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StarCraft Card Game, continued discussion

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Creator: ClansAreForGays
Time: Mar 17 2009, 11:46 pm

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#1 :: How many seperate decks of cards should a single player have for 1 game?

How many seperate decks of cards should a single player have for 1 game?
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Post #102     Hug A Zergling Jul 7 2009, 8:44 pm

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You should have a critter card that does nothing.

Maybe works as a meat shield or something.

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Post #103     Biophysicist Jul 22 2009, 7:46 pm

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Did a bit of concepting work, tell me what you think.

-All cards are identified by their race (Terran/Protoss/Zerg/Neutral), type (Unit/Building/Addon/Micro/Tech/Misc), and, for unit cards, subtype (Infantry/Armor/Air/Special). (The Air subtype doesn't indicate that a unit flies: A flier will have the word "Flier" below it's picture. I have reasons for this that will be clear once I create a few cards, assuming you want me to do card creation ofc.)

-During your turn, you may tap a worker and a mineral field to move any card from your hand to the field, or any building from your deck to your hand. For the later, you must have certain prerequisite cards on the field (eg. a Barracks for an Academy).

-During your turn, you may tap a production building to move any card it produces from your deck to your hand, assuming you have all prerequisite cards on the field (eg. an Academy for Medics).

-Addons may be placed next to any appropriate structure. For example, a Physics Lab may be placed next to any Science Facility. Mineral Fields count as addons to the CC/Nexus/Hatchery, so if you want a ComSat or Nuke Silo, you'll need to sacrifice a slot that could otherwise be occupied by a Mineral Field.

-The way Spells work is that you must have the appropriate Tech card on the field. Casting a spell requires you to tap the unit that casts it. If you have the appropriate "Reactor" card on the field (eg Caduceous Reactor for Medics) the unit is not tapped if you get a "6" on a 6-sided dice.

Some card ideas I had:

-Depot Wall: Terran micro card. Makes all buildings excpet targetted Supply Depot untargettable by non-fliers.
-Psi Distruptier: Terran building card. Zerg micro cards may not be played as long as it is on the field.
-Sarah Kerrigan: Terran infantry unit card. When she dies, you may play an "Infested Kerrigan" token (which is much stronger than Sarah Kerrigan) on the field.
-Worker Scouting: Neutral micro card. Tap a worker to reveal one card in the opponent's hand.
-Overlord Scouting: Zerg micro card. Reveal one card in the opponent's hand.
-Parasite Kakaru: Zerg micro card. Play one "Parasited Kakaru" on the field. Each turn, reveal one random card in the opponent's hand for each "Parasited Kakaru" you control.

Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #104     Hug A Zergling Jul 22 2009, 11:02 pm

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B.net Drop - Opposing player looses all cards in his (or her) hand
Black Sheep Wall - Revels opponents hand.
Map Hack - At the cost of loosing your entire hand, all cards played by that player are invincible for one turn.
Nub Ally - Opposing players cards can't attack for one turn.

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Post #105     ClansAreForGays Jul 22 2009, 11:18 pm

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Quote
-All cards are identified by their race (Terran/Protoss/Zerg/Neutral), type (Unit/Building/Addon/Micro/Tech/Misc), and, for unit cards, subtype (Infantry/Armor/Air/Special). (The Air subtype doesn't indicate that a unit flies: A flier will have the word "Flier" below it's picture. I have reasons for this that will be clear once I create a few cards, assuming you want me to do card creation ofc.)
I prefer my idea card type ideas here.

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My method leaves no ambiguity or redundancy.

brb...

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Post #106     Hug A Zergling Jul 22 2009, 11:23 pm

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You know what you should do? Starcraft POGS! Those were the most fun!

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Post #107     Biophysicist Jul 23 2009, 8:25 pm

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Does anyone know of a good card template? I'd like to make a few cards to get started.

Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #108     Syphon Jul 23 2009, 9:26 pm

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I made one, and I posted it. EDIT looks like I didn't.

http://www.savefile.com/files/2067180

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Post #109     ClansAreForGays Jul 24 2009, 9:00 pm

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-During your turn, you may tap a worker and a mineral field to move any card from your hand to the field, or any building from your deck to your hand. For the later, you must have certain prerequisite cards on the field (eg. a Barracks for an Academy).
-During your turn, you may tap a production building to move any card it produces from your deck to your hand, assuming you have all prerequisite cards on the field (eg. an Academy for Medics).
That involves too much deck searching, shuffling, and reshuffling. I forgot to take this into account when I gave workers the ability to build anything they had requirements for. Yugioh made this mistake when they introduced gadets, I hope to not make the same.
Also, I feel like you are simply restating many mechanics I have already described the exact same way. I'd prefer you build on what has already been done.

