That's what I thought at first. From what I've seen no other card has a do-something-in-between-actions action. Thus, the *wandering* bald man should be the only card to *wander* because it's called the *wandering* bald man. However, adding this as a whole new mechanic has intrigued me.
@@an_annoying_cat Except he's not making Card Wars cards. He's making his own original cards. Goodbye wandering bald man, never met ya but I wish I did.
@@an_annoying_cat Alternatively, his name might derive from something special happening when a UB card causes him to wander. What that might be I don't know, since nothing of note seems to happen after he wanders in the show (unless getting stuck after wandering is his special "ability", but that's kinda lame).
The Wandering Bald Guy would, in theory, wander more than other cards. Maybe he has an effect where whenever he would do an Unpredictable Behavior, there's a chance that he would wander instead of doing what is stated on the card.
I like the idea that he'd have a very high unpredictability score (maybe even infinite) and whenever any behavior card is played on him he'd instead wander. So he's a kind of sponge for the cards that converts them into a fairly neutral action for as long as you can defend him (which sucks to do since he can just put himself into garbage positions), so he'd stop any of the truly atrocious cards from ruining your strategy especially if you had a fairly unpredictable high stated card.
Yeah I like the idea that he absorbs all wander cards, like instead of the normal unpredictability thing he just has the ability that if wander is drawn it affects him instead of whoever the target should be
I like the idea that if you get too many coins Dragon comes and lands on them with his own mechanics, it's neatly solves the issue, references Tolkien which is always a plus, and I can imagine it in the show. If anything it's always a idea for a future card idea that punishes afk farming.
This is a renaming suggestion: replace exhaust with rest. It’s quicker to say and works better in my opinion. Seems small, but it really smoothens gameplay to have a single syllable word to say about things being unable to do things.
I'll note that among online card games, "Exhaust" is also frequently a keyword for "Remove this from your deck for the rest of the game." And it's usually a good idea to try to avoid using common keywords in a manner different to how they may be expected for people coming from other popular games.
@@calemrYeah this is why it should be renamed. Players come with previous card game experiences. You should build on their experiences and make use of them not change them
I like how this is implemented in slay the spire's board game adaptation. At the beginning of a turn cycle, a single d6 is rolled, and then that d6 affects *all* actions on the board that call for randomness. Not one roll for action, but if a 3 is rolled, every card and effect and enemy with randomness accepts and uses that same 3 until the beginning of the next turn cycle.
The person with the smallest total number of structures and creatures can be the one to roll/influence the dice. This way can work as a come back mechanic
Unpredictable behavior ideas: Mitosis (Monster): Splits into 2 cards, stats halved (rounding up). Effects applied before the split apply to both. Idk how you would represent it with the cards, but it would be pretty funny. Terrible Singing (Simple/Friendly): screams at the top of its lungs, forcing one creature in the same land to leave to an adjacent land (both of your choice) Gig Work (Intelligent): the creature cannot act this turn, but earns 1 money for you instantly
Mama Rock: Friendly Picture - A rock in front of a smaller rock with it's arms out and an stern/angry face. Stats - 1atk/30hp Card Effect- Cannot move except by card effects. When a unit in this unit's land is attacked this unit takes all damage but reduced by half (round up).
Suggestion regarding generating revenue: Someone else on the previous video mentioned that solitary structures should not generate money by themselves and should require a correctly associated worker to do so (such as a librarian + library). Someone else responded saying that that would make certain buildings far superior to those that cannot produce income due to being workerless (such as a wall). To balance this out, I propose that certain cards have special conditional abilities that can generate money. For instance, an assassin/hitman type card produces x amount of money upon defeating a creature (perhaps requiring the defeated creature to have a certain keyword or tag). Maybe allowing your crops to grow undamaged on your land for y amount of turns and then harvesting them provides extra money as well. This also gives me an idea for how money could be taken away. Let’s say there’s an accountant card that has a chance to reduce the amount of money spent on a transaction, or which produces some other form of low passive income. When the accountant dies, maybe you lose x amount of money due to your kingdom now having to redo their finances because the accountant was the only one who had access to them (or whatever other made-up reason. This is just an example). It would increase gameplay variety and could encourage strategy involving creature placement and offense. Any thoughts on this?
i feel like it would reduce the money in the game even more, and again, so far the money is the only way to draw cards so is important to have more consistent ammount of it
if i understand the developers ideals he want's money to be something that can pop up but doesn't have to, making money something you have to spec into by taking certain buildings feels like that would reduce the variety of buildings you might take and go against this idea, it's not a bad idea but i think there would have to be some modifications in the design that i'm not clever enough to think of
@@mranderson9553 Same here. It was just an idea that I thought might be worth considering because it might help give some better ideas of how the economy can work with refinement.
I think the idea of behavior cards being added to the deck is so interesting. I’d love to potentially see cards entirely about their own behavior, like they force you to add that specific behavior to your deck so that they get boosted when it comes into play or something along those lines
You could also have cards that just transform behavior cards. For example WBM could have an effect like "if a behavior card is played on this card it does not perform that effect and instead wanders". That way you could have cards that are incredibly prone to behaving in a certain way and can act to absorb extremely negative behavior cards from your own deck.
Unpredictable behavior idea: Investigate - Next time a creature dies, the affected creature travels to the scene of the crime. Also, inanity could look too much like insanity when read quickly in a small font. Also, really love to see this coming along so well. It's clear you're putting a lot of time and thought and effort into this and it appears to be paying off.
The intelligence could be replaced with "Sadness" or "Madness" a creature card is one of the two with a number determining how much. works in adventure time lore as sadness and madness are a big part of the magic system.
I gotta say, Get Pregnant is the most vile card name I've laid eyes on. I was only half-listening while working and hearing "pregnancy" was like a shotgun blast to the gut.
Idea for moving workers: Maybe cards with the worker tag that are on the same land as a flipped structure card "work" at that structure until your next turn. The downside being that while it is "working" that it cannot perform any other action including defending itself on the reaction phase of your opponents following turn. Maybe this could generate 1 extra money upon surviving to your next turn to add a risk vs reward element. This way you could either be forced to move your worker to a different land if you want to flip a structure so that it doesn't work there and become vulnerable, or alternatively could make you want to move the worker to a land where they can "get work". This might also have the bonus of forcing players not to flip all of their structures to generate money or else their worker cards will be left vulnerable as well. Alternatively you could have "worker" cards be "compelled" to inhabit a lane with a flipped structure card if it is in a lane adjacent to it? Just some random ideas. This project is super cool I look forward to seeing more from it!!
I love this idea, the thought that came to me is that, since the money mechanic is suposed to be a non intrusive or elementary mechanich that completly halts a game, maybe not all structure cards have to generate money, instead have structures that could generate extra money once the corresponding worker goes into it(maybe have sinergies within structures so that if a worker that is intelligent goes into an intelligence related structure it is somehow more advantageous) while being less useful overall and structures that dont generate any money to have more useful mechanics by themselves
Definitely do some art for the emotion cards. It doesn't have to be as big as other cards (so you can fit text easily), but knowing the card by just taking a glance at the art instead of reading is always fun.
I personally love how you handled randomized behavior. In a video game it's easy to program "personality traits" into the creatures themselves and have their parameters run in the background. But for a tabletop game, it would just be a mess. Using behavior cards keeps it simple and adds a lot to the game. Well done.
