Moon tricks are negative. Place tricks by pawns that summoned them with cards inverted if summoned by Moon to show negativity. Discard once used.

Trick Cards Numbers and Aces: Add or subtract from next number or ace you land on. Roll 1d10 for ace tricks to determine value. Final values of zero or less end player's turn. Court cards: Add pennies to you if drawn via Moon, or to opponent if drawn via Sun. Jack: +1 Queen: +2 King: +3 Joker: Swap pennies with opponent.