Curious to hear any feedback if anyone’s interested in these games.

  • boogetyboo@aussie.zone
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    1 year ago

    Hey I’m playing this now and really like the idea. I have some questions though:

    How do you fight the queen’s 2 weapons (individually? What order)

    What order do you fight the jqks you ran away from?

    Do you just alternate which stash pile you refill from? Or deplete one then the other?

    I can probably just make up my own rules, but I’d love to know what you intended!

    • popcar2OP
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      1 year ago

      I should probably clarify the rules a bit, there isn’t a turn order and you’re free to tackle them in any order. I felt like a turn order would be a bit oppressive but of course feel free to do some house rules if you find it too easy.

      Regarding the stash piles, you’re free to use them in any order you’d like and draw from either of them. I usually keep one stash for low value cards and one for cards I would want to draw later. Most of the strategy relies in having a good variety in your stash for combining/drawing when you need to, rather than just discarding randomly.

      Thanks for playing!

  • alumux@beehaw.org
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    1 year ago

    This is really neat! Thanks for making it :) I love how many games can be designed around a single deck of cards

  • sludge@beehaw.org
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    1 year ago

    just gave it a try, it feels like planning ahead isn’t super useful? like it feels fairly idle, still pretty neat tho ^_^

  • NecroMemories@beehaw.org
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    1 year ago

    This is kind of funny because I’ve been working on a solitaire pokemon trading card game that is sorta similar to this. Someone mentioned planning ahead, in my game i was doing the random three to the players field but have moved to a hand of seven as it gives people choice.

      • NecroMemories@beehaw.org
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        1 year ago

        Sure! It sorta has some similarities to the TCG Raid Battle idea.

        Goal: Defeat the waves of random Pokémon .

        Setup

        • 15+ Energy of any type Deck drawn each turn for a pool of wildcard mana to use
        • Pokémon Deck, 30 cards, Draw 7, deal 15 to the ‘enemy deck’.
        • Deal out 1 Pokémon from the enemy deck, this is the first wave
        • Set aside a stack of trainer cards, these are searchable as one of the ‘prizes’ when you defeat a ‘wave’ of Pokémon .

        Gameplay

        • Each turn, increase the number of energy in the pool by one.
        • A player then draws from the Pokémon deck,
        • You can play one Pokémon a turn to a maximum of three.
        • Pokémon are generally considered both active and benched, and all may attack or use abilities.
        • They may then use an abilities or attacks across Pokémon, equal to the number of energy in the pool
        • Damage is assigned, it is then the opponents turn, unless all of their Pokémon are knocked out which then ‘prizes’ happen
        • The opponent uses the same energy total as the player, and may attack with any valid combination of energy.
        • Try to make good choices for the opponent
        • If all player Pokémon are knocked out the game is over.

        Combat

        • Opponent Basic Pokémon attack all player Pokémon at the same time, for no additional energy cost.
        • Opponent Stage 1 Pokémon Attack two Pokémon at the same time (Or Pokémon with 100+ dmg attacks)
        • Opponent Stage 2 Pokémon, EX/OP/GX/ETC/Maybe Radiant can be considered to be Stage 2. (Or Pokémon with 200+ dmg attacks)
        • If all opponent Pokémon are knocked out, the ‘prizes’ are done and resolved.
        • After killing the first Pokémon, replace it with two, then three repeating (2,3,3,3,3) until the opponent deck is emptied.
        • Over time, you should find a mix of powerful and weak Pokémon

        Prizes

        • After clearing a ‘wave’ (1, 2 or 3 Pokémon).
        • A player can choose one prize:
        • Trainer Search: A player may search a stack of trainer cards (currently singles) and choose one to add to their hand
        • Draw 3 cards from your own Pokémon deck
        • Play any evolution card from your hand, on any Pokémon on your side of the field, more difficult variants can enforce at least stage 1/2 progression

        General Rules

        • “Attach an energy” cards can attach a wildcard energy to a Pokémon. This is retained on evolutions (even non-standard).
        • Retreat can just be replacing a Pokémon on your bench with another. But any statuses or damage remain.
        • Normal Evolution is allowed outside of prizes as long as you have the correct Pokémon instead of any.

        Multiplayer

        • My goal with this is to allow you to play alongside someone
        • This would allow you to both contribute different power levels of cards
        • Play is mostly the same, but players six (three each) and the opponent follows the same curve for each player, so their total Pokémon is (4,6,6,6,6).
        • Energy curve stays the same at one per round, but each player has their own copy pool of the energy

        General Thoughts / Goals

        • Make Jank relevant
        • Fight your own deck, keeps power level matching yourself
        • Allow power players and non-players to play
        • Avoid constructed
        • PVE because PVP is rough.

        Active Issues / Unfinished Ideas

        • Power Curve for late multiplayer game falls apart
        • Lack of determinacy for decks
        • “Pokemon Partner” which is a Pokémon that you set aside to get a bit more play out of specific ones.
        • Fixed party, where you choose a small number of pokemon. Avoiding constructed ideally means no power seeking and just kinda working with a 10 attack common because it’s the best you can do right now.