"He Who Smelt It... when a creature you control would Fart, the player initiating the Fart Event now Farts, while the initially targetted creature does not. This has no effect"
you could expand on this with other creature effects. Like a gas elemental that gets stronger when a creature on the same board half farts. Or a fire spell that gets automatically triggered when a creature farts. Regardless of turn order or usual casting cost
I think a good change would be to immediately draw the unpredictable behaviour card when it's on the top of the deck. That way you won't be able to plan your turn around the unpredictable behaviour card before you draw it, but you still get a monster that turn.
@@CowCommando thatd make it annoying to sort them out of the deck once the games over tho, if you actually printed these cards out and had physical decks, which i definitely wanna do at some point
@@firelasto unless they go with the idea that you draw cards per element as deck generation in which case you would basically deconstruct the deck anyway
Great videos so far! A lot of the simulated behavior reminds me of a game I heard about a while ago called Dwarf Fortress, which has insane levels of emergent interactions. I recommend giving it a look, even though I don't know much about it. It may help spring up ideas. There's a famous story where in-game cats had started dying unexpectedly too often in-game, and it turned out that was because they would walk over puddles of spilled beer in bars, and then later die of alcohol poisoning when grooming themselves later.
I think it could be interesting to have the opposing player pick the Unpredicable Behavior Cards that will be placed in a players deck at the start of the game. It could add a layer of strategy to deck building as well as unique feel to the playstyle of the game, while keeping some level of randomness with the cards working how they do currently
You definitely know how to take the right directions I wouldn't know what is right for this real life adaptation but when you say "i decided against this because.." i always feel relieved that you did
Alternate names for Inanity/Unpredictability: Quirk/quirkiness, unbalance, nerve index, Habits, Uselessness, Ennui, Joi de vivre, unctuousness, salubrious score, vim, vanity I think a cool way to include this with the worker placement mechanic would be that a creature can feel sad for being removed from a job or just not having anything to do, happy for being promoted, or be ambitious/sneaky and push another creature off the job post to take their place. I'm not sure if it lines up *exactly* with the system but it might be neat to also allow a creature to be influenced by whether or not they're employed, either making them resistant or vulnerable to abilities and affects based on their land/employment type You could also have a trigger mechanism for events that can create moods, for example - if this character is attacked, search the deck for a relevant personality mood card, then reshuffle
For the wandering bald man specifically has nobody considered that the wandering bald man's wandering could be caused from a card effect. Cussing him to move on the board for an action your opponent takes.
Yeah, it's not like every creature had a descriptive epithet that coralated to a random behavior. Through sone kind of "behavior" phase during turns where cards that have such things activate(or attempt to activate) would still make sense. Say such "random" behaviors have a chart/list of actions tied to a die/dice roll, with a single such roll being part of the phase and then shared among all random behavior cards. Say the Wondering Bald Man moves left on a 6 or 1, right on a 3 or 4, and does nothing on a 2 or 5. Meanwhile some other card, let's call it "the screaming baby" does nothing on a 1, 2, 4, or 5, but on a 4 or 6 will cry so obnoxiously that all enemies that attack must target it if they are able. Bald Man getting stuck is obviously a feature of the terrain, probably worded as "creatures in this space can not move unless they have keyword fly/hover/ghost/spirit/[whatever else makes sense here] or use an ability with keyword teleport"
Something you did in an earlier video that I think may have interesting gameplay impacts is tracking economy by drawing and discarding cards. With this implementation of unpredictable behaviours, that means that UBs are triggered more often. Additionally, if there are rules around deck construction, it means players will be less able to stack their deck, since they'll be discarding cards they might otherwise want to draw. It also allows you to make the economy something the players choose to engage in, rather than something the meta demands that they must, since doing so means discarding cards.
The idea behind Behaviour cards is interesting. I think the wandering bald man in the show wanders because of his card discription. For the behaviour of cards I would suggest a card to have: °The Description of the card °Passive behaviour (eg. The wandering bald man just wanders aimlessly through all the four sections of board) °Active Behaviour is when you floop the card. Some questions may rise like how do you control the pigs behaviour to go sleep. Or the witch going into the cabin to study revival magic. I think the logic behind that would be the structure cards description that you can take any monster card and make it sleep inside or a specific monster card like the witch can only use the cabin to study. (This way you won't need behaviour cards or dices) The structure cards this way reminds me alot about Yu gi oh's spell and trap cards. Some are specific to which type or certain card and some can be used on all cards.
Instead of calling it "unpredictable behavior cards", call them "chaos cards" with workers and buildings having a "chaos modifier" for how different cards are more unpredictable. A larger chaos modifier means that the chaos card is more impactful to that card. For example, wander applied to a chaos mod of one means they can only wander on your side of the field, a chaos mod of 3 or more means they can wander to the other side of the board and immediatly be attacked or attack an enemy card.
Honestly I believe that this is the best moment for u to add the field cards, these could solve the problem of worker position not mattering that much, you could have certain combinations of fields, cards and structures, produce more money or some similar buff to the economy according to the type of card. You could also add a way for the fields to affect the combat stage, we can see how the mud field inmovilices the bald man. One aspect that I think should be reworked is cards combinations of all types, the way the game is thought right now doesn’t allow for a lot combinations like we see in the first episode of card wars like the corn field being necessary for the corn warriors to function or the wizard being able to resurrect cards after entering the library for some turns. I don’t know how you could solve this tho, maybe someone else can
Also, the behaviour thing , the wandering bald man was the only creture that exhibited a behaviour and non of Finn's cards so maybe the behaviour is a customization thing , where you can make a card exhibit a certain animation
Food for thought regarding how to make money: Have you considered having a specific type of building which its entire function is to generate money and have that be the main way players gain money? It would introduce the conflict and decision making for players where they have to choose whether to build a structure that will generate them money or a structure with other effects and abilities. I believe that it would be helpful in balancing the money generation part of the game as players could theorecally just commit their board to produce money at the cost of having more useful buildings or players dont build any money generating structures and the lack of money would let their opponent run the economy. Im not sure how this would interact with other aspects of your game as I dont know how your structures work at the moment but I thought it would be something worth considering. Also the structures could be thematic to type of deck the player is running. A corn deck could have corn farms that would sell corn. A snow deck could have Ice cream shops. Etc... Love the videos and everything youre doing please keep it up!
I really like the idea that your opponent provides your Unpredictable Behavior Cards. That would make for a competitive element to it, and have a lot of strategy behind it.
the like button is a flawed feature, we should just ignore it. a "like" just doesn't really mean anything or provide any useful data. you can determine people's interest by views and watchtime and from a purely business perspective it doesn't even matter if viewers enjoyed the video as long they keep watching. as a viewer, i can't really gauge quality from the number of likes, especially when dislikes are hidden or nonexistant. it is useless for both the audience and the creator, it is pointless.
I just had an idea regarding both Finn’s and Jake’s ace creatures, The Pig and The Immortal Maze Walker. It can be either one of two things: 1. Ace cards, either one creature, artifact or structure that are hidden at the start of the game and come up when you choose to play them. They have a very special mechanic that essentially drives your main gameplan forward. 2. Secret Boss, a unique and powerful creature that “hides” in a land and, just like ace cards, are only revealed when played. When that secret boss dies however, you lose the game.
Those are interesting ideas. I personally think there is the possibility that it could be that certain cards can have no more than one that card played in the game on either side. The Pig is a card that completely counters a corn deck and if a person could hypothetically fill a deck with The Pig if they knew their opponent runs mainly corn decks, it would be one sided and extremely unfair for the player that runs a corn deck is can barely play a deck. The Immortals Maze Walker probably has keyword that involves the fact it is immortal. It probably takes no damage while on the corn element land or an actual maze land. For an actual explanation on how I possibly think the immortal keyword works: This card cannot take damage while the land this card is on has the same element as it. I think this explanation works to my knowledge.
