This series is adiciting ngl. It has brought out so many hidden skills from a lot of hidden htcg card makers and is inspiring so many people to come out of hiding to create their own take at a tcg. So thank you for this series because it's influencing and inspiring the whole community! ❤
potential video ideas i wouldn't mind seeing for this series would be something related to the lore of how the evolvers were made. also it would be nice if you had a video where you made the playing field. but that's just an idea.
If you want to keep the dice rescources, it may be better for each player to have a "dice deck". It would consist of 6 cards representing the different dice results. To roll a dice would be to discard the top card and get that result. When its empty, you shuffle the dice discard to the dice deck. This way you'd always get an equal amount of rescources to each player across 6 turns. To spice it up, the result cardscould have additional effects. For ex. A 1 result card would get you a scry and a 6 result would have you discard a card as additional payment. Something like that. Then you could have cards in the main deck interact with the dice deck, by for ex. The payment for a protector be to set a 1 result on top or smthn. You could also have 12 cards, 2 of each result for each player to add more randomness and veriety in effects of dice cards.
I've been watching for about 2 years and you're the one who got me into tcgs as well as Pokemon! I thought it was super cool that you made your own game so I started making my own about 2 years ago I eventually lost motivation and had not picked it up for about half a year or more. When I saw this series it really motivated me and I decided to make a new card game and build off my old one and fix the flaws and make it better thanks for your motivation and for never giving up Zach!
When you said elements/factions, my immediate thought was using the evolvers to dictate the elements/factions/types you can use in your deck. Evolvers can use more elements at the cost of lower stats or weaker powers and less card synergy. For example, if Bomba is one of your strongest Evolvers, you can only use rock and generic element protectors, and if Kranpole is supposed to be weaker, you can use generic, rock and water.
Also I am glad your listening to your audience on a lot of the feedback, but I am also glad you are making this game with your mindset in mind too, that is very important if you are happy with your game too.
I really liked the second card template, i know you said you wanted to stick to numbers, but the pips looked really clean and different from other cards.
I did also like the pips to indicate the level for this reason too Perhaps if there's a word indicator on it to also signify what it means that could help the issue of it being confusing
I'm really liking the progression, I think the elements make for a solid addition and work well with theming art and card effects as you mentioned. I also really like the frame you chose to print here, but personally feel like it would be great if you went for the frame that used your favourite parts from all the other frame designs, as that makes use of all the features you personally like about each one I can't wait for a public playtest of this game, it's looking sick!
Thanks!! Yeah the template grew on me as my playtest went on actually! Still gonna work on it a bit more and defo add some textures and depth but thanks for the feedback!!
@@ChaosGalaxyTCG No problem! I was also wondering if there was a community place where this game and it's progress would be discussed, also a place to drop ideas like a Discord server or something
Hi I have been watching ChaosGalaxyTCG for a few years now and love your vids and I have decide to get into the craft of TCG making myself. While I was watching this Vid I came up with an idea for My own TCG.😃 Notes: Creatures are created from combining cards. Cards are body parts. They can act as separate beings or one. Only Bodies Have Abilities. Without Eyes you can’t choose what you attack. Movement Parts(legs or wings etc) to take attacks for other allies. Arms Allow you to hold tools. Extra limbs. Only one of each bodypart. Win by taking out the opponent's G(God). Built creatures play like items from lorecana tcg Tools are played onto creations to buff them or give extra abilities. (only one per creature)
@@NovoSyph this sounds like a very cool concept! You’d really have to play around with the card types to get the right balance and make the game consistent enough but I really love the narrative!
Same, gor me the problem was idk hoe to actually make it real, and i just gave up because i felt like i was chasing the impossible, but noe i started a new tcg(which is smaller and easier to take on) and im gonna be done pretty soon
I think a really cool concept for effect cost in the game would be the ability to minus your roll. For example, a card can say "Give your roll -3 and double this card's power." Essentially you would be spending your roll like a cost and if you don't have anything high to play on a 6 roll, you could still make use of your high roll with a card effect. Loving this series so far, keep it up!
Aguatomic Abomination is the coolest are I have seen in quite some time. Glad he does not have a trickey background like some chaos beasts did. I appreciate the simple background so its art is well showcased. Overall great vid dude! Your work is very inspiring.
Very fun, I prefer the water deck. I think that there should be a fire, water, air, and light element, maybe dark? Would love if aubade commander and pelfam are added.