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-Depot Wall: Terran micro card. Makes all buildings excpet targetted Supply Depot untargettable by non-fliers.
I'd change to "melee units may only target supply depots"
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-Psi Distruptier: Terran building card. Zerg micro cards may not be played as long as it is on the field.
Good. Although it would be the Special building subtype.
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-Sarah Kerrigan: Terran infantry unit card. When she dies, you may play an "Infested Kerrigan" token (which is much stronger than Sarah Kerrigan) on the field.
Good idea. Though, I'd make it a zerg card, with requirements that a sarah kerrigan is in the discard pile.
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-Worker Scouting: Neutral micro card. Tap a worker to reveal one card in the opponent's hand.
Good, unless I make scouting with any unit an actual game mechanic. Could reveal face down cards too.
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-Overlord Scouting: Zerg micro card. Reveal one card in the opponent's hand.
Good.
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-Parasite Kakaru: Zerg micro card. Play one "Parasited Kakaru" on the field. Each turn, reveal one random card in the opponent's hand for each "Parasited Kakaru" you control.
Could be made deeper if critter cards are added to general play.
I'd like to see you start adding a "requirements" part for your cards.

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Post #110     Biophysicist Aug 1 2009, 7:32 pm

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Quote from Syphon
I made one, and I posted it. EDIT looks like I didn't.

http://www.savefile.com/files/2067180

Can I have the template you used to make that card?

Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #111     Syphon Aug 4 2009, 9:48 pm

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....That is the template. I made it.

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Post #112     Biophysicist Aug 5 2009, 12:59 am

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No, that's your DT card.

Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #113     Syphon Aug 5 2009, 2:37 am

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It's the template. Try looking at the layers.

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Post #114     ClansAreForGays Aug 5 2009, 6:53 pm

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Wow, it's very thorough. You even have the Terran & Zerg options saved into it.

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Post #115     Syphon Aug 6 2009, 3:12 am

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Well, I said it was a template, didn't I? :P

I don't know if there's a layer that says which fonts I used in it though... If not, I'll find them and tell you guys.

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Post #116     DragoArawn Mar 3 2010, 7:49 pm

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Whole plan got turned into a bored game after a day of thinking about it.
This post was edited 1 time, last edit by DragoArawn: Mar 4 2010, 8:07 pm.

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Post #117     TiKels Mar 22 2010, 2:40 am

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This is cool. I like this idea, especially "Force Fire"

One thing you could do is something similar to the "quick play trap cards" that Yu-Gi-Oh has, where if someone plays "Force Fire" you can play... (Crap i just forgot its name) "That one move where you move the unit being force fired away" and all enemy units cannot attack for one turn or something. Another interesting bit I had happen to me once was someone worker scouted my base and built on my geyser so I had to divert all my workers to kill it or live without gas for awhile (and also give my enemy vision). It's kinda cool implementing strategies like that; it's cool to think about.

The thing you need to start thinking of before anything else continues (IN MY OPINION) is the board layout, what sort of bizarre attributes can you put on it. Perhaps you could have some strange system where there are computers playing along with you in like Player vs Player vs Comp. Just keep thinking about the foundation, the layout, the card board.

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Post #118     ClansAreForGays Mar 22 2010, 10:16 pm

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Man reading over this again makes me want to pick this back up.

Maybe in a month.

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Post #119     MadZombie! Mar 22 2010, 11:56 pm

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I think it was said that the TCG was meant to only have X amount of cards with no more expansions in the future right? if not then this should be a general RTS TCG because i mean you could only make so many cards.

Tiberium wars vs war hammer vs starcraft vs etc

;3

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Post #120     ClansAreForGays Nov 25 2010, 5:07 am

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Thinking about rebooting this hot mess. Re-reading the posts has gotten me all hot and bothered.

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Post #121     ClansAreForGays Nov 25 2010, 5:11 am

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Quote from ClansAreForGays
Man reading over this again makes me want to pick this back up.

Maybe in a month.
(user posted image)

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