I was thinking on how the Wizard went into the library to research in the first cardwars episode. That feels like an action that would only be available to the wizard when the library is available, because the pig going into the library would probably end with it eating the books or something. I was thinking that, instead of the mechanic being unique to the library or the wizard, what if the action that a creature can do in a building depends on its personality? Each building/structure has its normal abilities, but there’s also a table of actions that can be done depending on the creatures personality. The wizard clearly has Intelligent as its personality, so research would be the action a creature with intelligent can do at the library, but a creature with intelligent at the cave would meditate and probably increase attack, unlike the pig which rested in the cave and healed. The creatures using the building/structure in this way would require them to “go inside” the structure, which is a risk, because if the building/structure is destroyed while they’re using it, so would the creature be destroyed, just like how when the pig was resting in the cave and it got destroyed, the pig died. An example of the Library personality table: Intelligent: Research - Search through your deck. Set aside the first spell you find for use at any time, seperate from your hand. Reshuffle deck. If creature that researched this spell dies, shuffle spell back into deck. Simple: Librarian - Creature asks a librarian for help. Next turn, spawn a 0 attack, 1 health librarian. Flooping Librarian adds +1 attack to a selected creature on this land. Friendly: Storytime - Creature reads a story to all creatures in this land and opposing this land. Exhaust all creatures in this land and opposing land. Aggressive: Campfire - Creature tears books apart to start a campfire. Heal creature for +1 health for each turn spent in this structure. Monster: Campaign - Creature interrupts a group of TTRPG players and gets chased out. Move creature to an adjacent land of choice, do not exhaust creature. This would probably massively complicate things, require a seperate mini hand book for players to make reference to if they want to be really strategic and make perfect choices, but I think it would be really fun addition if players had a creature use a structure and then look at the structure’s personality action table for what happens. It would add a little bit of randomness and personality to the game that already has a ton.
I think structures should care about personality type. For example, the wizard research tower should have a mechanical synergy with intelligent creatures. I keep fixating on that wizard learning necromancy. I think it could make sense that the structure says something like "An intelligent creature can spend X amount of turns in this structure. Then, once on each of your turns, as long as that creature is on the battlefield, you may reanimate one of your dead creatures."
Unpredictable behavior idea: monster Start a revolution against your controller so that every card in the same lane as the chosen card attacks a structure on your own side in the same lane.
about the money, you could make that money isn't useful in all builds, but with surtain structures and creatures it becomes a resource you need for power, something like a bank that gives double the money, police that protect structures but have to get paid, etc etc
When i saw the first video you made about card wars, I really thought I would be like a 1 year process, but you have been very fast and have been doing it properly!! You are doing amazing!
Glad to see that progress is actually being made, and that you are passionate about the project. When I saw your first video on it, I was excited, but worried it would never get worked on/updates every few months. Can't wait to see where this goes!
Loving how this project is slowly developing. I really like the behaviour card idea. To provide a potential example of how to help discern behaviour cards when sorting a deck without using the back. Cardfight vanguard uses a yellow border at the base of it's "trigger units", which I have found to be very useful while sorting my decks as it nicely contrasts the normal black border quite clearly. While this might be a little extreme I think something simple in an easily comparable spot like the base or corner of the card would make the post game sorting process at lot simpler.
personality card: calming: one aggressive creature meditates turning them into a friendly card. if the cards has a predictability above 7 they turn into a token Munk (token is a card or stat that is unattainable by drawing or conventional ways ex if a car spawned another car that card would be a token. token is like a hidden part of the game.) not being able to attack but getting double defense (feel free to give any suggestions or change anything about the card)
You could have the random event deck and have it draw based on other cards. For example, a meteor spell has an additional effect of drawing from the event deck.
i absolutely love your ideas! i was thinking instead of unpredictability it could be called craziness or mind or something of this sort because these (especially craziness) are themes often explored in the original show (for example: Betty. Simon/Ice King, Magic Man, etc)
personality card: blink: one of any card type blinks. if it has a predictability higher than 10 roll a D20 and if it lands on 10 you win the game. the blink is so powerful it flips the table (if the table is not flipped ex it is drilled to the floor, then you don't win. You HAVE to flip the table to win) (feel free to give any suggestions or change anything about the card)
I just binged this video series. Something that kept coming to mind was land claiming. If for instance I am playing as corn lands and my opposition moves 3 or more mud knights onto one of my land within two turns then my corn land is now contested. contesting and claiming is different, i dont know how to claim, but maybe being the only one to have a creature on it for three turns. then once you claim all lands you win? Im not sure how or if you should work this in but the idea of having an element of worry if my opposition will weaken my corn with his mud. AND if there were environment bonuses. for instance, you can play any faction on any land but scarecrows get +2 defense on corn land. then multi-fractioning with a certain land and creature type. like using water to melt mud and ripen corn lands. this card game has alot of potential and im super exited to see it come to fruition. sadly my facilities only admit my contributions to RUclips comment. have you set up a email specifically for suggestions kind of like a notes box at resturants?
Rules suggestion here that perhaps instead of drawing the U.B./Event cards (ones with purple backs) you activate when their backside is revealed in a draw pile and resolve it before continuing effects. This skips the need to worry about the drawing cards limitation and adds to the "surprise" factor. You could also limit it to 1 per player a turn, which would allow for the scenario where Wandering Bald Man moves during Finn's turn instead of Jake's as represented in the show and stops a chain from derailing actual play actions. U.B. Cards: *Fart* - An awkward poot shoots out your boot(y). Affected creature loses all abilities until end of turn. *Gamble* - Always one hit away from winning. Flip affected creature and toss a coin. If you win the toss you instead net 2 income, if you lose you instead lose an income. *PARTY PARTY PARTY* - Groove with infectious intensity. All nearby creatures are considered bros until your next turn and gain a Dancing token. (Could also have them floop w/o effects activating but thought "Dancing token" was more fun and allowed for possible creativity)
a few ideas for u.p. cards: rebels (aggressive): disillusioned by the world, it rebels against you and joins the enemy forces. after a turn it outgrows this phase and returns back to normal develops impostor syndrome (simple, monster): it doubts its own abilities and reduces its attack by half, rounding down. if a friendly card is in the same field, it offers emotional support and the effect goes away birthday (friendly): turns one year older. enemies dont want to ruin its special day, so it cant be attacked this turn organizes a strike (intelligent): convinces all cards in its field to take part in a strike and become immobile for a turn, including enemies hugs (friendly, monster): hugs a card of your choosing. if it is friendly, both it and the hugged card gain +1 hp. otherwise it gains +2hp and the hugged card loses -1hp
This is from an earlier video but if you recall saying the x in the corner of some cards is because it doesn't have health, i think thatms actually damage, and x signifies that it varies, according to the description of the card
i always thought it was a very small number of certain cards that could make money, like how they floop the wizard to research the raise the dead, certain cards can be flooped to earn money in a similar amount of time 2-3 turns, but that’s mostly what they do with bad stats. it makes it obvious to the enemy that you’re making money (but it is your choice how much you auction with), and it’s optional and so you can just use the card for attacking if you want for beginner players like Finn was
Stupidly op behaviour card: Ascension - The highest attack card ascends to godhood, removing them from the field, but converts one of your opponents least intelligent creature to your side (you gain controll of the card) and protects any holy building on your side of the board from (almost?) any attack. It might be somewhat balanced since one of your best cards disapears but still does some pretty big damage toward the opponent.
personality card: bend over: one card of any type bends over gaining agility. for the next attack they can move to any adjacent lane. if there is a joke made with bend over it also gets +1 damage (feel free to give any suggestions or change anything about the card)
I do think that the truly best way to do card wars is a VR card game, which would make a lot of these things more straightforward. But ai love your creative solutions and i am suprised and impressed by how much youre working on it.