I wish I found this wonderful channel before... So many great tips I wish I knew before starting to make my own duel TCG. Would save me from getting a tons of issues during creation. Edit: New subscriber by the way^^
Random ideas i had last episode: To determine the starting player, both players should roll the dice, the player with the lower number goes first but they have to use the number they rolled and the second player chooses if they want to keep their roll or reroll. Players gain strikes for each pip they use on their turn, there can be cards that give benefits to the player with the lower strike amount. Dice don't have numbers 1, 2, 3, 4, 5, 6, instead, it's 1/6, 2/5, 3/4, 4/3, 5/2, 6/1. The first number is the protector value and is used to pay for protectors. The second number is the effector value and is used to pay for effectors. The evolvor bonus can be given to only one of the 2.
I feel like adding background designs for your Cards just like your old Little Doods TCG would add more life to it, and make the characters look more fancy, just a small Idea to make your cards and characters more unique and cool.
Immediately after I saw the first part of this series I had the motivation to make my own card game, which I am still working on. Thank you so much for the amazing videos. They help me a lot when it comes to motivating myself. ❤ Will there be a Chaos Galaxy create-a-card-contest this year?
4:40 Pro tip: use a flat clip to hold multiple sheets together and cut up to 10 (if your knife is sharp and clip flat) sheets with one tuner alignment!
The sleeving from top is good when you double sleeve. I always thought your way is counterintuitive - the gravity is pushing card down so it slips down.
Feels illegal being this early! Im also working on my own card game and ive watched you for years now and been a huge fan of your videos and #Zac/Zach squad
You could add in support cards that you can only use/play once per turn. Stuff like search your deck for either 2 or 1 protectors equal to your dice roll. Another idea is to have cards that can make your opponent re roll as like a once per turn or something like that, or some protectors that have an effect you can use once on your turn to like pay some point to draw cards.
You might wanna look into sidechain compression, feeding the voice into the sidechain of the compression on the music, so that you avoid situations where the music overtakes your voice volume
1. Im still kinda iffy on the dice idea, cause it makes it feel like monopoly where you just try to get 6s and not a tcg. I suggested an idea last video idk if you saw it (tldr: players have cards which act as currency, if they have enough, then they can buy an protecter or effector and maybe some effectors could act as currency). 2. While elements seem cool, I feel they are just a bit repetitive because every tcg uses them. They also limit your deck bcause from what I am understanding is that each deck can only use 1 element, which means if you want to use certain cards of different elements, you can't. 3. I'd say limit the abilities cause it makes me feel powercreep and not every protecter needs an ability.
@@thebrowniecokegamer thanks for the tips! I am enjoying the dice idea more now and with things like the steal token and abilities to change dice rolls it definitely doesn’t feel like a luck based board game to me! But this is something I’m going to keep on top of and stay very aware of. I agree with your take on elements, going to try and have a think on something more creative! I also agree on not every card needing an ability - from playtesting the non-ability creatures have been very useful - the higher stats as a trade off really seem to make a difference in these games!
I have to admit I was a bit sceptical of this game at first but it's really growing on me. I think my favourite template design was the 1 you ended up going with. I do wonder if it would look good if you replaced the white background in the art and/or text box with a super pale colour, gradient, or pattern?
Im also a tcg kallt dream cards its about funny little characters fiting and im gonna make videos about it soon by the way your my favorite RUclipsr 😅❤any Germans her😮
Something I think that may add a lot of depth to the game is the cards you play total up to your dice roll. That way if you roll super high, you could either play a powerful protector or a handful of smaller ones to make your board wider.
Just want to say thanks! I making my own tcg similar to yours, you give me a lot of idea because my game use a lot dice and luck (that why i said they are similiar) hope you will you game someday and can try it^^
You could have some of the evolver stage abilities better than others intentionally in the same revolver and make archetypes in clever ways. For agro, an early stage one or two ability is the strongest; in the midrange, it's a stage 3 ability; for control or ramp, make it 4 or five. You could also break the latter two in interesting ways by players intentionally losing revolvers to get to strong abilities faster. Ultimately, though, it would incentivize what stage of the game a certain revolver likes to win the game at.
@@RebeccaRichey-z1nthanks! that’s a good idea I think - don’t want people to be using powerful stage 1 Evolvers all game, although it would be annoying to keep track of 3 times a game so I’d have to find a way to keep count intuitively
@@ChaosGalaxyTCG Perhaps they can have a pool(pun intended) so, for example, they start the game with 4 "points" which you can showcase with a die- and can OPT spend any number of points to add that level water to hand in place of drawing so 2 level 2s etc. And If the evolver dies the remaining points is lost.
