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Messages - Lord LunaEquie is me

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31
Site Updates / Re: Design Article #1: The Heart of TSSSF
« on: July 12, 2017, 11:37:46 am »
I was just throwing out random hypotheticals that came to mind. As for what I meant by them...

Yeah, I more or less meant "how does building the grid in the way it is help the game progress?", or, "how is the shape of the grid advantageous over other forms that could have been used?" -- though I understand the connections with actual shipping grids really drove the game towards the shape it is now.

As for points, there are a number of ways board games tackle point systems and winning. You give the examples of judge games like Superfight, Snake Oil, or Cards Against Humanity, and while yes that is a very fair comparison, many head-to-head board and card games have life systems where points go down, while others can use the victory points as a resource. Munchkin, for instance, is a first to ten points game, but your points go up and down like a life source.

Hand sizes and plays, too, can very from game to game. Ticket to Ride has no hand size and lets you play one track from your hand a turn, from one to six trains depending on the route, but you can't draw on the same turn and vice-versa, but it also lets you draw or pick two cards unless you pick a revealed wild from the pool, so you can save up a massive hand (I sat on a ~40 card hand on my first game because of bad draws). Most deckbuilding games give you a predetermined hand size, too, but you have to discard any unused cards at the end of your turn, then draw back up to full (usually 5). I'm not saying I think it's wrong to play as many as you can per turn then draw back up to seven, I'm just curious of the design decision behind it.

32
Site Updates / Re: Design Article #1: The Heart of TSSSF
« on: July 11, 2017, 06:52:02 pm »
I can't think of anything in particular that I would want covered. I just in general want to hear what makes the game tick -- why build the grid, why use the points, why refill the hand, etc.

33
Website Issues / [Fixed]News section of main site
« on: July 11, 2017, 06:48:43 pm »
The news button on the main site organizes news in the wrong order. The oldest post is displayed first and the newest at the bottom.


I should hope this can be fixed by changing the display order from "descending" to "ascending" (or vice-versa; I have always been confused by those two terms). Best catch it now before you have so many articles that the news section becomes useless.

EDIT: fixed at some point. Thank you!

34
Showcase / Re: Foreshadow Prep
« on: July 11, 2017, 06:47:41 pm »
Ohmygodyes.

This had me grinning like a madman. Firstly, the Shadowbolts were the best part of EQGmovie3. I loved Lemon Zest's design and Sugarcoat was the only thing to get a laugh out of me that movie.

Secondly, new mechanic! *squee* And so strong! Yet so easily shut down! Honestly my first thought was the Forecast mechanic from Magic: the Gathering, but I'm a long-time player of MtG, so of course my mind would jump to a mechanic from my favorite block. Here, though, the effects feel more like other players can more or less plan around them. Drawing twice you may not be able to do much against, but all the others give players plenty of time to plan around -- especially the mulligan effect on Sugarcoat. Point is, I love it!

Thirdly, but certainly not leastly, the flavor text is just to die over. A small part of me says "but why are they breaking the fourth wall?", but the larger part of me is just laughing at the brilliant light-hearted pokes. Again I love the idea of it being mandatory to read out the flavor text when playing cards, because something like this would come up.

If ever I meet you I'm going to have to give you a small fortune for all these fantastic cards you've designed.

35
Site Updates / Re: Design Article #1: The Heart of TSSSF
« on: July 07, 2017, 10:12:30 pm »
I'm looking forward to these articles. I'm big on the "inside baseball" aspect of design articles and talks, and I would love to get into the nitty-gritty of what makes TSSSF work so that I can better design my own cards.

As for the article itself, I completely agree with the "easy to learn" aspect. The rules and gameplay are so straightforward a newcomer can basically start playing after seeing a single player's turn, because pretty much everything is laid out on the table for them. The design is also so masterfully abstract that I think it really captures the essence of fanficcing and shipping that even people without experience in that can easily understand what players are doing in-game.

As I've said elsewhere, I love both how tightly the mechanics tie in to shipping, as well as how easily they could be reskinned for a different aesthetic. One thing I've never said, though, is that I really appreciate how flexible the point system is. Unlike games that use a judge, you can have a game with three, two, or even just one person without much issue. I've never had many friends at a time in the meat, so it's been difficult for me to play a lot of those kinds of games, because they don't work incredibly well unless you have a decent party of at least four people and it usually works better with more.

36
Site Updates / Design Article #1: The Heart of TSSSF
« on: July 07, 2017, 09:44:59 pm »
News article linked here.

The purpose of this thread is for discussion of the article.

37
Showcase / Re: Write-In Cards
« on: June 22, 2017, 06:14:47 pm »
Thanks for letting me know; I'd seen Filly Hays (though at the moment I can't remember if I commented on it), but I had no idea about the other two.

I had to do a count because I bought some matte sleeves to replace the super-slippery ones I had on, and I have 599 cards, I think that was including the four rules cards (one from the Starswirl Academy expansion). Not quite a full collection, but I've got most everything that I can print myself.

38
Showcase / Re: Boulder
« on: June 16, 2017, 11:28:57 pm »
Ah, that would explain it. For various reasons (mostly horrible internet problems), I haven't seen any episodes of season 7 since the opening.

39
Showcase / Re: Mix Master Magic
« on: June 16, 2017, 11:27:33 pm »
No, I kind of agree. A lot of games I play tend to develop frustratingly large grids to the point that we need to nuke the board just to have the space to play. Also in my games there tends to not be enough discard abilities to fuel the cards which use the graveyard.

40
Showcase / Re: Write-In Cards
« on: June 16, 2017, 11:22:58 pm »
Well, I mean, it's still kind of early (four months I think until Nightmare Nights?), but it wasn't until a few days ago when I saw these that it occurred to me there might be some artists at the upcoming con and that I could use these for commissions. I wouldn't think I'd need upwards of 50 blank cards, but I'm pretty sure most print shops have 1 deck as the minimum size of print. Plus, if I had a bunch of extras, I can hand out some to friends at the convention without worrying about not having enough for myself.

41
Showcase / Re: Boulder
« on: June 15, 2017, 02:24:23 pm »
This just brings a smile to my face.

I'm not sure if I see how Boulder should get a New Goal ability, but I still love everything about this card.

42
Showcase / Re: Write-In Cards
« on: June 15, 2017, 02:22:38 pm »
So, those are all awesome and now it has me thinking: should I print out an entire deck of these, or is there going to be some CofK staff selling these at the upcoming Nightmare Nights Dallas?

43
Showcase / Re: Mix Master Magic
« on: June 15, 2017, 02:19:20 pm »
Not that I'm opposed to the idea, but wouldn't that make for a longer game, if you're wiping out sections of the board each time somebody scores?

44
Showcase / Re: Children of Kefentse Promo Cards
« on: June 15, 2017, 02:17:03 pm »
*slow clap*

I love it.

45
Conventions / Nightmare Nights Dallas 2017
« on: June 15, 2017, 02:12:50 pm »
Despite me increasing distance from the show, I've decided to go to Nighmare Nights again this year. I expect I'll be spending a majority of my time in whatever room they have set up for board gaming.

Be there or be square.

...

Wait, most boards are square.

Be there AND be square.

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