6:14 I didn't expect to see DRG referenced but it was a pleasant surprise, it feels like ever since I started playing over a year ago I see it everywhere
You should add economic/infastructure cards. Land specific/resource, while they dont offer direct benefit they may offer something hyperspecific. Like goblin bar card, which only works in goblin land cards, which can be used to turn resource cards into money or something like that. Just have some cards that directly interact with the economy specifically, but arent necessary to win a match. Right now the economy cards seem to be ineracted with vaguely. Isolating the system is good, but I think itd be funny if a beetle could go into debt. Maybe cards that work with emotion cards, for you or against your opponent. Goblin Casino Card, which hijacks an enemy when they have a negative emotion to gamble money at the casino. Smthing like that. Maybe implement a money stealing mechanic? Idk, just pissing in the win for this. Or make only specific tags or emotion types effected by certain cards. A theoretical Road Work Ahead card, that makes it so neither you or your opponent can move across one land tile border. But this wouldn't effect monster type cards because they are illeterate. Maybe a marriage card, where two cards have to pick a venue. Gnomio & Juliet card, where one of your cards fall in love with an enemy card and vice versa. Maybe separate resource cards from deck cards, but that might get a little to complicated. Have worker cards be able to work in specific buildings, that use resource cards to produce money.
This is so cool to watch bro. It’s a wild task to do this but its great that you are doing it and hopefully meeting some helpful people to help you. Keep it up, once it gets to a play testable level whenever that is I will deffs apply
A thought: Instead of behavior cards, each character has a personality which represents what they do in certain circumstances. For example, the "wanderer" personality is like: "Whenever anyone rolls a dice, this card moves in a direction corresponding to the number rolled." This also fits well with the hexagonal cells, there are 6 dice numbers and 6 adjacent cells.
about the wandering man getting stuck, I always thought it was because of the card and terrain descriptions, example: mud area: if a card thats not a farm or swamp card enters the area it gets stuck for 1 turn wandering bald man: when your turn ends wandering bald man wanders to a random zone on your side of the board it would be explained by just thinking jake made an awfull move with counter synergy and it would make sense
i had an idea for implementing the concept of "overworked land". for each action initiated from that land, turn the land card 90 degrees clockwise, and flip it when it makes a full turn. only when all cards (or maybe 3/4) are tyrned, all lands refresh
Idea for emotion and behavior cards: - They are shuffled in your deck. - They have a base effect "when you draw, draw another card. If Behavior or Emotion, shuffle it and draw another." (So that you always gain an actual card) - they have to always be played when you draw it Two options: 1st - randomized: - assign a number to every creature eligible - roll a die, give the behavior/emotion to the creature rolled. 2nd - Personality based: - assign a tag to each card corresponding to its main personality - you can assign the card to any creature you want - it will have special/enhanced effects if the personality matches the card. What behaviors could do: - force a creature to move - force a creature to defend a building - force a creature to defend another creature - force a creature to flee from danger Etc. What emotions could do: - give a buff to a creature - give a debuff to a creature - make a creature do a preset action - make a creature react to an action differently. For example: Behavior - wander: Roll 1d6, make the creature move that many steps/zones. Lasts until another behavior is asigned. If "agressive", move towards the nearest opponent instead. Emotion - angry Creature deals +1 damage after being attacked. (Explaining the bald man) Lasts until the conflict is over If "agressive", deals +2 damage, takes +3 on the next hit Also, some emotions and behaviors could have the tag "reaction". They are played upside down on the creature and are revealed once you or the opponent trigger it, creating room for bluffs and mindgames
personality card: snap: one of any type over 3 predictability thinks to snap. The next time that card goes to fight another card it snaps causing you to attack twice. if over 7 predictability that card snaps twice getting three attacks in before the enemy attacks back. if over 9 predictability the card snaps three times by which the opposite card attacks back instantly killing your card. (feel free to give any suggestions or change anything about the card)
i find it so hilarious how the only fight scene is still the bald man versus the pig
It’s genuinely hilarious.
It’s amazing
it's such a funny and amazing concept to make that the only scene
It’s like clash royale: if there’s any interaction between certain horde cards then the game just ends
@kerroseir4764 that game incentives attack cards over defense cards too
unpredictable behavior: yawning: prevents movement/attack, but spreads to nearby pieces.
Hello
really enjoyable idea
@@clickingz -Mr frog
infinite yawn loop
*"Did you know that yawning is contagious?"*
10:20 Image playing card and hear from your opponent "oh yeah, my creature now is pregnant! Now I can sacrifice 1/1 baby to activate that spell!"
Only in cardwars
Brutal
New occult deck?
I want that so badly
I mean, would you really want it any other way?
I love that this whole mechanic just came from the wandering bald man wandering (could've just made it card specific but this is more interesting)
That's what I thought at first. From what I've seen no other card has a do-something-in-between-actions action. Thus, the *wandering* bald man should be the only card to *wander* because it's called the *wandering* bald man. However, adding this as a whole new mechanic has intrigued me.
still can be, the wandering bald man could have a mechanic involving all u.p. cards causing him to wander or smthing
@@an_annoying_cat Except he's not making Card Wars cards. He's making his own original cards. Goodbye wandering bald man, never met ya but I wish I did.
@@an_annoying_cat Alternatively, his name might derive from something special happening when a UB card causes him to wander. What that might be I don't know, since nothing of note seems to happen after he wanders in the show (unless getting stuck after wandering is his special "ability", but that's kinda lame).
Wandering Bald Man: Existing
Bigholes: Write that down, WRITE THAT DOWN!
The Wandering Bald Guy would, in theory, wander more than other cards.
Maybe he has an effect where whenever he would do an Unpredictable Behavior, there's a chance that he would wander instead of doing what is stated on the card.
Either that or he could shuffle “Wander”s into the deck, since they’re already being taken in and out of the deck
perhaps he can only wander?
What if wandering bald man had to draw more behavior cards than others since he moves more
I like the idea that he'd have a very high unpredictability score (maybe even infinite) and whenever any behavior card is played on him he'd instead wander. So he's a kind of sponge for the cards that converts them into a fairly neutral action for as long as you can defend him (which sucks to do since he can just put himself into garbage positions), so he'd stop any of the truly atrocious cards from ruining your strategy especially if you had a fairly unpredictable high stated card.
Yeah I like the idea that he absorbs all wander cards, like instead of the normal unpredictability thing he just has the ability that if wander is drawn it affects him instead of whoever the target should be
Having mechanics called flipping and flooping feels like such a card wars idea with how similar they are
next we need flopping
@@jolynemalone Knowing how many more mechanics I’m sure will be added later on I wouldn’t be surprised
I like the idea that if you get too many coins Dragon comes and lands on them with his own mechanics, it's neatly solves the issue, references Tolkien which is always a plus, and I can imagine it in the show. If anything it's always a idea for a future card idea that punishes afk farming.
This is a renaming suggestion: replace exhaust with rest. It’s quicker to say and works better in my opinion. Seems small, but it really smoothens gameplay to have a single syllable word to say about things being unable to do things.
I'll note that among online card games, "Exhaust" is also frequently a keyword for "Remove this from your deck for the rest of the game."
And it's usually a good idea to try to avoid using common keywords in a manner different to how they may be expected for people coming from other popular games.