@@LightningAdrian I mean that would be the coolest thing ever! Although I spend all my spare time making the actual game so u wouldn’t have time to work on it!
I know this might sound like a stupid question but how would I make multiple copies of the same card. Could I just print a bunch of copies? Sorry for the question. I like the cards and tcg and am a big fan of your card game and journey.
i think the steal token could be a problem just because unlike any other game object it is a physical shared object which is just not the best idea for a pvp card game. not nesicarily a set in stone problem, but it could be one
Make cards that use the steel token as a resource. by paying the steel token as a resource, you can play powerful effects at the cost for your right to steel.
Hey I started watching your series, I totally support you, I hope you have more of a underlying structure for what you want to achieve, I feel like when I'm watching its not clear what you want. And most of the time I'm watching play-test which is fun but to what goal? A mechanic that might no be integrated or used.
@@benyere hey! Thanks for watching, That’s a fair point - to be honest I’m not sure what my end goal is right now, but that’s definitely something I’ll look to nail down in the next few episodes, that should give you guys a good idea of what youre watching towards and hopefully make the series more engaging, thanks!
I feel like it could be cool to have someting like land cards that give you resources. But rathet then actually giving mana, they give you difftent dice or dice mechanics. Like bumping it up to a d8, adding a d4 or giving you advantage. Maybe not what you are going for but thought it was cool either way.
The roll steal token and 6 points to draw a card, while probably good mechanics, feel more like memorizing rules rather then playing the game. Probably already suggested by others, but what if their effects, (can also be applied for the removed permanent effectors) are slightly stronger, but take a Protector with a higher price then it's stats? Could also implement smth like protectors but your opponent doesn't have to target them, to make them feel more unique
If the protector limit is 2 per turn, I'm wondering if that could make playing mostly medium level protectors in a deck have an advantage over playing mostly high or low level ones. It seems to me as though there are many situations in card/board games where playing more of something is better than playing less, even if the fewer creatures have better abilities. This is all just speculation of course, but its just a thought i had. On the other hand, if you got rid of the limit altogether, that could make low level creature decks too good, especially with the natural tendency to make solid lower level cards in any game.
Like the steal token (copy token rather) idea, but, just a suggestion, it should only be able to be used once by the player going 2nd. Not transfer to the other player once used. It's a catch up mechanic to level out the advantage of going first. Effector cards should probably have a cost to playing them as well (besides the -1 from hand), know you have stipulations that prevent some cards from being played without x condition being met, but just something to think about so your game doesn't see as much power creep with effectors specifically. Also, you sure those dice aren't loaded? lmao
How many cards would you suggest for a starter set? Also I have 3 factions for the current iteration of my project, how many unique abilities would be good for each faction for a first set?
@@Intro2Love I’d recommend 80-100 cards in a first set - absolute minimum 60 as duplicates become a problem, any more then cards you’ve put hard work into get lost amongst the stronger ones
I have a few rule questions about the game: 1. How many copies per card are you allowed to have in your deck? 2. Are you allowed to have protectors of multiple elements in one deck or is it restricted to the evolvers element?
Just one small thing, could you turn down the volume on the background music. At points gets far too loud and can’t hear what you are saying. Apart from that another great episode, love the series
Yo your an inspiration Chaos I have I question for you or anyone else who see this Im stating a TCG of my own but I’m having problems picking a theme. I’m have 4 options 1. A sci if world field with strange creatures. 2. A world with 6 planets each with their own unique characteristics. This one is based on Chaos galaxy TCG. 3. There are many empires in a never ending war. Which should be my theme.
Every video about card design says that iconography and important stats should be placed on the left of a card, but none of the reasons why make sense. Regardless of what hand you use, you can easily fan cards out in both directions. I pulled up a game of MtG as a sanity check, where both players fanned their cards showing the right border. It seems much more likely that this idea comes from traditional playing cards, where the number and suit are both at the top left. If you wanted a game to be most comfortable to TCG players, I'd argue having important icons on the right following in the footsteps of Pokemon, Yu-Gi-Oh, MtG and FaB makes more sense.