@@calemr That’s true
@@calemrYeah this is why it should be renamed. Players come with previous card game experiences. You should build on their experiences and make use of them not change them
@@calemr Really? I have only ever seen the word used in the same context as MTG's "tap."
@@kood995same here. I've seen "exhaust" used to mean "remove from deck until end of battle" un rougelike deckbuilders but that's very specific.
"I was wrong about something"
*immediately shows a scene of BMO jumping into the ocean*
I feel your pain.
I like how this is implemented in slay the spire's board game adaptation. At the beginning of a turn cycle, a single d6 is rolled, and then that d6 affects *all* actions on the board that call for randomness. Not one roll for action, but if a 3 is rolled, every card and effect and enemy with randomness accepts and uses that same 3 until the beginning of the next turn cycle.
That's a cool way to do it.
It also makes artifacts that mess with the dice roll much more interesting.
The person with the smallest total number of structures and creatures can be the one to roll/influence the dice. This way can work as a come back mechanic
Unpredictable behavior ideas:
Mitosis (Monster): Splits into 2 cards, stats halved (rounding up). Effects applied before the split apply to both. Idk how you would represent it with the cards, but it would be pretty funny.
Terrible Singing (Simple/Friendly): screams at the top of its lungs, forcing one creature in the same land to leave to an adjacent land (both of your choice)
Gig Work (Intelligent): the creature cannot act this turn, but earns 1 money for you instantly
Mama Rock: Friendly
Picture - A rock in front of a smaller rock with it's arms out and an stern/angry face.
Stats - 1atk/30hp
Card Effect- Cannot move except by card effects. When a unit in this unit's land is attacked this unit takes all damage but reduced by half (round up).
i like gig work
Mind goblin being banned in mtg and suddently making an appearance in CardWars is so funny
fr
Suggestion regarding generating revenue:
Someone else on the previous video mentioned that solitary structures should not generate money by themselves and should require a correctly associated worker to do so (such as a librarian + library). Someone else responded saying that that would make certain buildings far superior to those that cannot produce income due to being workerless (such as a wall).
To balance this out, I propose that certain cards have special conditional abilities that can generate money. For instance, an assassin/hitman type card produces x amount of money upon defeating a creature (perhaps requiring the defeated creature to have a certain keyword or tag). Maybe allowing your crops to grow undamaged on your land for y amount of turns and then harvesting them provides extra money as well.
This also gives me an idea for how money could be taken away. Let’s say there’s an accountant card that has a chance to reduce the amount of money spent on a transaction, or which produces some other form of low passive income. When the accountant dies, maybe you lose x amount of money due to your kingdom now having to redo their finances because the accountant was the only one who had access to them (or whatever other made-up reason. This is just an example).
It would increase gameplay variety and could encourage strategy involving creature placement and offense.
Any thoughts on this?
absolutely right 👍
i feel like it would reduce the money in the game even more, and again, so far the money is the only way to draw cards so is important to have more consistent ammount of it
@@Cfdrifbloom Perhaps, but it depends heavily on the quantity of these money-generating cards and the frequency that their condition is fulfilled.
if i understand the developers ideals he want's money to be something that can pop up but doesn't have to, making money something you have to spec into by taking certain buildings feels like that would reduce the variety of buildings you might take and go against this idea, it's not a bad idea but i think there would have to be some modifications in the design that i'm not clever enough to think of
@@mranderson9553 Same here. It was just an idea that I thought might be worth considering because it might help give some better ideas of how the economy can work with refinement.
I think the idea of behavior cards being added to the deck is so interesting. I’d love to potentially see cards entirely about their own behavior, like they force you to add that specific behavior to your deck so that they get boosted when it comes into play or something along those lines
Also could have units/creatures that can affect the moods of their own or their opponents creatures!
maybe even cards that are immune to certain random behaviors. like "Monk-ey" which is just a monkey monk whos immune to the tantrum random behavior.
Tie them to the lands you bring.
You could also have cards that just transform behavior cards. For example WBM could have an effect like "if a behavior card is played on this card it does not perform that effect and instead wanders". That way you could have cards that are incredibly prone to behaving in a certain way and can act to absorb extremely negative behavior cards from your own deck.
"Mind Goblin" made me laugh
i dont get the joke
Why would you laugh at the poor Mind Goblin?
"It's psyonic"
@@supersnizelz mind gobblin deez nuts
@@supersnizelz mind gobbling on deez nuts?
Unpredictable behavior idea: Investigate - Next time a creature dies, the affected creature travels to the scene of the crime.
Also, inanity could look too much like insanity when read quickly in a small font.
Also, really love to see this coming along so well. It's clear you're putting a lot of time and thought and effort into this and it appears to be paying off.
The intelligence could be replaced with "Sadness" or "Madness" a creature card is one of the two with a number determining how much. works in adventure time lore as sadness and madness are a big part of the magic system.
Is getting pregnant Sadness or Madness?
@@HiddenDragon555yes
I gotta say, Get Pregnant is the most vile card name I've laid eyes on. I was only half-listening while working and hearing "pregnancy" was like a shotgun blast to the gut.
I get that it's a little weird and certainly can catch you off guard, but why is it vile?
I... what? What an interesting reaction.
@@paultapping9510But what does it mean?!
definitely
@@cat-cat... Your innocence shines on our souls
Idea for moving workers: Maybe cards with the worker tag that are on the same land as a flipped structure card "work" at that structure until your next turn. The downside being that while it is "working" that it cannot perform any other action including defending itself on the reaction phase of your opponents following turn. Maybe this could generate 1 extra money upon surviving to your next turn to add a risk vs reward element. This way you could either be forced to move your worker to a different land if you want to flip a structure so that it doesn't work there and become vulnerable, or alternatively could make you want to move the worker to a land where they can "get work". This might also have the bonus of forcing players not to flip all of their structures to generate money or else their worker cards will be left vulnerable as well.
Alternatively you could have "worker" cards be "compelled" to inhabit a lane with a flipped structure card if it is in a lane adjacent to it?
Just some random ideas. This project is super cool I look forward to seeing more from it!!
I love this idea, the thought that came to me is that, since the money mechanic is suposed to be a non intrusive or elementary mechanich that completly halts a game, maybe not all structure cards have to generate money, instead have structures that could generate extra money once the corresponding worker goes into it(maybe have sinergies within structures so that if a worker that is intelligent goes into an intelligence related structure it is somehow more advantageous) while being less useful overall and structures that dont generate any money to have more useful mechanics by themselves
Definitely do some art for the emotion cards.
It doesn't have to be as big as other cards (so you can fit text easily),
but knowing the card by just taking a glance at the art instead of reading is always fun.
Little smiley faces
I personally love how you handled randomized behavior.
In a video game it's easy to program "personality traits" into the creatures themselves and have their parameters run in the background.
But for a tabletop game, it would just be a mess. Using behavior cards keeps it simple and adds a lot to the game. Well done.
I think a hilarious unpredictable behaviour is “fart: target farts. This has no effect”
"He Who Smelt It...
when a creature you control would Fart, the player initiating the Fart Event now Farts, while the initially targetted creature does not.
This has no effect"
oh, but seriously. Then you could have cards that get Nauseous or have other effects if a creature in adjacent lanes Farts 😂
you could expand on this with other creature effects. Like a gas elemental that gets stronger when a creature on the same board half farts.