The one thing I am thining about with these set decks is that on release there won't be any real competitive gameplay if there's only 2 decks. I kinda get what you're going for though
Hello. I am really interested in this card game and I am excited to play it when it comes out. I was wondering when it will be out and where I can get it. I also want to make a protector request. A rhino protector. Maybe the drill rhino. Rhinos are my favorite animal. Hope it goes well
Btw you've probably been told this but the world turtle card you used as an example magic card is not a real magic card, it's some fan made card. There isn't a world turtle card in magic unless I am forgetting one.
@@hank1302 oh no way! I’m not super familiar with the mtg card pool tbh- they’re missing a trick though, don’t they know all the cool TCGs have a world on a turtle in??
@@ChaosGalaxyTCG I mean it has a lot of turtles with a bit of terrain and building looking stuff on them. I just can't find one where it really has that world turtle vibe. IDK, I could also just be forgetting one.
So can you only have cards of 1 element in your deck? That could be a double edge sword as it limits the possible combinations of different cards from different elements
Just my 2 cents, but generic type support early in the game usually affects card-effect creativity in the long run. e.g. "add a water from deck to hand" instantly removes all options for potential archetypal searchers, so you can add it, but it should be at high cost as it is a strong effect and will only get stronger as more cards come out.
Maybe u should add something similar to the use the dice power to draw a card but instead you could discard cards to get more power though it may be a problem for the first turn
I think the steal token is a good idea but could be adjusted. I think in the late game if someone is in a winning position the other one cant really risk it to use the ability or if they got it earlier they just can sit on it.
Do you have any tips to make the cards Currently I make them very efficiently and I need to pump out a lot Like to use like card stock or just Basic paper For my own card game
Dudes channel got me into TCGs around a decade ago. Been playing them ever since. Keep up the awesome work!
@@ChaiT-qn5ez 🔥🔥🔥(I’m sorry I caused the addiction 😂)
This series is adiciting ngl. It has brought out so many hidden skills from a lot of hidden htcg card makers and is inspiring so many people to come out of hiding to create their own take at a tcg. So thank you for this series because it's influencing and inspiring the whole community! ❤
@@HeadlessSolo that’s so nice to hear!!! Thank youuu!
Ok i know the title doesn't appear in the intro but the video would have been 2 days late if i fixed and re-exported it 😩
potential video ideas i wouldn't mind seeing for this series would be something related to the lore of how the evolvers were made. also it would be nice if you had a video where you made the playing field. but that's just an idea.
If you want to keep the dice rescources, it may be better for each player to have a "dice deck". It would consist of 6 cards representing the different dice results. To roll a dice would be to discard the top card and get that result. When its empty, you shuffle the dice discard to the dice deck. This way you'd always get an equal amount of rescources to each player across 6 turns. To spice it up, the result cardscould have additional effects. For ex. A 1 result card would get you a scry and a 6 result would have you discard a card as additional payment. Something like that. Then you could have cards in the main deck interact with the dice deck, by for ex. The payment for a protector be to set a 1 result on top or smthn. You could also have 12 cards, 2 of each result for each player to add more randomness and veriety in effects of dice cards.
I've been watching for about 2 years and you're the one who got me into tcgs as well as Pokemon! I thought it was super cool that you made your own game so I started making my own about 2 years ago I eventually lost motivation and had not picked it up for about half a year or more. When I saw this series it really motivated me and I decided to make a new card game and build off my old one and fix the flaws and make it better thanks for your motivation and for never giving up Zach!
When you said elements/factions, my immediate thought was using the evolvers to dictate the elements/factions/types you can use in your deck. Evolvers can use more elements at the cost of lower stats or weaker powers and less card synergy. For example, if Bomba is one of your strongest Evolvers, you can only use rock and generic element protectors, and if Kranpole is supposed to be weaker, you can use generic, rock and water.
music seems very loud at 12:00 and beyond
This series is really inspiring me to continue with my own game and all I can do is thank you for that 😁
Also I am glad your listening to your audience on a lot of the feedback, but I am also glad you are making this game with your mindset in mind too, that is very important if you are happy with your game too.
i love the character designs and the card designs, the artwork is so pleasing to the eye
@@LostStarCelestial thanks!! Glad you like it!!
Dude, you're a legend. You are the one that got me into TCGs in the first place. Keep up this amazing work!
I'm working with an idea for my own game, where the players take 3 turns to set up their board before each battle & the best of 3 battles wins.