Or a fire spell that gets automatically triggered when a creature farts. Regardless of turn order or usual casting cost
Or instead the card gets embarrassed which means the next behavior card drawn must happen to them
This feels perfectly in line with Adventure Time's humor!
some random behaviours you may like:
• sing/whistle
• vomit
• dance
• play and instrument
• feel shy
• chat
• panic
• faint
I think a good change would be to immediately draw the unpredictable behaviour card when it's on the top of the deck. That way you won't be able to plan your turn around the unpredictable behaviour card before you draw it, but you still get a monster that turn.
I suspect the behavior cards will have the same back as the regular cards and were different here for demonstration purposes only.
@@CowCommando thatd make it annoying to sort them out of the deck once the games over tho, if you actually printed these cards out and had physical decks, which i definitely wanna do at some point
@@firelasto unless they go with the idea that you draw cards per element as deck generation in which case you would basically deconstruct the deck anyway
YES YES YES YES YES MORE CARD WARSSSSS
Babe wake up, Card Wars devlog just dropped
This series has been so awesome to follow along, keep up the great work!
I have no recollection of opening this video, yet here it is, somehow open in my browser. Not that I am complaining of course, love the series!
maybe you have autoplay enabled.
@@elio7610 That can't be it. I suspected that too and checked. It was turned off.
@@blacky7801 yeah, it would be obvious if that was the case. well, i guess you are haunted.
@@elio7610 help
@@elio7610 Maby this conversation could be a card
Great videos so far! A lot of the simulated behavior reminds me of a game I heard about a while ago called Dwarf Fortress, which has insane levels of emergent interactions. I recommend giving it a look, even though I don't know much about it. It may help spring up ideas.
There's a famous story where in-game cats had started dying unexpectedly too often in-game, and it turned out that was because they would walk over puddles of spilled beer in bars, and then later die of alcohol poisoning when grooming themselves later.
I think it could be interesting to have the opposing player pick the Unpredicable Behavior Cards that will be placed in a players deck at the start of the game. It could add a layer of strategy to deck building as well as unique feel to the playstyle of the game, while keeping some level of randomness with the cards working how they do currently
Oooo I like this idea
You definitely know how to take the right directions
I wouldn't know what is right for this real life adaptation but when you say "i decided against this because.." i always feel relieved that you did
Alternate names for Inanity/Unpredictability: Quirk/quirkiness, unbalance, nerve index, Habits, Uselessness, Ennui, Joi de vivre, unctuousness, salubrious score, vim, vanity
I think a cool way to include this with the worker placement mechanic would be that a creature can feel sad for being removed from a job or just not having anything to do, happy for being promoted, or be ambitious/sneaky and push another creature off the job post to take their place.
I'm not sure if it lines up *exactly* with the system but it might be neat to also allow a creature to be influenced by whether or not they're employed, either making them resistant or vulnerable to abilities and affects based on their land/employment type
You could also have a trigger mechanism for events that can create moods, for example - if this character is attacked, search the deck for a relevant personality mood card, then reshuffle
For the wandering bald man specifically has nobody considered that the wandering bald man's wandering could be caused from a card effect. Cussing him to move on the board for an action your opponent takes.
Yeah it’s right in his name. I don’t see why we’d assume all creatures would have random behavior. I assumed it was part of the card.
Yeah, it's not like every creature had a descriptive epithet that coralated to a random behavior.
Through sone kind of "behavior" phase during turns where cards that have such things activate(or attempt to activate) would still make sense.
Say such "random" behaviors have a chart/list of actions tied to a die/dice roll, with a single such roll being part of the phase and then shared among all random behavior cards.
Say the Wondering Bald Man moves left on a 6 or 1, right on a 3 or 4, and does nothing on a 2 or 5.
Meanwhile some other card, let's call it "the screaming baby" does nothing on a 1, 2, 4, or 5, but on a 4 or 6 will cry so obnoxiously that all enemies that attack must target it if they are able.
Bald Man getting stuck is obviously a feature of the terrain, probably worded as "creatures in this space can not move unless they have keyword fly/hover/ghost/spirit/[whatever else makes sense here] or use an ability with keyword teleport"
Behavior names: Unpredictable, attacking, casting spells -> MADNESS, Harmless, wandering, seeking love -> SADNESS
The amount of time dedicated to the wandering bald man in these videos is honestly legendary at this point
Something you did in an earlier video that I think may have interesting gameplay impacts is tracking economy by drawing and discarding cards.
With this implementation of unpredictable behaviours, that means that UBs are triggered more often.
Additionally, if there are rules around deck construction, it means players will be less able to stack their deck, since they'll be discarding cards they might otherwise want to draw.
It also allows you to make the economy something the players choose to engage in, rather than something the meta demands that they must, since doing so means discarding cards.
This is becoming better by the video.
The idea behind Behaviour cards is interesting. I think the wandering bald man in the show wanders because of his card discription.
For the behaviour of cards I would suggest a card to have:
°The Description of the card
°Passive behaviour (eg. The wandering bald man just wanders aimlessly through all the four sections of board)
°Active Behaviour is when you floop the card.
Some questions may rise like how do you control the pigs behaviour to go sleep. Or the witch going into the cabin to study revival magic. I think the logic behind that would be the structure cards description that you can take any monster card and make it sleep inside or a specific monster card like the witch can only use the cabin to study.
(This way you won't need behaviour cards or dices)
The structure cards this way reminds me alot about Yu gi oh's spell and trap cards. Some are specific to which type or certain card and some can be used on all cards.
Instead of calling it "unpredictable behavior cards", call them "chaos cards" with workers and buildings having a "chaos modifier" for how different cards are more unpredictable. A larger chaos modifier means that the chaos card is more impactful to that card. For example, wander applied to a chaos mod of one means they can only wander on your side of the field, a chaos mod of 3 or more means they can wander to the other side of the board and immediatly be attacked or attack an enemy card.
Honestly I believe that this is the best moment for u to add the field cards, these could solve the problem of worker position not mattering that much, you could have certain combinations of fields, cards and structures, produce more money or some similar buff to the economy according to the type of card. You could also add a way for the fields to affect the combat stage, we can see how the mud field inmovilices the bald man.
One aspect that I think should be reworked is cards combinations of all types, the way the game is thought right now doesn’t allow for a lot combinations like we see in the first episode of card wars like the corn field being necessary for the corn warriors to function or the wizard being able to resurrect cards after entering the library for some turns.
I don’t know how you could solve this tho, maybe someone else can
keep up the good work, watching your passion and determination is very inspiring
Unpredictable behavior: backflip: does nothing but it’s pretty cool huh
Also, the behaviour thing , the wandering bald man was the only creture that exhibited a behaviour and non of Finn's cards so maybe the behaviour is a customization thing , where you can make a card exhibit a certain animation
Food for thought regarding how to make money:
Have you considered having a specific type of building which its entire function is to generate money and have that be the main way players gain money?
It would introduce the conflict and decision making for players where they have to choose whether to build a structure that will generate them money or a structure with other effects and abilities.
I believe that it would be helpful in balancing the money generation part of the game as players could theorecally just commit their board to produce money at the cost of having more useful buildings or players dont build any money generating structures and the lack of money would let their opponent run the economy.
Im not sure how this would interact with other aspects of your game as I dont know how your structures work at the moment but I thought it would be something worth considering.
Also the structures could be thematic to type of deck the player is running. A corn deck could have corn farms that would sell corn. A snow deck could have Ice cream shops. Etc...
Love the videos and everything youre doing please keep it up!
Yay, new update!!! Love this projekt!!!❤
I really like the idea that your opponent provides your Unpredictable Behavior Cards. That would make for a competitive element to it, and have a lot of strategy behind it.