Also I've been binge watching the series
My heart skipped a beat when I saw you dropped another episode
@@Bleh-t1p ❤️❤️❤️
These series are amazing! Im learning SO much from these too! Keep up the amazing work man❤💪
@@Destroyer125 awesome!! Will do :)
I really liked the second card template, i know you said you wanted to stick to numbers, but the pips looked really clean and different from other cards.
@@Zerba4 thanks! I know what you mean if i put some textures/shadows on them they might grow on me a bit :)
I did also like the pips to indicate the level for this reason too
Perhaps if there's a word indicator on it to also signify what it means that could help the issue of it being confusing
This helps me improve my TCG
I'm really liking the progression, I think the elements make for a solid addition and work well with theming art and card effects as you mentioned.
I also really like the frame you chose to print here, but personally feel like it would be great if you went for the frame that used your favourite parts from all the other frame designs, as that makes use of all the features you personally like about each one
I can't wait for a public playtest of this game, it's looking sick!
Thanks!! Yeah the template grew on me as my playtest went on actually! Still gonna work on it a bit more and defo add some textures and depth but thanks for the feedback!!
@@ChaosGalaxyTCG No problem!
I was also wondering if there was a community place where this game and it's progress would be discussed, also a place to drop ideas like a Discord server or something
12:44 the music is really loud so that it is hard to understand what you are saying
Yes , I would rather hear your explanation of the game.
Got here as soon as i heard u did another one
Awesome can’t wait for this to be a full series
5:26 i do thie aswell especially for putting them in binders it helps protrct every side of the card and doesnt leave the top open
@@coleywoowah2008 thank you!!! Another highly cultured person 😤😤
Hi I have been watching ChaosGalaxyTCG for a few years now and love your vids and I have decide to get into the craft of TCG making myself. While I was watching this Vid I came up with an idea for My own TCG.😃
Notes:
Creatures are created from combining cards.
Cards are body parts.
They can act as separate beings or one.
Only Bodies Have Abilities.
Without Eyes you can’t choose what you attack.
Movement Parts(legs or wings etc) to take attacks for other allies.
Arms Allow you to hold tools.
Extra limbs.
Only one of each bodypart.
Win by taking out the opponent's G(God).
Built creatures play like items from lorecana tcg
Tools are played onto creations to buff them or give extra abilities. (only one per creature)
@@NovoSyph this sounds like a very cool concept! You’d really have to play around with the card types to get the right balance and make the game consistent enough but I really love the narrative!
This is helping Me with making My tcg
glad to hear it!
Same, gor me the problem was idk hoe to actually make it real, and i just gave up because i felt like i was chasing the impossible, but noe i started a new tcg(which is smaller and easier to take on) and im gonna be done pretty soon
Good luck it’s a long journey rn I’m working on going through and editing the effects and text of 420 of my card games cards
@@lincs1881 it really is yeah, goodluck to you aswell
I think a really cool concept for effect cost in the game would be the ability to minus your roll. For example, a card can say "Give your roll -3 and double this card's power." Essentially you would be spending your roll like a cost and if you don't have anything high to play on a 6 roll, you could still make use of your high roll with a card effect. Loving this series so far, keep it up!
Aguatomic Abomination is the coolest are I have seen in quite some time. Glad he does not have a trickey background like some chaos beasts did. I appreciate the simple background so its art is well showcased. Overall great vid dude! Your work is very inspiring.
Very fun, I prefer the water deck. I think that there should be a fire, water, air, and light element, maybe dark? Would love if aubade commander and pelfam are added.
I wish I found this wonderful channel before... So many great tips I wish I knew before starting to make my own duel TCG. Would save me from getting a tons of issues during creation.
Edit: New subscriber by the way^^
@@artwolf1814 better late than never! Thanks for the support my dude :)
This is fire bro just binged all ur episodes on this ❤
Team Palicium inspired cards? In the new Evolvers Game?! *LET'S* *GOOOOOO* !!!!!!!
(sending Zack a Transatlantic fist bump 😁 🤜🤛)!
Random ideas i had last episode:
To determine the starting player, both players should roll the dice, the player with the lower number goes first but they have to use the number they rolled and the second player chooses if they want to keep their roll or reroll.
Players gain strikes for each pip they use on their turn, there can be cards that give benefits to the player with the lower strike amount.
Dice don't have numbers 1, 2, 3, 4, 5, 6, instead, it's 1/6, 2/5, 3/4, 4/3, 5/2, 6/1. The first number is the protector value and is used to pay for protectors. The second number is the effector value and is used to pay for effectors. The evolvor bonus can be given to only one of the 2.
I feel like adding background designs for your Cards just like your old Little Doods TCG would add more life to it, and make the characters look more fancy, just a small Idea to make your cards and characters more unique and cool.
Immediately after I saw the first part of this series I had the motivation to make my own card game, which I am still working on. Thank you so much for the amazing videos. They help me a lot when it comes to motivating myself. ❤
Will there be a Chaos Galaxy create-a-card-contest this year?
you were my childhood bro, your really talented. Please never guve up on your dream
@@lvvyyyy thanks bro! don’t plan on giving up any time soon 😎
First bro i have watched nearly all of tcg from scratch series i just saw that this one got uploaded
@@LynseyRobertson-i9u great timing 😎😎
4:40 Pro tip: use a flat clip to hold multiple sheets together and cut up to 10 (if your knife is sharp and clip flat) sheets with one tuner alignment!
Yes keep up pls I love this series I've been waiting let's goooo
Thanks for the videos man!
The sleeving from top is good when you double sleeve. I always thought your way is counterintuitive - the gravity is pushing card down so it slips down.
Feels illegal being this early! Im also working on my own card game and ive watched you for years now and been a huge fan of your videos and #Zac/Zach squad
@@zacmcgeorge5838 thanks!! Good luck with your tcg! (Cool name btw)
This is inspiring me to make a tcg
Last template is definitely my favorite
You could add in support cards that you can only use/play once per turn. Stuff like search your deck for either 2 or 1 protectors equal to your dice roll. Another idea is to have cards that can make your opponent re roll as like a once per turn or something like that, or some protectors that have an effect you can use once on your turn to like pay some point to draw cards.
so happy this dropped
You might wanna look into sidechain compression, feeding the voice into the sidechain of the compression on the music, so that you avoid situations where the music overtakes your voice volume
1. Im still kinda iffy on the dice idea, cause it makes it feel like monopoly where you just try to get 6s and not a tcg. I suggested an idea last video idk if you saw it (tldr: players have cards which act as currency, if they have enough, then they can buy an protecter or effector and maybe some effectors could act as currency).
2. While elements seem cool, I feel they are just a bit repetitive because every tcg uses them. They also limit your deck bcause from what I am understanding is that each deck can only use 1 element, which means if you want to use certain cards of different elements, you can't.
3. I'd say limit the abilities cause it makes me feel powercreep and not every protecter needs an ability.
@@thebrowniecokegamer thanks for the tips! I am enjoying the dice idea more now and with things like the steal token and abilities to change dice rolls it definitely doesn’t feel like a luck based board game to me! But this is something I’m going to keep on top of and stay very aware of. I agree with your take on elements, going to try and have a think on something more creative! I also agree on not every card needing an ability - from playtesting the non-ability creatures have been very useful - the higher stats as a trade off really seem to make a difference in these games!
@@ChaosGalaxyTCG yo thx. the idea I told you is another tcg called shards of infinity
I have to admit I was a bit sceptical of this game at first but it's really growing on me. I think my favourite template design was the 1 you ended up going with. I do wonder if it would look good if you replaced the white background in the art and/or text box with a super pale colour, gradient, or pattern?
Im also a tcg kallt dream cards its about funny little characters fiting and im gonna make videos about it soon by the way your my favorite RUclipsr 😅❤any Germans her😮
Something I think that may add a lot of depth to the game is the cards you play total up to your dice roll. That way if you roll super high, you could either play a powerful protector or a handful of smaller ones to make your board wider.
he already added that😂😂🤣🤣😂😂
@@eonforestalt I’m already using this (although maxing out at 2 plays per turn) and you’re right it adds a nice element of decision making!!
Just want to say thanks! I making my own tcg similar to yours, you give me a lot of idea because my game use a lot dice and luck (that why i said they are similiar) hope you will you game someday and can try it^^
Yo, I started working on my game again I’m almost done with the set 🎉, also I’m really exited for when your game will release ima be so broke 😅
If you want to do elements on the cards some elements you could go with are:
-Fire
-Life
-Earth
-Undead
-Air
-Tech
-Magic
-Water
-Light
-Dark
You could have some of the evolver stage abilities better than others intentionally in the same revolver and make archetypes in clever ways. For agro, an early stage one or two ability is the strongest; in the midrange, it's a stage 3 ability; for control or ramp, make it 4 or five. You could also break the latter two in interesting ways by players intentionally losing revolvers to get to strong abilities faster. Ultimately, though, it would incentivize what stage of the game a certain revolver likes to win the game at.