Suggestion for the randomness/unpredictability stat: "Whimsy Gauge"
The narration is getting vaguely more sassy over time and I’m here for it
I have the approval of Godzilla Junior!
I love this community I clicked on the video and the number of likes and views were parallel
the like button is a flawed feature, we should just ignore it. a "like" just doesn't really mean anything or provide any useful data. you can determine people's interest by views and watchtime and from a purely business perspective it doesn't even matter if viewers enjoyed the video as long they keep watching. as a viewer, i can't really gauge quality from the number of likes, especially when dislikes are hidden or nonexistant. it is useless for both the audience and the creator, it is pointless.
@@elio7610 The amount of people who asked is equal to your body count.
After watching this video 5 times, only now I've heard the cult of the lamb soundtrack on the background
The cult of the lamb background= 🔥🔥🔥
I just had an idea regarding both Finn’s and Jake’s ace creatures, The Pig and The Immortal Maze Walker. It can be either one of two things:
1. Ace cards, either one creature, artifact or structure that are hidden at the start of the game and come up when you choose to play them. They have a very special mechanic that essentially drives your main gameplan forward.
2. Secret Boss, a unique and powerful creature that “hides” in a land and, just like ace cards, are only revealed when played. When that secret boss dies however, you lose the game.
I bet this guy plays league of legends
@@mikaeluhl H m m m m
@@mikaeluhl H m m m
Those are interesting ideas. I personally think there is the possibility that it could be that certain cards can have no more than one that card played in the game on either side. The Pig is a card that completely counters a corn deck and if a person could hypothetically fill a deck with The Pig if they knew their opponent runs mainly corn decks, it would be one sided and extremely unfair for the player that runs a corn deck is can barely play a deck.
The Immortals Maze Walker probably has keyword that involves the fact it is immortal. It probably takes no damage while on the corn element land or an actual maze land.
For an actual explanation on how I possibly think the immortal keyword works: This card cannot take damage while the land this card is on has the same element as it.
I think this explanation works to my knowledge.
@@ThefifthBishopofGord Love that idea!
Letsgoo, my favourite series has a new episode. Please keep going, I love this series so much and I wish you the best
I just discovered these devlog videos and holy crap this is so entertaining. I love Card Wars!!! You're doing an amazing job!!!
I’m happy to keep churning away!
I was thinking on how the Wizard went into the library to research in the first cardwars episode. That feels like an action that would only be available to the wizard when the library is available, because the pig going into the library would probably end with it eating the books or something. I was thinking that, instead of the mechanic being unique to the library or the wizard, what if the action that a creature can do in a building depends on its personality? Each building/structure has its normal abilities, but there’s also a table of actions that can be done depending on the creatures personality. The wizard clearly has Intelligent as its personality, so research would be the action a creature with intelligent can do at the library, but a creature with intelligent at the cave would meditate and probably increase attack, unlike the pig which rested in the cave and healed. The creatures using the building/structure in this way would require them to “go inside” the structure, which is a risk, because if the building/structure is destroyed while they’re using it, so would the creature be destroyed, just like how when the pig was resting in the cave and it got destroyed, the pig died.
An example of the Library personality table:
Intelligent: Research - Search through your deck. Set aside the first spell you find for use at any time, seperate from your hand. Reshuffle deck. If creature that researched this spell dies, shuffle spell back into deck.
Simple: Librarian - Creature asks a librarian for help. Next turn, spawn a 0 attack, 1 health librarian. Flooping Librarian adds +1 attack to a selected creature on this land.
Friendly: Storytime - Creature reads a story to all creatures in this land and opposing this land. Exhaust all creatures in this land and opposing land.
Aggressive: Campfire - Creature tears books apart to start a campfire. Heal creature for +1 health for each turn spent in this structure.
Monster: Campaign - Creature interrupts a group of TTRPG players and gets chased out. Move creature to an adjacent land of choice, do not exhaust creature.
This would probably massively complicate things, require a seperate mini hand book for players to make reference to if they want to be really strategic and make perfect choices, but I think it would be really fun addition if players had a creature use a structure and then look at the structure’s personality action table for what happens. It would add a little bit of randomness and personality to the game that already has a ton.
I hope you make the board bigger in the final product
I think structures should care about personality type. For example, the wizard research tower should have a mechanical synergy with intelligent creatures. I keep fixating on that wizard learning necromancy. I think it could make sense that the structure says something like "An intelligent creature can spend X amount of turns in this structure. Then, once on each of your turns, as long as that creature is on the battlefield, you may reanimate one of your dead creatures."
Yessss! Now the mind goblin isn’t just a deez nuts meme
I love the changes made! It is so great to see your project change and evolve!
Unpredictable behavior idea: monster
Start a revolution against your controller so that every card in the same lane as the chosen card attacks a structure on your own side in the same lane.
about the money, you could make that money isn't useful in all builds, but with surtain structures and creatures it becomes a resource you need for power, something like a bank that gives double the money, police that protect structures but have to get paid, etc etc
Not sure how to feel about the "get pregnant" card
When i saw the first video you made about card wars, I really thought I would be like a 1 year process, but you have been very fast and have been doing it properly!!
You are doing amazing!
1 view in 42 seconds, BigBlud really fell off 😔💅
Glad to see that progress is actually being made, and that you are passionate about the project. When I saw your first video on it, I was excited, but worried it would never get worked on/updates every few months. Can't wait to see where this goes!
Loving how this project is slowly developing. I really like the behaviour card idea.
To provide a potential example of how to help discern behaviour cards when sorting a deck without using the back. Cardfight vanguard uses a yellow border at the base of it's "trigger units", which I have found to be very useful while sorting my decks as it nicely contrasts the normal black border quite clearly.
While this might be a little extreme I think something simple in an easily comparable spot like the base or corner of the card would make the post game sorting process at lot simpler.
Card wars has been a dream for so long, i fell like this project might finally make it a reality, thank you so much!
As someone who loves dreaming up impractacle game concepts, this series is an absolute delight.
I really like the emotion mechanic! It's simple yet very interesting. Keep up the good work!
personality card: calming: one aggressive creature meditates turning them into a friendly card. if the cards has a predictability above 7 they turn into a token Munk (token is a card or stat that is unattainable by drawing or conventional ways ex if a car spawned another car that card would be a token. token is like a hidden part of the game.) not being able to attack but getting double defense (feel free to give any suggestions or change anything about the card)
You could have the random event deck and have it draw based on other cards. For example, a meteor spell has an additional effect of drawing from the event deck.
i absolutely love your ideas! i was thinking instead of unpredictability it could be called craziness or mind or something of this sort because these (especially craziness) are themes often explored in the original show (for example: Betty. Simon/Ice King, Magic Man, etc)
personality card: blink: one of any card type blinks. if it has a predictability higher than 10 roll a D20 and if it lands on 10 you win the game. the blink is so powerful it flips the table (if the table is not flipped ex it is drilled to the floor, then you don't win. You HAVE to flip the table to win) (feel free to give any suggestions or change anything about the card)
Unpredictable behavior: midlife crisis
Creature buys a car and writes a novel
I just binged this video series. Something that kept coming to mind was land claiming. If for instance I am playing as corn lands and my opposition moves 3 or more mud knights onto one of my land within two turns then my corn land is now contested. contesting and claiming is different, i dont know how to claim, but maybe being the only one to have a creature on it for three turns. then once you claim all lands you win? Im not sure how or if you should work this in but the idea of having an element of worry if my opposition will weaken my corn with his mud.