For the first stage water you can make it so it’s maybe twice or thrice per game just an idea
@@RebeccaRichey-z1nthanks! that’s a good idea I think - don’t want people to be using powerful stage 1 Evolvers all game, although it would be annoying to keep track of 3 times a game so I’d have to find a way to keep count intuitively
@@ChaosGalaxyTCG Perhaps they can have a pool(pun intended) so, for example, they start the game with 4 "points" which you can showcase with a die- and can OPT spend any number of points to add that level water to hand in place of drawing so 2 level 2s etc. And If the evolver dies the remaining points is lost.
@@ChaosGalaxyTCG yeah, that’s true
So Zack, what do you think of the idea of your TCG (Chaos Galaxy) getting adapted into an animated series that is like Cardfight Vanguard or YuGiOh?
@@LightningAdrian I mean that would be the coolest thing ever! Although I spend all my spare time making the actual game so u wouldn’t have time to work on it!
@@ChaosGalaxyTCG Alright. But if that were to somehow happen, I have a feeling you’re gonna create a protagonist that is named "Zack" 😂.
I know this might sound like a stupid question but how would I make multiple copies of the same card. Could I just print a bunch of copies? Sorry for the question. I like the cards and tcg and am a big fan of your card game and journey.
i think the steal token could be a problem just because unlike any other game object it is a physical shared object which is just not the best idea for a pvp card game. not nesicarily a set in stone problem, but it could be one
I came, I saw, I clicked
loved the video big bro
Make cards that use the steel token as a resource. by paying the steel token as a resource, you can play powerful effects at the cost for your right to steel.
Oooh yes yes yes I like that!! There’s definitely lots of potential with the steal token beyond what I did in its basic idea in this video!!
Hey I started watching your series, I totally support you, I hope you have more of a underlying structure for what you want to achieve, I feel like when I'm watching its not clear what you want. And most of the time I'm watching play-test which is fun but to what goal? A mechanic that might no be integrated or used.
@@benyere hey! Thanks for watching, That’s a fair point - to be honest I’m not sure what my end goal is right now, but that’s definitely something I’ll look to nail down in the next few episodes, that should give you guys a good idea of what youre watching towards and hopefully make the series more engaging, thanks!
Loving this template! Wayyy better than mine haha
@@unleashedtcg thanks!just takes a lot of trial and error to get it right in my opinion!
I feel like it could be cool to have someting like land cards that give you resources. But rathet then actually giving mana, they give you difftent dice or dice mechanics. Like bumping it up to a d8, adding a d4 or giving you advantage. Maybe not what you are going for but thought it was cool either way.
The roll steal token and 6 points to draw a card, while probably good mechanics, feel more like memorizing rules rather then playing the game. Probably already suggested by others, but what if their effects, (can also be applied for the removed permanent effectors) are slightly stronger, but take a Protector with a higher price then it's stats?
Could also implement smth like protectors but your opponent doesn't have to target them, to make them feel more unique
I get what you mean, I want to keep the base rules as simple as possible so these mechanics might be better as abilities to be honest!
Another one
Rockannon kinda looks like gigalith from pokemon.
If the protector limit is 2 per turn, I'm wondering if that could make playing mostly medium level protectors in a deck have an advantage over playing mostly high or low level ones. It seems to me as though there are many situations in card/board games where playing more of something is better than playing less, even if the fewer creatures have better abilities. This is all just speculation of course, but its just a thought i had. On the other hand, if you got rid of the limit altogether, that could make low level creature decks too good, especially with the natural tendency to make solid lower level cards in any game.
The dice graphic is a neat idea, however you should add an actual dice picture to communicate that these dots are meant to signify a dice score.
Dang bro still is encoraging me 😂
Very balanced game. Make this real I would play it
@@ericrobinson169 thanks! And it will happen!! All in good time… 😏😏
Not sure if it’s needed but tokens to keep count of buffs and debuffs could work
@@Bleh-t1p yes! I’m putting a couple of additional dice with each deck to keep count of this from now on!!
Like the steal token (copy token rather) idea, but, just a suggestion, it should only be able to be used once by the player going 2nd. Not transfer to the other player once used. It's a catch up mechanic to level out the advantage of going first. Effector cards should probably have a cost to playing them as well (besides the -1 from hand), know you have stipulations that prevent some cards from being played without x condition being met, but just something to think about so your game doesn't see as much power creep with effectors specifically.