AND if there were environment bonuses. for instance, you can play any faction on any land but scarecrows get +2 defense on corn land. then multi-fractioning with a certain land and creature type. like using water to melt mud and ripen corn lands. this card game has alot of potential and im super exited to see it come to fruition. sadly my facilities only admit my contributions to RUclips comment. have you set up a email specifically for suggestions kind of like a notes box at resturants?
Rules suggestion here that perhaps instead of drawing the U.B./Event cards (ones with purple backs) you activate when their backside is revealed in a draw pile and resolve it before continuing effects. This skips the need to worry about the drawing cards limitation and adds to the "surprise" factor. You could also limit it to 1 per player a turn, which would allow for the scenario where Wandering Bald Man moves during Finn's turn instead of Jake's as represented in the show and stops a chain from derailing actual play actions.
U.B. Cards:
*Fart* - An awkward poot shoots out your boot(y). Affected creature loses all abilities until end of turn.
*Gamble* - Always one hit away from winning. Flip affected creature and toss a coin. If you win the toss you instead net 2 income, if you lose you instead lose an income.
*PARTY PARTY PARTY* - Groove with infectious intensity. All nearby creatures are considered bros until your next turn and gain a Dancing token. (Could also have them floop w/o effects activating but thought "Dancing token" was more fun and allowed for possible creativity)
I am loving these devlogs so far!
a few ideas for u.p. cards:
rebels (aggressive): disillusioned by the world, it rebels against you and joins the enemy forces. after a turn it outgrows this phase and returns back to normal
develops impostor syndrome (simple, monster): it doubts its own abilities and reduces its attack by half, rounding down. if a friendly card is in the same field, it offers emotional support and the effect goes away
birthday (friendly): turns one year older. enemies dont want to ruin its special day, so it cant be attacked this turn
organizes a strike (intelligent): convinces all cards in its field to take part in a strike and become immobile for a turn, including enemies
hugs (friendly, monster): hugs a card of your choosing. if it is friendly, both it and the hugged card gain +1 hp. otherwise it gains +2hp and the hugged card loses -1hp
This is from an earlier video but if you recall saying the x in the corner of some cards is because it doesn't have health, i think thatms actually damage, and x signifies that it varies, according to the description of the card
I love that you keep putting cave story music in your videos. it makes me very happy.
i always thought it was a very small number of certain cards that could make money, like how they floop the wizard to research the raise the dead, certain cards can be flooped to earn money in a similar amount of time 2-3 turns, but that’s mostly what they do with bad stats. it makes it obvious to the enemy that you’re making money (but it is your choice how much you auction with), and it’s optional and so you can just use the card for attacking if you want for beginner players like Finn was
I always get so excited when I see you posted a card wars vid! Keep ‘em up❤
Stupidly op behaviour card: Ascension - The highest attack card ascends to godhood, removing them from the field, but converts one of your opponents least intelligent creature to your side (you gain controll of the card) and protects any holy building on your side of the board from (almost?) any attack.
It might be somewhat balanced since one of your best cards disapears but still does some pretty big damage toward the opponent.
This is getting exciting. Can't wait to see more of the gameplay.
7:16 Hell yeah! A Cosmic Encounter mention!
personality card: mid-life crises: one card of any type gets a mid-life crisis. turns into a toke depression type, getting -1 damage.
personality card: bend over: one card of any type bends over gaining agility. for the next attack they can move to any adjacent lane. if there is a joke made with bend over it also gets +1 damage (feel free to give any suggestions or change anything about the card)
This is honestly just turning out so amazingly
I do think that the truly best way to do card wars is a VR card game, which would make a lot of these things more straightforward. But ai love your creative solutions and i am suprised and impressed by how much youre working on it.
6:14 I didn't expect to see DRG referenced but it was a pleasant surprise, it feels like ever since I started playing over a year ago I see it everywhere
You should add economic/infastructure cards. Land specific/resource, while they dont offer direct benefit they may offer something hyperspecific.
Like goblin bar card, which only works in goblin land cards, which can be used to turn resource cards into money or something like that.
Just have some cards that directly interact with the economy specifically, but arent necessary to win a match.
Right now the economy cards seem to be ineracted with vaguely.
Isolating the system is good, but I think itd be funny if a beetle could go into debt.
Maybe cards that work with emotion cards, for you or against your opponent.
Goblin Casino Card, which hijacks an enemy when they have a negative emotion to gamble money at the casino. Smthing like that.
Maybe implement a money stealing mechanic? Idk, just pissing in the win for this.
Or make only specific tags or emotion types effected by certain cards.
A theoretical Road Work Ahead card, that makes it so neither you or your opponent can move across one land tile border.
But this wouldn't effect monster type cards because they are illeterate.
Maybe a marriage card, where two cards have to pick a venue.
Gnomio & Juliet card, where one of your cards fall in love with an enemy card and vice versa.
Maybe separate resource cards from deck cards, but that might get a little to complicated.
Have worker cards be able to work in specific buildings, that use resource cards to produce money.
This is so cool to watch bro. It’s a wild task to do this but its great that you are doing it and hopefully meeting some helpful people to help you.
Keep it up, once it gets to a play testable level whenever that is I will deffs apply
A thought: Instead of behavior cards, each character has a personality which represents what they do in certain circumstances. For example, the "wanderer" personality is like:
"Whenever anyone rolls a dice, this card moves in a direction corresponding to the number rolled." This also fits well with the hexagonal cells, there are 6 dice numbers and 6 adjacent cells.
this project is coming along really nicely
I cant wait for this to be more fleshed out and playable keep it up!
about the wandering man getting stuck, I always thought it was because of the card and terrain descriptions, example:
mud area: if a card thats not a farm or swamp card enters the area it gets stuck for 1 turn
wandering bald man: when your turn ends wandering bald man wanders to a random zone on your side of the board
it would be explained by just thinking jake made an awfull move with counter synergy and it would make sense
i had an idea for implementing the concept of "overworked land". for each action initiated from that land, turn the land card 90 degrees clockwise, and flip it when it makes a full turn. only when all cards (or maybe 3/4) are tyrned, all lands refresh
Idea for emotion and behavior cards:
- They are shuffled in your deck.
- They have a base effect "when you draw, draw another card. If Behavior or Emotion, shuffle it and draw another." (So that you always gain an actual card)
- they have to always be played when you draw it
Two options:
1st - randomized:
- assign a number to every creature eligible
- roll a die, give the behavior/emotion to the creature rolled.
2nd - Personality based:
- assign a tag to each card corresponding to its main personality
- you can assign the card to any creature you want
- it will have special/enhanced effects if the personality matches the card.
What behaviors could do:
- force a creature to move
- force a creature to defend a building
- force a creature to defend another creature
- force a creature to flee from danger
Etc.
What emotions could do:
- give a buff to a creature
- give a debuff to a creature
- make a creature do a preset action
- make a creature react to an action differently.
For example:
Behavior - wander:
Roll 1d6, make the creature move that many steps/zones. Lasts until another behavior is asigned.
If "agressive", move towards the nearest opponent instead.
Emotion - angry
Creature deals +1 damage after being attacked. (Explaining the bald man)
Lasts until the conflict is over
If "agressive", deals +2 damage, takes +3 on the next hit
Also, some emotions and behaviors could have the tag "reaction". They are played upside down on the creature and are revealed once you or the opponent trigger it, creating room for bluffs and mindgames
personality card: snap: one of any type over 3 predictability thinks to snap. The next time that card goes to fight another card it snaps causing you to attack twice. if over 7 predictability that card snaps twice getting three attacks in before the enemy attacks back. if over 9 predictability the card snaps three times by which the opposite card attacks back instantly killing your card. (feel free to give any suggestions or change anything about the card)