Also, you sure those dice aren't loaded? lmao
22:42 is it gonna be soaps???
@@Bralore125 it’s not but good guess! You’ll have to wait and see…
@@ChaosGalaxyTCGscribbles with Rachael, maybe
Hey, love the series but do you think you can look at the soundtrack, some parts of it are so loud compared to the rest of the video
Ahhh yeah I spotted that only after I uploaded! Sorry to ur ears 😩😩
How many cards would you suggest for a starter set? Also I have 3 factions for the current iteration of my project, how many unique abilities would be good for each faction for a first set?
@@Intro2Love I’d recommend 80-100 cards in a first set - absolute minimum 60 as duplicates become a problem, any more then cards you’ve put hard work into get lost amongst the stronger ones
Evolvors Season 2: Re-evolved
@@vincenthaynes3603 oooh that is a cool name!
Really good videos💪
I have a few rule questions about the game:
1. How many copies per card are you allowed to have in your deck?
2. Are you allowed to have protectors of multiple elements in one deck or is it restricted to the evolvers element?
Just one small thing, could you turn down the volume on the background music. At points gets far too loud and can’t hear what you are saying. Apart from that another great episode, love the series
W vid
Yo your an inspiration Chaos I have I question for you or anyone else who see this Im stating a TCG of my own but I’m having problems picking a theme. I’m have 4 options 1. A sci if world field with strange creatures. 2. A world with 6 planets each with their own unique characteristics. This one is based on Chaos galaxy TCG. 3. There are many empires in a never ending war. Which should be my theme.
Nice. Your awsome.
If you ever want to add a new resource for more powerfull effects, might i suggest energizers?
Every video about card design says that iconography and important stats should be placed on the left of a card, but none of the reasons why make sense. Regardless of what hand you use, you can easily fan cards out in both directions. I pulled up a game of MtG as a sanity check, where both players fanned their cards showing the right border. It seems much more likely that this idea comes from traditional playing cards, where the number and suit are both at the top left. If you wanted a game to be most comfortable to TCG players, I'd argue having important icons on the right following in the footsteps of Pokemon, Yu-Gi-Oh, MtG and FaB makes more sense.
good vid
What software do you use to make template?
Also how about make a video for what software to make templates both paid and free version?
The one thing I am thining about with these set decks is that on release there won't be any real competitive gameplay if there's only 2 decks. I kinda get what you're going for though
I like the 4th template
Can you help me figure out my tcg i don't know what my card templates will be like and battle mechanics will be like. And what it's called
Pleeaaasssseee. You respond to other people
Hello. I am really interested in this card game and I am excited to play it when it comes out. I was wondering when it will be out and where I can get it. I also want to make a protector request. A rhino protector. Maybe the drill rhino. Rhinos are my favorite animal. Hope it goes well
Btw you've probably been told this but the world turtle card you used as an example magic card is not a real magic card, it's some fan made card. There isn't a world turtle card in magic unless I am forgetting one.
@@hank1302 oh no way! I’m not super familiar with the mtg card pool tbh- they’re missing a trick though, don’t they know all the cool TCGs have a world on a turtle in??
@@ChaosGalaxyTCG I mean it has a lot of turtles with a bit of terrain and building looking stuff on them. I just can't find one where it really has that world turtle vibe. IDK, I could also just be forgetting one.
You could have a few cards use the Dice as a special class type thing.
Wait i just realised that the dice are from Catan i think
Well, if Manflaki says subscribe what choice do I have?
So can you only have cards of 1 element in your deck?
That could be a double edge sword as it limits the possible combinations of different cards from different elements
Maybe you could make the card boarder match the element color.
Just my 2 cents, but generic type support early in the game usually affects card-effect creativity in the long run.
e.g. "add a water from deck to hand" instantly removes all options for potential archetypal searchers, so you can add it, but it should be at high cost as it is a strong effect and will only get stronger as more cards come out.
Maybe u should add something similar to the use the dice power to draw a card but instead you could discard cards to get more power though it may be a problem for the first turn
I think the steal token is a good idea but could be adjusted. I think in the late game if someone is in a winning position the other one cant really risk it to use the ability or if they got it earlier they just can sit on it.
Yeah this is true, I’ll need to keep testing it with another player!
Do you have any tips to make the cards Currently I make them very efficiently and I need to pump out a lot Like to use like card stock or just Basic paper For my own card game